Fixes crash on r.BloomQuality=6

#rb trivial
#jira UE-140499
#preflight 61f9192c80608c7029b3a8ed

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18806910 in //UE5/Release-5.0/... via CL 18808614 via CL 18822202
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18822504 by guillaume abadie in ue5-main branch]
This commit is contained in:
guillaume abadie
2022-02-02 02:47:24 -05:00
parent 7e14981f6f
commit 9e6fbfddcc

View File

@@ -153,7 +153,7 @@ EBloomQuality GetBloomQuality()
return static_cast<EBloomQuality>(FMath::Clamp(
CVar->GetValueOnRenderThread(),
static_cast<int32>(EBloomQuality::Disabled),
static_cast<int32>(EBloomQuality::MAX)));
static_cast<int32>(EBloomQuality::MAX) - 1));
}
static_assert(
@@ -211,6 +211,8 @@ FScreenPassTexture AddGaussianBloomPasses(FRDGBuilder& GraphBuilder, const FView
static_assert(UE_ARRAY_COUNT(BloomStages) == BloomQualityCountMax, "Array must be one less than the number of bloom quality entries.");
static_assert(UE_ARRAY_COUNT(BloomQualityToSceneDownsampleStage) == BloomQualityCountMax, "Array must be one less than the number of bloom quality entries.");
check(BloomQualityIndex < BloomQualityCountMax);
// Use bloom quality to select the number of downsample stages to use for bloom.
const uint32 BloomStageCount = BloomQualityToSceneDownsampleStage[BloomQualityIndex];