Fix half res depth buffer regression from 192d3d1a8e
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@@ -162,10 +162,10 @@ void ScreenSpaceReflectionsPass::Render(RenderContext& renderContext, GPUTexture
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const int32 height = buffers->GetHeight();
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if (width < 4 || height < 4)
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return;
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const int32 traceWidth = width / static_cast<int32>(settings.RayTracePassResolution);
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const int32 traceHeight = height / static_cast<int32>(settings.RayTracePassResolution);
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const int32 resolveWidth = width / static_cast<int32>(settings.RayTracePassResolution);
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const int32 resolveHeight = height / static_cast<int32>(settings.RayTracePassResolution);
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const int32 traceWidth = RenderTools::GetResolution(width, settings.RayTracePassResolution);
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const int32 traceHeight = RenderTools::GetResolution(height, settings.RayTracePassResolution);
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const int32 resolveWidth = RenderTools::GetResolution(width, settings.ResolvePassResolution);
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const int32 resolveHeight = RenderTools::GetResolution(height, settings.ResolvePassResolution);
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const int32 colorBufferWidth = width / 2;
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const int32 colorBufferHeight = height / 2;
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const int32 temporalWidth = width;
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@@ -352,6 +352,7 @@ void ScreenSpaceReflectionsPass::Render(RenderContext& renderContext, GPUTexture
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context->ResetRenderTarget();
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// Resolve Pass
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context->SetViewportAndScissors((float)resolveWidth, (float)resolveHeight);
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context->SetRenderTarget(resolveBuffer->View());
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context->BindSR(TEXTURE0, traceBuffer->View());
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context->SetState(_psResolvePass.Get(resolvePassIndex));
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