Fix TAA jitter in post-resolve passes such as editor primitives and debug gizmos
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@@ -739,6 +739,7 @@ void DebugDraw::Draw(RenderContext& renderContext, GPUTextureView* target, GPUTe
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}
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Context->LastViewPos = view.Position;
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Context->LastViewProj = view.Projection;
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TaaJitterRemoveContext taaJitterRemove(view);
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// Fallback to task buffers
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if (target == nullptr && renderContext.Task)
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@@ -766,7 +767,7 @@ void DebugDraw::Draw(RenderContext& renderContext, GPUTextureView* target, GPUTe
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const auto cb = DebugDrawShader->GetShader()->GetCB(0);
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Data data;
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Matrix vp;
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Matrix::Multiply(view.View, view.NonJitteredProjection, vp);
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Matrix::Multiply(view.View, view.Projection, vp);
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Matrix::Transpose(vp, data.ViewProjection);
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data.EnableDepthTest = enableDepthTest;
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context->UpdateCB(cb, &data);
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