Refactor scene rendering to use batched culling for main view and shadow projections
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@@ -63,12 +63,12 @@ void TAA::Dispose()
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_shader = nullptr;
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}
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bool TAA::NeedMotionVectors(RenderContext& renderContext)
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bool TAA::NeedMotionVectors(const RenderContext& renderContext)
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{
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return renderContext.List->Settings.AntiAliasing.Mode == AntialiasingMode::TemporalAntialiasing;
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}
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void TAA::Render(RenderContext& renderContext, GPUTexture* input, GPUTextureView* output)
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void TAA::Render(const RenderContext& renderContext, GPUTexture* input, GPUTextureView* output)
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{
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auto context = GPUDevice::Instance->GetMainContext();
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@@ -22,7 +22,7 @@ public:
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <returns>True if need to render motion vectors, otherwise false.</returns>
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static bool NeedMotionVectors(RenderContext& renderContext);
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static bool NeedMotionVectors(const RenderContext& renderContext);
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/// <summary>
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/// Performs AA pass rendering for the input task.
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@@ -30,7 +30,7 @@ public:
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="input">The input render target.</param>
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/// <param name="output">The output render target.</param>
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void Render(RenderContext& renderContext, GPUTexture* input, GPUTextureView* output);
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void Render(const RenderContext& renderContext, GPUTexture* input, GPUTextureView* output);
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private:
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