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Use barriers between all blur passes with SSAO and SSIL

This commit is contained in:
clayjohn 2024-02-21 14:35:20 -08:00
parent 16d61427ca
commit 2657593462

@ -899,10 +899,9 @@ void SSEffects::screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_rende
int y_groups = p_ssil_buffers.buffer_height;
RD::get_singleton()->compute_list_dispatch_threads(compute_list, x_groups, y_groups, 1);
if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
RD::get_singleton()->compute_list_add_barrier(compute_list);
}
}
RD::get_singleton()->compute_list_add_barrier(compute_list);
}
RD::get_singleton()->draw_command_end_label(); // Blur
@ -1285,9 +1284,7 @@ void SSEffects::generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORe
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.buffer_width, p_ssao_buffers.buffer_height, 1);
}
if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
RD::get_singleton()->compute_list_add_barrier(compute_list);
}
RD::get_singleton()->compute_list_add_barrier(compute_list);
}
RD::get_singleton()->draw_command_end_label(); // Blur
}