Remove disabling temporal reprojection from Volumetric Fog
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@@ -146,7 +146,6 @@ bool VolumetricFogPass::Init(RenderContext& renderContext, GPUContext* context,
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_cache.GridPixelSize = 16;
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_cache.GridSizeZ = 64;
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_cache.FogJitter = false;
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_cache.TemporalReprojection = false;
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_cache.MissedHistorySamplesCount = 1;
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break;
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}
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@@ -155,7 +154,6 @@ bool VolumetricFogPass::Init(RenderContext& renderContext, GPUContext* context,
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_cache.GridPixelSize = 16;
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_cache.GridSizeZ = 64;
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_cache.FogJitter = true;
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_cache.TemporalReprojection = true;
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_cache.MissedHistorySamplesCount = 4;
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break;
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}
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@@ -164,7 +162,6 @@ bool VolumetricFogPass::Init(RenderContext& renderContext, GPUContext* context,
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_cache.GridPixelSize = 16;
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_cache.GridSizeZ = 128;
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_cache.FogJitter = true;
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_cache.TemporalReprojection = true;
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_cache.MissedHistorySamplesCount = 4;
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break;
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}
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@@ -173,7 +170,6 @@ bool VolumetricFogPass::Init(RenderContext& renderContext, GPUContext* context,
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_cache.GridPixelSize = 8;
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_cache.GridSizeZ = 256;
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_cache.FogJitter = true;
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_cache.TemporalReprojection = true;
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_cache.MissedHistorySamplesCount = 8;
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break;
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}
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@@ -214,7 +210,7 @@ bool VolumetricFogPass::Init(RenderContext& renderContext, GPUContext* context,
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{
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_cache.Data.FrameJitterOffsets[i] = defaultOffset;
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}
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if (_cache.FogJitter && _cache.TemporalReprojection)
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if (_cache.FogJitter)
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{
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for (int32 i = 0; i < _cache.MissedHistorySamplesCount; i++)
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{
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@@ -320,7 +316,7 @@ void VolumetricFogPass::RenderRadialLight(RenderContext& renderContext, GPUConte
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InitCircleBuffer();
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// Call rendering to the volume
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const int32 psIndex = (_cache.TemporalReprojection ? 1 : 0) + 2;
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const int32 psIndex = 1;
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context->SetState(_psInjectLight.Get(psIndex));
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const int32 instanceCount = volumeZBoundsMax - volumeZBoundsMin;
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const int32 indexCount = _ibCircleRasterize->GetElementsCount();
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@@ -379,7 +375,7 @@ void VolumetricFogPass::RenderRadialLight(RenderContext& renderContext, GPUConte
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InitCircleBuffer();
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// Call rendering to the volume
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const int32 psIndex = (cache.TemporalReprojection ? 1 : 0) + (withShadow ? 2 : 0);
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const int32 psIndex = withShadow ? 1 : 0;
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context->SetState(_psInjectLight.Get(psIndex));
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const int32 instanceCount = volumeZBoundsMax - volumeZBoundsMin;
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const int32 indexCount = _ibCircleRasterize->GetElementsCount();
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@@ -479,12 +475,6 @@ void VolumetricFogPass::Render(RenderContext& renderContext)
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context->UpdateCB(cb0, &_cache.Data);
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context->BindCB(0, cb0);
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// Peek flags
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const bool temporalHistoryIsValid = cache.TemporalReprojection
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&& renderContext.Buffers->VolumetricFogHistory
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&& !renderContext.Task->IsCameraCut
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&& Float3::NearEqual(renderContext.Buffers->VolumetricFogHistory->Size3(), cache.GridSize);
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// Allocate buffers
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const GPUTextureDescription volumeDesc = GPUTextureDescription::New3D(cache.GridSize, PixelFormat::R16G16B16A16_Float, GPUTextureFlags::RenderTarget | GPUTextureFlags::ShaderResource | GPUTextureFlags::UnorderedAccess);
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const GPUTextureDescription volumeDescRGB = GPUTextureDescription::New3D(cache.GridSize, PixelFormat::R11G11B10_Float, GPUTextureFlags::RenderTarget | GPUTextureFlags::ShaderResource | GPUTextureFlags::UnorderedAccess);
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@@ -646,6 +636,7 @@ void VolumetricFogPass::Render(RenderContext& renderContext)
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{
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PROFILE_GPU("Light Scattering");
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const bool temporalHistoryIsValid = renderContext.Buffers->VolumetricFogHistory && !renderContext.Task->IsCameraCut && Float3::NearEqual(renderContext.Buffers->VolumetricFogHistory->Size3(), cache.GridSize);
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const auto lightScatteringHistory = temporalHistoryIsValid ? renderContext.Buffers->VolumetricFogHistory : nullptr;
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context->BindUA(0, lightScattering->ViewVolume());
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@@ -656,7 +647,7 @@ void VolumetricFogPass::Render(RenderContext& renderContext)
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context->BindSR(4, dirLightShadowMap);
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context->BindSR(5, skyLightImage);
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const int32 csIndex = cache.TemporalReprojection ? 1 : 0;
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const int32 csIndex = 0;
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context->Dispatch(_csLightScattering.Get(csIndex), groupCountX, groupCountY, groupCountZ);
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context->ResetSR();
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