Describes the integration information about frame generation, including the display mode, whether to separately buffer depth and color textures, and whether to flip the color texture. It takes effect only when FG_PredictionMode is set to FG_PREDICTION_MODE_INTERPOLATION.
Since: 5.1.0(18)
Related module: GraphicsAccelerate
Header file: frame_generation_base.h
| Name | Description |
|---|---|
| FG_PresentMode presentMode | Display mode of predicted frames. |
| bool textureCachedByGame | Indicates whether the game separately buffers the depth texture and color texture for frame generation. If the textures are already buffered, the algorithm will use them directly, without creating additional copies. false (default): The algorithm buffers and manages the textures by itself. true: The algorithm directly utilizes the game's existing buffers without extra caching. |
| bool needFlipInputColor | Indicates whether the input color texture needs to be flipped. If flipping is required, the algorithm maps the Y-axis coordinates to read the color texture. false (default): No flipping is required. true: Flipping is required. |
| bool needFlipOutputColor | Indicates whether a predicted frame needs to be flipped. If flipping is required, the algorithm maps the Y-axis coordinates to produce a flipped output. false (default): No flipping is required. true: Flipping is required. |
FG_PresentMode FG_IntegrationInfo::presentMode
Description
Display mode of predicted frames.
bool FG_IntegrationInfo::textureCachedByGame
Description
Indicates whether the game separately buffers the depth texture and color texture for frame generation. If the textures are already buffered, the algorithm will use them directly, without creating additional copies.