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hub / github.com/NVIDIAGameWorks/Falcor / computeLinearZAndNormal

Method computeLinearZAndNormal

Source/RenderPasses/SVGFPass/SVGFPass.cpp:304–311  ·  view source on GitHub ↗

Extracts linear z and its derivative from the linear Z texture and packs the normal from the world normal texture and packes them into the FBO. (It's slightly wasteful to copy linear z here, but having this all together in a single buffer is a small simplification, since we make a copy of it to refer to in the next frame.)

Source from the content-addressed store, hash-verified

302// together in a single buffer is a small simplification, since we make a
303// copy of it to refer to in the next frame.)
304void SVGFPass::computeLinearZAndNormal(RenderContext* pRenderContext, ref<Texture> pLinearZTexture, ref<Texture> pWorldNormalTexture)
305{
306 auto perImageCB = mpPackLinearZAndNormal->getRootVar()["PerImageCB"];
307 perImageCB["gLinearZ"] = pLinearZTexture;
308 perImageCB["gNormal"] = pWorldNormalTexture;
309
310 mpPackLinearZAndNormal->execute(pRenderContext, mpLinearZAndNormalFbo);
311}
312
313void SVGFPass::computeReprojection(
314 RenderContext* pRenderContext,

Callers

nothing calls this directly

Calls 2

getRootVarMethod · 0.80
executeMethod · 0.45

Tested by

no test coverage detected