Merge 584457150e
into 2e6d42ad0a
This commit is contained in:
commit
0706381618
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@ -624,6 +624,9 @@ void SetReconstructedDepth(FFX_MIN16_I2 iPxSample, FfxUInt32 uValue)
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void StoreDilatedDepth(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FfxFloat32 fDepth)
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void StoreDilatedDepth(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FfxFloat32 fDepth)
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{
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{
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#if defined(FSR2_BIND_UAV_DILATED_DEPTH)
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#if defined(FSR2_BIND_UAV_DILATED_DEPTH)
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#if !FFX_FSR2_OPTION_INVERTED_DEPTH
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fDepth = 1.0 - fDepth; // Preserve precision as well as we can in FP16.
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#endif
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//FfxUInt32 uDepth = f32tof16(fDepth);
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//FfxUInt32 uDepth = f32tof16(fDepth);
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imageStore(rw_dilatedDepth, iPxPos, vec4(fDepth, 0.0f, 0.0f, 0.0f));
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imageStore(rw_dilatedDepth, iPxPos, vec4(fDepth, 0.0f, 0.0f, 0.0f));
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#endif
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#endif
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@ -658,7 +661,11 @@ FfxFloat32x2 SampleDilatedMotionVector(FfxFloat32x2 fUV)
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FfxFloat32 LoadDilatedDepth(FFX_MIN16_I2 iPxInput)
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FfxFloat32 LoadDilatedDepth(FFX_MIN16_I2 iPxInput)
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{
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{
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#if defined(FSR2_BIND_SRV_DILATED_DEPTH)
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#if defined(FSR2_BIND_SRV_DILATED_DEPTH)
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return texelFetch(r_dilatedDepth, iPxInput, 0).r;
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FfxFloat32 fDepth = texelFetch(r_dilatedDepth, iPxInput, 0).r;
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#if !FFX_FSR2_OPTION_INVERTED_DEPTH
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fDepth = 1.0 - fDepth; // Reconstruct from FP16.
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#endif
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return fDepth;
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#else
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#else
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return 0.f;
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return 0.f;
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#endif
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#endif
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@ -794,6 +794,9 @@ void SetReconstructedDepth(FFX_MIN16_I2 iPxSample, const FfxUInt32 uValue)
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void StoreDilatedDepth(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FfxFloat32 fDepth)
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void StoreDilatedDepth(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos, FFX_PARAMETER_IN FfxFloat32 fDepth)
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{
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{
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#if defined(FSR2_BIND_UAV_DILATED_DEPTH) || defined(FFX_INTERNAL)
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#if defined(FSR2_BIND_UAV_DILATED_DEPTH) || defined(FFX_INTERNAL)
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#if !FFX_FSR2_OPTION_INVERTED_DEPTH
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fDepth = 1.0 - fDepth; // Preserve precision as well as we can in FP16.
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#endif
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//FfxUInt32 uDepth = f32tof16(fDepth);
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//FfxUInt32 uDepth = f32tof16(fDepth);
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rw_dilatedDepth[iPxPos] = fDepth;
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rw_dilatedDepth[iPxPos] = fDepth;
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#endif
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#endif
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@ -828,7 +831,11 @@ FfxFloat32x2 SampleDilatedMotionVector(FfxFloat32x2 fUV)
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FfxFloat32 LoadDilatedDepth(FFX_MIN16_I2 iPxInput)
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FfxFloat32 LoadDilatedDepth(FFX_MIN16_I2 iPxInput)
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{
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{
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#if defined(FSR2_BIND_SRV_DILATED_DEPTH) || defined(FFX_INTERNAL)
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#if defined(FSR2_BIND_SRV_DILATED_DEPTH) || defined(FFX_INTERNAL)
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return r_dilatedDepth[iPxInput];
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FfxFloat32 fDepth = r_dilatedDepth[iPxInput];
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#if !FFX_FSR2_OPTION_INVERTED_DEPTH
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fDepth = 1.0 - fDepth; // Reconstruct from FP16.
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#endif
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return fDepth;
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#else
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#else
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return 0.f;
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return 0.f;
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#endif
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#endif
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