mirror of
https://github.com/optiscaler/OptiScaler.git
synced 2026-05-29 13:01:18 +00:00
Reduce compiler warnings
This commit is contained in:
+2
-2
@@ -132,8 +132,8 @@ public:
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VkInstance VulkanInstance = nullptr;
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// Framegraph
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std::deque<float> upscaleTimes;
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std::deque<float> frameTimes;
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std::deque<double> upscaleTimes;
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std::deque<double> frameTimes;
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// Swapchain info
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float screenWidth = 800.0;
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@@ -107,25 +107,25 @@ bool DLSSFeatureDx11::Evaluate(ID3D11DeviceContext* InDeviceContext, NVSDK_NGX_P
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ID3D11UnorderedAccessView* restoreUAVs[D3D11_1_UAV_SLOT_COUNT] = {};
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// backup compute shader resources
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for (size_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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{
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restoreSRVs[i] = nullptr;
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InDeviceContext->CSGetShaderResources(i, 1, &restoreSRVs[i]);
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}
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for (size_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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{
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restoreSamplerStates[i] = nullptr;
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InDeviceContext->CSGetSamplers(i, 1, &restoreSamplerStates[i]);
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}
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for (size_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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{
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restoreCBVs[i] = nullptr;
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InDeviceContext->CSGetConstantBuffers(i, 1, &restoreCBVs[i]);
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}
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for (size_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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{
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restoreUAVs[i] = nullptr;
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InDeviceContext->CSGetUnorderedAccessViews(i, 1, &restoreUAVs[i]);
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@@ -249,25 +249,25 @@ bool DLSSFeatureDx11::Evaluate(ID3D11DeviceContext* InDeviceContext, NVSDK_NGX_P
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InParameters->Set(NVSDK_NGX_Parameter_Output, paramOutput);
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// restore compute shader resources
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for (size_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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{
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if (restoreSRVs[i] != nullptr)
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InDeviceContext->CSSetShaderResources(i, 1, &restoreSRVs[i]);
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}
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for (size_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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{
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if (restoreSamplerStates[i] != nullptr)
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InDeviceContext->CSSetSamplers(i, 1, &restoreSamplerStates[i]);
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}
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for (size_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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{
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if (restoreCBVs[i] != nullptr)
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InDeviceContext->CSSetConstantBuffers(i, 1, &restoreCBVs[i]);
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}
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for (size_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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{
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if (restoreUAVs[i] != nullptr)
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InDeviceContext->CSSetUnorderedAccessViews(i, 1, &restoreUAVs[i], 0);
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@@ -108,25 +108,25 @@ bool DLSSDFeatureDx11::Evaluate(ID3D11DeviceContext* InDeviceContext, NVSDK_NGX_
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ID3D11UnorderedAccessView* restoreUAVs[D3D11_1_UAV_SLOT_COUNT] = {};
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// backup compute shader resources
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for (size_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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{
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restoreSRVs[i] = nullptr;
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InDeviceContext->CSGetShaderResources(i, 1, &restoreSRVs[i]);
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}
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for (size_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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{
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restoreSamplerStates[i] = nullptr;
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InDeviceContext->CSGetSamplers(i, 1, &restoreSamplerStates[i]);
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}
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for (size_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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{
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restoreCBVs[i] = nullptr;
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InDeviceContext->CSGetConstantBuffers(i, 1, &restoreCBVs[i]);
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}
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for (size_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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{
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restoreUAVs[i] = nullptr;
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InDeviceContext->CSGetUnorderedAccessViews(i, 1, &restoreUAVs[i]);
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@@ -251,25 +251,25 @@ bool DLSSDFeatureDx11::Evaluate(ID3D11DeviceContext* InDeviceContext, NVSDK_NGX_
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InParameters->Set(NVSDK_NGX_Parameter_Output, paramOutput);
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// restore compute shader resources
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for (size_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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{
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if (restoreSRVs[i] != nullptr)
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InDeviceContext->CSSetShaderResources(i, 1, &restoreSRVs[i]);
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}
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for (size_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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{
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if (restoreSamplerStates[i] != nullptr)
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InDeviceContext->CSSetSamplers(i, 1, &restoreSamplerStates[i]);
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}
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for (size_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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{
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if (restoreCBVs[i] != nullptr)
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InDeviceContext->CSSetConstantBuffers(i, 1, &restoreCBVs[i]);
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}
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for (size_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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{
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if (restoreUAVs[i] != nullptr)
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InDeviceContext->CSSetUnorderedAccessViews(i, 1, &restoreUAVs[i], 0);
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@@ -291,25 +291,25 @@ bool FSR2FeatureDx11::Evaluate(ID3D11DeviceContext* InContext, NVSDK_NGX_Paramet
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ID3D11UnorderedAccessView* restoreUAVs[D3D11_1_UAV_SLOT_COUNT] = {};
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// backup compute shader resources
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for (size_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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{
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restoreSRVs[i] = nullptr;
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InContext->CSGetShaderResources(i, 1, &restoreSRVs[i]);
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}
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for (size_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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{
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restoreSamplerStates[i] = nullptr;
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InContext->CSGetSamplers(i, 1, &restoreSamplerStates[i]);
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}
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for (size_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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{
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restoreCBVs[i] = nullptr;
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InContext->CSGetConstantBuffers(i, 1, &restoreCBVs[i]);
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}
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for (size_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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{
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restoreUAVs[i] = nullptr;
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InContext->CSGetUnorderedAccessViews(i, 1, &restoreUAVs[i]);
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@@ -640,25 +640,25 @@ bool FSR2FeatureDx11::Evaluate(ID3D11DeviceContext* InContext, NVSDK_NGX_Paramet
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}
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// restore compute shader resources
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for (size_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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{
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if (restoreSRVs[i] != nullptr)
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InContext->CSSetShaderResources(i, 1, &restoreSRVs[i]);
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}
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for (size_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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{
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if (restoreSamplerStates[i] != nullptr)
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InContext->CSSetSamplers(i, 1, &restoreSamplerStates[i]);
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}
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for (size_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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{
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if (restoreCBVs[i] != nullptr)
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InContext->CSSetConstantBuffers(i, 1, &restoreCBVs[i]);
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}
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for (size_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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{
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if (restoreUAVs[i] != nullptr)
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InContext->CSSetUnorderedAccessViews(i, 1, &restoreUAVs[i], 0);
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@@ -147,25 +147,25 @@ bool FSR31FeatureDx11::Evaluate(ID3D11DeviceContext* DeviceContext, NVSDK_NGX_Pa
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ID3D11UnorderedAccessView* restoreUAVs[D3D11_1_UAV_SLOT_COUNT] = {};
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// backup compute shader resources
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for (size_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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{
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restoreSRVs[i] = nullptr;
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DeviceContext->CSGetShaderResources(i, 1, &restoreSRVs[i]);
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}
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for (size_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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{
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restoreSamplerStates[i] = nullptr;
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DeviceContext->CSGetSamplers(i, 1, &restoreSamplerStates[i]);
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}
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for (size_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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{
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restoreCBVs[i] = nullptr;
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DeviceContext->CSGetConstantBuffers(i, 1, &restoreCBVs[i]);
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}
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for (size_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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{
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restoreUAVs[i] = nullptr;
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DeviceContext->CSGetUnorderedAccessViews(i, 1, &restoreUAVs[i]);
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@@ -532,25 +532,25 @@ bool FSR31FeatureDx11::Evaluate(ID3D11DeviceContext* DeviceContext, NVSDK_NGX_Pa
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}
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// restore compute shader resources
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for (size_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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{
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if (restoreSRVs[i] != nullptr)
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DeviceContext->CSSetShaderResources(i, 1, &restoreSRVs[i]);
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}
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for (size_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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{
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if (restoreSamplerStates[i] != nullptr)
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DeviceContext->CSSetSamplers(i, 1, &restoreSamplerStates[i]);
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}
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for (size_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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{
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if (restoreCBVs[i] != nullptr)
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DeviceContext->CSSetConstantBuffers(i, 1, &restoreCBVs[i]);
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}
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for (size_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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{
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if (restoreUAVs[i] != nullptr)
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DeviceContext->CSSetUnorderedAccessViews(i, 1, &restoreUAVs[i], 0);
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@@ -274,25 +274,25 @@ bool XeSSFeature_Dx11::Evaluate(ID3D11DeviceContext* DeviceContext, NVSDK_NGX_Pa
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ID3D11UnorderedAccessView* restoreUAVs[D3D11_1_UAV_SLOT_COUNT] = {};
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// backup compute shader resources
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for (size_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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{
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restoreSRVs[i] = nullptr;
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DeviceContext->CSGetShaderResources(i, 1, &restoreSRVs[i]);
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}
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for (size_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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{
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restoreSamplerStates[i] = nullptr;
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DeviceContext->CSGetSamplers(i, 1, &restoreSamplerStates[i]);
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}
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for (size_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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{
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restoreCBVs[i] = nullptr;
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DeviceContext->CSGetConstantBuffers(i, 1, &restoreCBVs[i]);
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}
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for (size_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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{
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restoreUAVs[i] = nullptr;
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DeviceContext->CSGetUnorderedAccessViews(i, 1, &restoreUAVs[i]);
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@@ -580,25 +580,25 @@ bool XeSSFeature_Dx11::Evaluate(ID3D11DeviceContext* DeviceContext, NVSDK_NGX_Pa
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}
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// restore compute shader resources
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for (size_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
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{
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if (restoreSRVs[i] != nullptr)
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DeviceContext->CSSetShaderResources(i, 1, &restoreSRVs[i]);
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}
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for (size_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
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{
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if (restoreSamplerStates[i] != nullptr)
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DeviceContext->CSSetSamplers(i, 1, &restoreSamplerStates[i]);
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}
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for (size_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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{
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if (restoreCBVs[i] != nullptr)
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DeviceContext->CSSetConstantBuffers(i, 1, &restoreCBVs[i]);
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}
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for (size_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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for (UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
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{
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if (restoreUAVs[i] != nullptr)
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DeviceContext->CSSetUnorderedAccessViews(i, 1, &restoreUAVs[i], 0);
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