From 6f7fc3cfc63b1bb42790920c5e092e47c3f8a494 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Sat, 4 Sep 2021 23:38:23 +0200 Subject: [PATCH] Fix a69bf9d519c472f0f8378e6f1e061ddfe0556a4e --- Source/Engine/Renderer/AntiAliasing/FXAA.cpp | 2 +- Source/Engine/Renderer/AntiAliasing/SMAA.cpp | 2 +- Source/Engine/Renderer/ShadowsPass.cpp | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/Source/Engine/Renderer/AntiAliasing/FXAA.cpp b/Source/Engine/Renderer/AntiAliasing/FXAA.cpp index 9434e2d3b..4ad00e4ea 100644 --- a/Source/Engine/Renderer/AntiAliasing/FXAA.cpp +++ b/Source/Engine/Renderer/AntiAliasing/FXAA.cpp @@ -64,7 +64,7 @@ void FXAA::Dispose() void FXAA::Render(RenderContext& renderContext, GPUTexture* input, GPUTextureView* output) { auto context = GPUDevice::Instance->GetMainContext(); - const auto qualityLevel = Math::Clamp(static_cast(Graphics::AAQuality), 0, static_cast(Quality::MAX)); + const auto qualityLevel = Math::Clamp(static_cast(Graphics::AAQuality), 0, static_cast(Quality::MAX) - 1); // Ensure to have valid data if (checkIfSkipPass()) diff --git a/Source/Engine/Renderer/AntiAliasing/SMAA.cpp b/Source/Engine/Renderer/AntiAliasing/SMAA.cpp index 1b677f014..ab4256a8a 100644 --- a/Source/Engine/Renderer/AntiAliasing/SMAA.cpp +++ b/Source/Engine/Renderer/AntiAliasing/SMAA.cpp @@ -95,7 +95,7 @@ void SMAA::Dispose() void SMAA::Render(RenderContext& renderContext, GPUTexture* input, GPUTextureView* output) { auto context = GPUDevice::Instance->GetMainContext(); - const auto qualityLevel = Math::Clamp(static_cast(Graphics::AAQuality), 0, static_cast(Quality::MAX)); + const auto qualityLevel = Math::Clamp(static_cast(Graphics::AAQuality), 0, static_cast(Quality::MAX) - 1); // Ensure to have valid data if (checkIfSkipPass()) diff --git a/Source/Engine/Renderer/ShadowsPass.cpp b/Source/Engine/Renderer/ShadowsPass.cpp index 27eb572b2..f346a87ab 100644 --- a/Source/Engine/Renderer/ShadowsPass.cpp +++ b/Source/Engine/Renderer/ShadowsPass.cpp @@ -243,7 +243,7 @@ void ShadowsPass::Prepare(RenderContext& renderContext, GPUContext* context) if (shadowMapsQuality != _currentShadowMapsQuality) updateShadowMapSize(); auto shadowsQuality = Graphics::ShadowsQuality; - maxShadowsQuality = Math::Clamp(Math::Min(static_cast(shadowsQuality), static_cast(view.MaxShadowsQuality)), 0, static_cast(Quality::MAX)); + maxShadowsQuality = Math::Clamp(Math::Min(static_cast(shadowsQuality), static_cast(view.MaxShadowsQuality)), 0, static_cast(Quality::MAX) - 1); // Use the current render view to sync model LODs with the shadow maps rendering stage _shadowContext.LodProxyView = &renderContext.View;