Fix render pass resource checking

This commit is contained in:
Wojciech Figat
2022-04-06 13:16:12 +02:00
parent 34c0d6c442
commit 430ef09ab1
4 changed files with 6 additions and 5 deletions

View File

@@ -245,7 +245,7 @@ void MotionBlurPass::RenderDebug(RenderContext& renderContext, GPUTextureView* f
{
auto context = GPUDevice::Instance->GetMainContext();
const auto motionVectors = renderContext.Buffers->MotionVectors;
if (!motionVectors->IsAllocated() || setupResources())
if (!motionVectors->IsAllocated() || checkIfSkipPass())
{
context->Draw(frame);
return;