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.)
| 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.) |
| 304 | void 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 | |
| 313 | void SVGFPass::computeReprojection( |
| 314 | RenderContext* pRenderContext, |
nothing calls this directly
no test coverage detected