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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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@@ -14,7 +14,7 @@ Arm ASR is an optimized variant of [Fidelity Super Resolution 2](https://github.
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You can integrate Arm ASR into your custom engine using one of two methods:
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1.[Quick integration](#quick-integration) - use the built-in standalone backend.
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1.[Quick integration](#quick-integration) - use the standalone backend.
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2.[Tight integration](#tight-integration) - use your engine's backend/renderer.
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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 using the built-in standalone backend, follow these steps below:
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To quickly integrate Arm ASR using the 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 include path to use prebuilt shaders.
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- Creating a `FfxmInterface` using `ffxmGetInterfaceVK`.
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4. Create a context by calling `ffxmFsr2ContextCreate` from `$ARMASR_DIR/include/host/ffxm_fsr2.h`. Ensure the parameters structure match the configuration of your application.
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4. Create a context by calling `ffxmFsr2ContextCreate` from `$ARMASR_DIR/include/host/ffxm_fsr2.h`. Ensure the parameters structure matches 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.
**Unless you are using the prebuilt shaders with the standalone VK backend**, be aware of the following definitions when integrating Arm ASR shaders:
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## Targeting GLES 3.2
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Running Arm ASR on GLES is possible when using the [tight integration](#tight-integration) approach. In this scenario, you will have to apply two changes:
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Running Arm ASR on GLES is possible when using the [tight integration](#tight-integration) approach. In this scenario, you have to apply two changes:
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1. When creating the context, the user will have to specify the flag `FFXM_FSR2_OPENGL_ES_3_2` in the `FfxmFsr2ContextDescription`. This will trigger changes internally so that Arm ASR adapts to a GLES friendly approach.
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1. When creating the context, the user has to specify the flag `FFXM_FSR2_OPENGL_ES_3_2` in the `FfxmFsr2ContextDescription`. This triggers changes internally so that Arm ASR adapts to a GLES- friendly approach.
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1. The `permutationOptions` (`$ARMASR_DIR/include/host/ffxm_interface.h`) provided when creating the pipelines will now include the new permutation option `FSR2_SHADER_PERMUTATION_PLATFORM_GLES_3_2` (`$ARMASR_DIR/src/components/fsr2/ffxm_fsr2_private.h`). This is a hint to the user that they will need to use the shader variants for the technique with the following symbol defined:
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2. The `permutationOptions` (`$ARMASR_DIR/include/host/ffxm_interface.h`) provided when creating the pipelines now includes the new permutation option `FSR2_SHADER_PERMUTATION_PLATFORM_GLES_3_2` (`$ARMASR_DIR/src/components/fsr2/ffxm_fsr2_private.h`). This is a hint that you need to use the shader variants for the technique with the following symbol defined:
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```
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#define FFXM_SHADER_PLATFORM_GLES_3_2 1
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```
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## Next steps
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You are now ready to use Arm ASR in your game engine projects. Go to the next section to explore more resources on Arm ASR.
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You are now ready to use Arm ASR in your game engine projects. Go to the next section to explore further resources on Arm ASR.
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