Skip to content

Commit 9ef0741

Browse files
further tweaks
1 parent be971c0 commit 9ef0741

File tree

1 file changed

+8
-8
lines changed

1 file changed

+8
-8
lines changed

content/learning-paths/mobile-graphics-and-gaming/get-started-with-arm-asr/04-generic_library.md

Lines changed: 8 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -14,7 +14,7 @@ Arm ASR is an optimized variant of [Fidelity Super Resolution 2](https://github.
1414

1515
You can integrate Arm ASR into your custom engine using one of two methods:
1616

17-
1. [Quick integration](#quick-integration) - use the built-in standalone backend.
17+
1. [Quick integration](#quick-integration) - use the standalone backend.
1818
2. [Tight integration](#tight-integration) - use your engine's backend/renderer.
1919

2020
See the following sections to learn how to configure Arm ASR:
@@ -55,7 +55,7 @@ See the following sections to learn how to configure Arm ASR:
5555
5656
## 1. Quick Integration
5757
58-
To quickly integrate Arm ASR using the built-in standalone backend, follow these steps below:
58+
To quickly integrate Arm ASR using the standalone backend, follow these steps below:
5959
6060
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.
6161
@@ -72,7 +72,7 @@ To quickly integrate Arm ASR using the built-in standalone backend, follow these
7272
- Creating a `FfxmInterface` using `ffxmGetInterfaceVK`.
7373
7474
75-
4. Create a context by calling `ffxmFsr2ContextCreate` from `$ARMASR_DIR/include/host/ffxm_fsr2.h`. Ensure the parameters structure match the configuration of your application.
75+
4. Create a context by calling `ffxmFsr2ContextCreate` from `$ARMASR_DIR/include/host/ffxm_fsr2.h`. Ensure the parameters structure matches the configuration of your application.
7676
7777
5. Call `ffxmFsr2ContextDispatch` every frame to record and execute workloads. Again, the parameters structure should match the configuration of your application.
7878
@@ -191,7 +191,7 @@ table {
191191
| | | 1.7x | <span style="color: #8fff00;">3.7 ms</span> | <span style="color: #55ff00;">2.1 ms</span> |
192192
| | | 2x | <span style="color: #8fff00;">3.6 ms</span> | <span style="color: #55ff00;">2 ms </span> |
193193

194-
## Shader variants and Extensions
194+
## Shader Variants and Extensions
195195

196196
**Unless you are using the prebuilt shaders with the standalone VK backend**, be aware of the following definitions when integrating Arm ASR shaders:
197197

@@ -374,16 +374,16 @@ You will find the output from the script in `$ARMASR_DIR/src/backends/shared/blo
374374

375375
## Targeting GLES 3.2
376376

377-
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:
377+
Running Arm ASR on GLES is possible when using the [tight integration](#tight-integration) approach. In this scenario, you have to apply two changes:
378378

379-
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.
379+
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.
380380

381-
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:
381+
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:
382382

383383
```
384384
#define FFXM_SHADER_PLATFORM_GLES_3_2 1
385385
```
386386
387387
## Next steps
388388
389-
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.
389+
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.

0 commit comments

Comments
 (0)