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Diffstat (limited to 'servers/rendering/renderer_rd/effects/fsr2.cpp')
-rw-r--r--servers/rendering/renderer_rd/effects/fsr2.cpp9
1 files changed, 2 insertions, 7 deletions
diff --git a/servers/rendering/renderer_rd/effects/fsr2.cpp b/servers/rendering/renderer_rd/effects/fsr2.cpp
index 0c38989304..bebbf51d51 100644
--- a/servers/rendering/renderer_rd/effects/fsr2.cpp
+++ b/servers/rendering/renderer_rd/effects/fsr2.cpp
@@ -377,10 +377,7 @@ static FfxErrorCode execute_gpu_job_copy_rd(FSR2Context::Scratch &p_scratch, con
ERR_FAIL_COND_V(dst_desc.type == FFX_RESOURCE_TYPE_BUFFER, FFX_ERROR_INVALID_ARGUMENT);
for (uint32_t mip_level = 0; mip_level < src_desc.mipCount; mip_level++) {
- // Only push the barriers on the last copy.
- // FIXME: This could be optimized if RenderingDevice was able to copy multiple mip levels in a single command.
- BitField<RD::BarrierMask> post_barrier = (mip_level == (src_desc.mipCount - 1)) ? RD::BARRIER_MASK_ALL_BARRIERS : RD::BARRIER_MASK_NO_BARRIER;
- RD::get_singleton()->texture_copy(src, dst, Vector3(0, 0, 0), Vector3(0, 0, 0), Vector3(src_desc.width, src_desc.height, src_desc.depth), mip_level, mip_level, 0, 0, post_barrier);
+ RD::get_singleton()->texture_copy(src, dst, Vector3(0, 0, 0), Vector3(0, 0, 0), Vector3(src_desc.width, src_desc.height, src_desc.depth), mip_level, mip_level, 0, 0);
}
return FFX_OK;
@@ -435,8 +432,7 @@ static FfxErrorCode execute_gpu_job_compute_rd(FSR2Context::Scratch &p_scratch,
RID buffer_rid = p_scratch.ubo_ring_buffer[p_scratch.ubo_ring_buffer_index];
p_scratch.ubo_ring_buffer_index = (p_scratch.ubo_ring_buffer_index + 1) % FSR2_UBO_RING_BUFFER_SIZE;
- BitField<RD::BarrierMask> post_barrier = (i == (p_job.pipeline.constCount - 1)) ? RD::BARRIER_MASK_ALL_BARRIERS : RD::BARRIER_MASK_NO_BARRIER;
- RD::get_singleton()->buffer_update(buffer_rid, 0, p_job.cbs[i].uint32Size * sizeof(uint32_t), p_job.cbs[i].data, post_barrier);
+ RD::get_singleton()->buffer_update(buffer_rid, 0, p_job.cbs[i].uint32Size * sizeof(uint32_t), p_job.cbs[i].data);
RD::Uniform buffer_uniform(RD::UNIFORM_TYPE_UNIFORM_BUFFER, p_job.pipeline.cbResourceBindings[i].slotIndex, buffer_rid);
compute_uniforms.push_back(buffer_uniform);
@@ -566,7 +562,6 @@ FSR2Effect::FSR2Effect() {
FfxResourceBinding{ 2, 0, L"r_dilatedDepth" },
FfxResourceBinding{ 3, 0, L"r_reactive_mask" },
FfxResourceBinding{ 4, 0, L"r_transparency_and_composition_mask" },
- FfxResourceBinding{ 5, 0, L"r_prepared_input_color" },
FfxResourceBinding{ 6, 0, L"r_previous_dilated_motion_vectors" },
FfxResourceBinding{ 7, 0, L"r_input_motion_vectors" },
FfxResourceBinding{ 8, 0, L"r_input_color_jittered" },