From 22aed0cda0102bbdc138b02ab9b869bb4c99923c Mon Sep 17 00:00:00 2001 From: Robin Kertels Date: Wed, 22 Feb 2023 02:47:41 +0100 Subject: [PATCH] Depth clip pass: Remove prepared input SRV binding The shader never actually uses this but it uses an UAV of the same image, so there's a image layout conflict here. --- .../shaders/ffx_fsr2_depth_clip_pass.glsl | 19 +++++++++---------- 1 file changed, 9 insertions(+), 10 deletions(-) diff --git a/src/ffx-fsr2-api/shaders/ffx_fsr2_depth_clip_pass.glsl b/src/ffx-fsr2-api/shaders/ffx_fsr2_depth_clip_pass.glsl index c7e3093..ae2af55 100644 --- a/src/ffx-fsr2-api/shaders/ffx_fsr2_depth_clip_pass.glsl +++ b/src/ffx-fsr2-api/shaders/ffx_fsr2_depth_clip_pass.glsl @@ -29,18 +29,17 @@ #define FSR2_BIND_SRV_DILATED_DEPTH 2 #define FSR2_BIND_SRV_REACTIVE_MASK 3 #define FSR2_BIND_SRV_TRANSPARENCY_AND_COMPOSITION_MASK 4 -#define FSR2_BIND_SRV_PREPARED_INPUT_COLOR 5 -#define FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS 6 -#define FSR2_BIND_SRV_INPUT_MOTION_VECTORS 7 -#define FSR2_BIND_SRV_INPUT_COLOR 8 -#define FSR2_BIND_SRV_INPUT_DEPTH 9 -#define FSR2_BIND_SRV_INPUT_EXPOSURE 10 +#define FSR2_BIND_SRV_PREVIOUS_DILATED_MOTION_VECTORS 5 +#define FSR2_BIND_SRV_INPUT_MOTION_VECTORS 6 +#define FSR2_BIND_SRV_INPUT_COLOR 7 +#define FSR2_BIND_SRV_INPUT_DEPTH 8 +#define FSR2_BIND_SRV_INPUT_EXPOSURE 9 -#define FSR2_BIND_UAV_DEPTH_CLIP 11 -#define FSR2_BIND_UAV_DILATED_REACTIVE_MASKS 12 -#define FSR2_BIND_UAV_PREPARED_INPUT_COLOR 13 +#define FSR2_BIND_UAV_DEPTH_CLIP 10 +#define FSR2_BIND_UAV_DILATED_REACTIVE_MASKS 11 +#define FSR2_BIND_UAV_PREPARED_INPUT_COLOR 12 -#define FSR2_BIND_CB_FSR2 14 +#define FSR2_BIND_CB_FSR2 13 #include "ffx_fsr2_callbacks_glsl.h" #include "ffx_fsr2_common.h"