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Move EndCameraRendering callback out of the profiling scope #2917

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Dec 17, 2020
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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -32,6 +32,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed a small discrepancy in the marker placement in light intensity sliders (case 1299750)
- Fixed issue with VT resolve pass rendergraph errors when opaque and transparent are disabled in frame settings.
- Fixed a bug in the sphere-aabb light cluster (case 1294767).
- Fixed issue when submitting SRPContext during EndCameraRendering.

### Changed
- Removed the material pass probe volumes evaluation mode.
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Original file line number Diff line number Diff line change
Expand Up @@ -1902,9 +1902,11 @@ ref _cullingResults
cmd.SetInvertCulling(renderRequest.cameraSettings.invertFaceCulling);
ExecuteRenderRequest(renderRequest, renderContext, cmd, AOVRequestData.defaultAOVRequestDataNonAlloc);
cmd.SetInvertCulling(false);
UnityEngine.Rendering.RenderPipeline.EndCameraRendering(renderContext, renderRequest.hdCamera.camera);
}

// EndCameraRendering callback should be executed outside of any profiling scope in case user code submits the renderContext
EndCameraRendering(renderContext, renderRequest.hdCamera.camera);

{
var target = renderRequest.target;
// Handle the copy if requested
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