Refactor scene rendering to use batched culling for main view and shadow projections

This commit is contained in:
Wojtek Figat
2022-10-28 09:13:28 +02:00
parent e217d5e79b
commit eb52d333ae
44 changed files with 1064 additions and 514 deletions

View File

@@ -54,7 +54,7 @@ PACK_STRUCT(struct Data
GlobalSurfaceAtlasPass::ConstantsData GlobalSurfaceAtlas;
});
bool ScreenSpaceReflectionsPass::NeedMotionVectors(RenderContext& renderContext)
bool ScreenSpaceReflectionsPass::NeedMotionVectors(const RenderContext& renderContext)
{
auto& settings = renderContext.List->Settings.ScreenSpaceReflections;
return settings.TemporalEffect && renderContext.View.Flags & ViewFlags::SSR;