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Fixed flickering SSAO by splitting and submitting HDRP commandbuffer before 'async' jobs

/RenderPassXR_Sandbox
runes 7 年前
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deb5f6f3
共有 1 个文件被更改,包括 5 次插入2 次删除
  1. 7
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs

7
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


else
{
using (new Utilities.ProfilingSample("Build Light list and render shadows", cmd))
{
// TODO: Everything here (SSAO, Shadow, Build light list, material and light classification can be parallelize with Async compute)
{
// TODO: Everything here (SSAO, Shadow, Build light list, material and light classification can be parallelize with Async compute)
renderContext.ExecuteCommandBuffer(cmd); // we need to split and submit the commandbuffer here to make globals from HDRP visible to 'async' jobs.
cmd.Clear();
m_SsaoEffect.Render(ssaoSettingsToUse, this, hdCamera, renderContext, m_Asset.renderingSettings.useForwardRenderingOnly);
m_LightLoop.PrepareLightsForGPU(m_ShadowSettings, m_CullResults, camera);
m_LightLoop.RenderShadows(renderContext, cmd, m_CullResults);

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