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Copy file name to clipboardExpand all lines: content/learning-paths/mobile-graphics-and-gaming/get-started-with-arm-asr/04-generic_library.md
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@@ -55,23 +55,23 @@ See the following sections to learn how to configure Arm ASR:
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## 1. Quick Integration
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To quickly integrate Arm ASR, which means the built-in standalone backend is used, follow these steps below:
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To quickly integrate Arm ASR using the built-in standalone backend, follow these steps below:
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1. Copy the **Arm_ASR** directory into your project, and add **Arm_ASR/src/backends/shared/blob_accessors/prebuilt_shaders** to your inlude path to use prebuilt shaders.
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1. Copy the **Arm_ASR** directory into your project, and add `Arm_ASR/src/backends/shared/blob_accessors/prebuilt_shaders` to your include path to use prebuilt shaders.
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2. Include the following header files in your codebase where you wish to interact with the technique:
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2. Include the following header files in your code:
- Allocate a Vulkan scratch buffer of the size returned by `ffxmGetScratchMemorySizeVK` in `$ARMASR_DIR/include/host/backends/vk/ffxm_vk.h`.
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- Create `FfxmDevice` via `ffxmGetDeviceVK` in `$ARMASR_DIR/include/host/backends/vk/ffxm_vk.h`.
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- Create `FfxmInterface` by calling `ffxmGetInterfaceVK` in `$ARMASR_DIR/include/host/backends/vk/ffxm_vk.h`.
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3. Create a Vulkan backend by:
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- Allocating a Vulkan scratch buffer of the size returned by `ffxmGetScratchMemorySizeVK` (defined in `$ARMASR_DIR/include/host/backends/vk/ffxm_vk.h`).
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- Creating a `FfxmDevice` using `ffxmGetDeviceVK`.
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- Creating a `FfxmInterface` using `ffxmGetInterfaceVK`.
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4. Create a context by calling `ffxmFsr2ContextCreate` in `$ARMASR_DIR/include/host/ffxm_fsr2.h`. The parameters structure should be filled out matching the configuration of your application.
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4. Create a context by calling `ffxmFsr2ContextCreate` from `$ARMASR_DIR/include/host/ffxm_fsr2.h`. Ensure the parameters structure match the configuration of your application.
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5. Each frame calls `ffxmFsr2ContextDispatch` via `$ARMASR_DIR/include/host/ffxm_fsr2.h` to record/execute the technique's workloads. The parameters structure should be filled out matching the configuration of your application.
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5. Call `ffxmFsr2ContextDispatch` every frame to record and execute workloads. Again, the parameters structure should match the configuration of your application.
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6. When your application is terminating (or you wish to destroy the context for another reason) you should call `ffxmFsr2ContextDestroy` accessed via `$ARMASR_DIR/include/host/ffxm_fsr2.h`. The GPU should be idle before calling this function.
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