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Further fixes for pause with temporal aa
[CL 2606272 by Brian Karis in Main branch]
This commit is contained in:
committed by
Brian.Karis@epicgames.com
parent
5a413c25c7
commit
d533e50bc2
@@ -703,15 +703,15 @@ void FRCPassPostProcessTemporalAA::Process(FRenderingCompositePassContext& Conte
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}
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Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
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if( !CVarTemporalAAPauseCorrect.GetValueOnRenderThread() )
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if( CVarTemporalAAPauseCorrect.GetValueOnRenderThread() )
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{
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// Release to potentially reuse memory.
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// Otherwise keep around so that pause looks correct.
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ViewState->TemporalAAHistoryRT.SafeRelease();
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ViewState->PendingTemporalAAHistoryRT = PassOutputs[0].PooledRenderTarget;
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}
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else
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{
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ViewState->TemporalAAHistoryRT = PassOutputs[0].PooledRenderTarget;
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}
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ViewState->PendingTemporalAAHistoryRT = PassOutputs[0].PooledRenderTarget;
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check( ViewState->PendingTemporalAAHistoryRT );
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// TODO draw separate translucency after jitter has been removed
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@@ -734,7 +734,7 @@ FPooledRenderTargetDesc FRCPassPostProcessTemporalAA::ComputeOutputDesc(EPassOut
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FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
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Ret.Reset();
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Ret.Format = PF_FloatRGBA;
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//Ret.Format = PF_FloatRGBA;
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Ret.DebugName = TEXT("TemporalAA");
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return Ret;
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@@ -1584,8 +1584,11 @@ void FSceneRenderer::PreVisibilityFrameSetup(FRHICommandListImmediate& RHICmdLis
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if(!ViewFamily.bWorldIsPaused)
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{
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ViewState->PrevViewMatrices = ViewState->PendingPrevViewMatrices;
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ViewState->TemporalAAHistoryRT = ViewState->PendingTemporalAAHistoryRT;
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ViewState->PendingTemporalAAHistoryRT.SafeRelease();
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if( ViewState->PendingTemporalAAHistoryRT.GetRefCount() )
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{
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ViewState->TemporalAAHistoryRT = ViewState->PendingTemporalAAHistoryRT;
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ViewState->PendingTemporalAAHistoryRT.SafeRelease();
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}
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// pending is needed as we are in init view and still need to render.
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ViewState->PendingPrevViewMatrices = View.ViewMatrices;
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