| 476 | } |
| 477 | |
| 478 | void Sample::UpdateViews( nvrhi::IFramebuffer* framebuffer ) |
| 479 | { |
| 480 | // we currently use TAA for jitter even when it's not used itself |
| 481 | if (m_temporalAntiAliasingPass) |
| 482 | m_temporalAntiAliasingPass->SetJitter(m_ui.TemporalAntiAliasingJitter); |
| 483 | |
| 484 | nvrhi::Viewport windowViewport(float(m_renderSize.x), float(m_renderSize.y)); |
| 485 | m_view->SetViewport(windowViewport); |
| 486 | float outputAspectRatio = m_displayAspectRatio; //windowViewport.width() / windowViewport.height(); // render and display outputs might not match in case of lower DLSS/etc resolution rounding! |
| 487 | m_view->SetMatrices(m_camera.GetWorldToViewMatrix(), perspProjD3DStyleReverse(m_cameraVerticalFOV, outputAspectRatio, m_cameraZNear)); |
| 488 | m_view->SetPixelOffset(ComputeCameraJitter(m_sampleIndex)); |
| 489 | m_view->UpdateCache(); |
| 490 | if ((m_frameIndex & 0xFFFFFFFF) == 0) |
| 491 | { |
| 492 | m_viewPrevious->SetMatrices(m_view->GetViewMatrix(), m_view->GetProjectionMatrix()); |
| 493 | m_viewPrevious->SetPixelOffset(m_view->GetPixelOffset()); |
| 494 | m_viewPrevious->UpdateCache(); |
| 495 | } |
| 496 | } |
| 497 | |
| 498 | void Sample::CollectUncompressedTextures() |
| 499 | { |
nothing calls this directly
no outgoing calls
no test coverage detected