Fix rendering postfx with color grading only in use and optimize color grading LUT to be skipped when unsued

This commit is contained in:
Wojtek Figat
2026-01-07 18:24:48 +01:00
parent d71ea5a72b
commit 688d9c77cb
2 changed files with 56 additions and 37 deletions

View File

@@ -269,7 +269,7 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
int32 bloomMipCount = CalculateBloomMipCount(w1, h1);
// Ensure to have valid data and if at least one effect should be applied
if (!(useBloom || useToneMapping || useCameraArtifacts) || checkIfSkipPass() || w8 <= 1 || h8 <= 1)
if (!(useBloom || useToneMapping || useCameraArtifacts || colorGradingLUT) || checkIfSkipPass() || w8 <= 1 || h8 <= 1)
{
// Resources are missing. Do not perform rendering. Just copy raw frame
context->SetViewportAndScissors((float)output->Width(), (float)output->Height());