Interface MTLFXTemporalScaler


  • public interface MTLFXTemporalScaler
    API-Since: 16.0
    • Method Detail

      • colorTexture

        @Nullable
        @Nullable MTLTexture colorTexture()
        These can change on a frame by frame basis. We don't care about the textures assigned except that they must match the originally specified dimensions and pixel formats.
      • colorTextureFormat

        long colorTextureFormat()
        Read-only immutable properties of effect
      • colorTextureUsage

        long colorTextureUsage()
        Properties return the minimum required MTLTextureUsage bits required
      • depthTexture

        @Nullable
        @Nullable MTLTexture depthTexture()
      • depthTextureFormat

        long depthTextureFormat()
      • depthTextureUsage

        long depthTextureUsage()
      • encodeToCommandBuffer

        void encodeToCommandBuffer​(@NotNull
                                   @NotNull MTLCommandBuffer commandBuffer)
        Method to encode the effect to a command buffer
      • exposureTexture

        @Nullable
        @Nullable MTLTexture exposureTexture()
        Exposure properties Ideally this is a 1x1 R16F texture. Note that only R channel of the texel located at (0, 0) is used for exposure value. The value is used to multiply the input color, use GPU to generate the exposure value.
      • fence

        @Nullable
        @Nullable MTLFence fence()
        Property for synchronization when using untracked resources
      • inputContentHeight

        long inputContentHeight()
      • inputContentMaxScale

        float inputContentMaxScale()
      • inputContentMinScale

        float inputContentMinScale()
      • inputContentWidth

        long inputContentWidth()
        Dynamic Resolution property
      • inputHeight

        long inputHeight()
      • inputWidth

        long inputWidth()
      • isDepthReversed

        boolean isDepthReversed()
        Set whether the depth buffer uses reversed depth or not. Defaults to YES.
      • jitterOffsetX

        float jitterOffsetX()
        The jitter offset property indicates the pixel offset to sample in order to return to the frame's reference frame.
      • jitterOffsetY

        float jitterOffsetY()
      • motionTexture

        @Nullable
        @Nullable MTLTexture motionTexture()
      • motionTextureFormat

        long motionTextureFormat()
      • motionTextureUsage

        long motionTextureUsage()
      • motionVectorScaleX

        float motionVectorScaleX()
        Scale factor to be applied to motion vectors to convert to pixel/fragment coordinates in the input data. The expectation for a 1.0 scale factor is that each pixel's motion vector will point to where that pixel was in the prior frame. Assuming standard Metal device coordinates (0,0 is upper left in the framebuffer), the motion vectors for an object that moved down and to the right in the framebuffer texture by 10 pixels would be -10,-10.
      • motionVectorScaleY

        float motionVectorScaleY()
      • outputHeight

        long outputHeight()
      • outputTexture

        @Nullable
        @Nullable MTLTexture outputTexture()
        outputTexture is required to have MTLStorageModePrivate for storageMode
      • outputTextureFormat

        long outputTextureFormat()
      • outputTextureUsage

        long outputTextureUsage()
      • outputWidth

        long outputWidth()
      • preExposure

        float preExposure()
        If the input color is pre-multiplied by fixed value, set this value which MetalFX will use to divide input color, this is not common.
      • reset

        boolean reset()
        Reset. Set to true when history is invalid (scene cut, etc.)
      • setColorTexture

        void setColorTexture​(@Nullable
                             @Nullable MTLTexture value)
        These can change on a frame by frame basis. We don't care about the textures assigned except that they must match the originally specified dimensions and pixel formats.
      • setDepthReversed

        void setDepthReversed​(boolean value)
        Set whether the depth buffer uses reversed depth or not. Defaults to YES.
      • setDepthTexture

        void setDepthTexture​(@Nullable
                             @Nullable MTLTexture value)
      • setExposureTexture

        void setExposureTexture​(@Nullable
                                @Nullable MTLTexture value)
        Exposure properties Ideally this is a 1x1 R16F texture. Note that only R channel of the texel located at (0, 0) is used for exposure value. The value is used to multiply the input color, use GPU to generate the exposure value.
      • setFence

        void setFence​(@Nullable
                      @Nullable MTLFence value)
        Property for synchronization when using untracked resources
      • setInputContentHeight

        void setInputContentHeight​(long value)
      • setInputContentWidth

        void setInputContentWidth​(long value)
        Dynamic Resolution property
      • setJitterOffsetX

        void setJitterOffsetX​(float value)
        The jitter offset property indicates the pixel offset to sample in order to return to the frame's reference frame.
      • setJitterOffsetY

        void setJitterOffsetY​(float value)
      • setMotionTexture

        void setMotionTexture​(@Nullable
                              @Nullable MTLTexture value)
      • setMotionVectorScaleX

        void setMotionVectorScaleX​(float value)
        Scale factor to be applied to motion vectors to convert to pixel/fragment coordinates in the input data. The expectation for a 1.0 scale factor is that each pixel's motion vector will point to where that pixel was in the prior frame. Assuming standard Metal device coordinates (0,0 is upper left in the framebuffer), the motion vectors for an object that moved down and to the right in the framebuffer texture by 10 pixels would be -10,-10.
      • setMotionVectorScaleY

        void setMotionVectorScaleY​(float value)
      • setOutputTexture

        void setOutputTexture​(@Nullable
                              @Nullable MTLTexture value)
        outputTexture is required to have MTLStorageModePrivate for storageMode
      • setPreExposure

        void setPreExposure​(float value)
        If the input color is pre-multiplied by fixed value, set this value which MetalFX will use to divide input color, this is not common.
      • setReset

        void setReset​(boolean value)
        Reset. Set to true when history is invalid (scene cut, etc.)