Fix TAA jitter in post-resolve passes such as editor primitives and debug gizmos

This commit is contained in:
Wojtek Figat
2024-03-19 16:02:50 +01:00
parent 1a68a52611
commit cf3145273f
6 changed files with 67 additions and 3 deletions

View File

@@ -652,6 +652,7 @@ void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsL
const auto* batchesData = list.Batches.Get();
const auto context = GPUDevice::Instance->GetMainContext();
bool useInstancing = list.CanUseInstancing && CanUseInstancing(renderContext.View.Pass) && GPUDevice::Instance->Limits.HasInstancing;
TaaJitterRemoveContext taaJitterRemove(renderContext.View);
// Clear SR slots to prevent any resources binding issues (leftovers from the previous passes)
context->ResetSR();