Optimize various rendering stages to skip loading shader when effect is disables
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@@ -35,7 +35,6 @@ PACK_STRUCT(struct EyeAdaptationData {
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void EyeAdaptationPass::Render(RenderContext& renderContext, GPUTexture* colorBuffer)
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{
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// Cache data
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auto device = GPUDevice::Instance;
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auto context = device->GetMainContext();
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auto& view = renderContext.View;
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@@ -45,12 +44,8 @@ void EyeAdaptationPass::Render(RenderContext& renderContext, GPUTexture* colorBu
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//const float frameDelta = Time::ElapsedGameTime.GetTotalSeconds();
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const float frameDelta = time - renderContext.Buffers->LastEyeAdaptationTime;
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renderContext.Buffers->LastEyeAdaptationTime = 0.0f;
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// Optionally skip the rendering
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if (checkIfSkipPass() || (view.Flags & ViewFlags::EyeAdaptation) == ViewFlags::None || settings.Mode == EyeAdaptationMode::None)
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{
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if ((view.Flags & ViewFlags::EyeAdaptation) == ViewFlags::None || settings.Mode == EyeAdaptationMode::None || checkIfSkipPass())
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return;
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}
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PROFILE_GPU_CPU("Eye Adaptation");
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