Added support for lens distortion offsets in Frame Interpolation #86
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This change contains the changes needed to support an optional buffer that can describe application defined distortion offsets used to apply distortion as a post processing effect.
FrameGenerationDispatch can to accept an optional distortion field resource.
The distortion field resource is expected to have a 4-channel floating point format.
The following data layout is expected:
XY: The offset which can be applied to go from source UV to distorted UV.
ZW: The offset which can be applied to go from distorted UV to source UV.
Worth knowing is that this implementation is somewhat barebone, and could potentially use some additional work to become fully generic and cross-platform. For example, in the current setup, I did not find a good solution on how to let the app provide the optional buffer when using the frame generation dispatch callback,
How to test:
Use the "Enable" flag to toggle distortion on/off.
PLEASE NOTE!
There's also a small bugfix in ffx_frameinterpolation_game_motion_vector_field.h:
Incorrect sample of previous backbuffer was taken instead of current backbuffer.