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[7.x.x Backport] Fix depth pyramid issues with dynamic resolution #849

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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 @@ -29,6 +29,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed XR single-pass macros in tessellation shaders.
- Fixed XR Display providers not getting zNear and zFar plane distances passed to them when in HDRP.
- Fixed issue with white flash when enabling SSR.
- Fixed issue with depth pyramid generation and dynamic resolution.

### Changed
- Changed extensions of shader CAS include files.
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Original file line number Diff line number Diff line change
Expand Up @@ -3991,6 +3991,7 @@ void GenerateDepthPyramid(HDCamera hdCamera, CommandBuffer cmd, FullScreenDebugM
{
CopyDepthBufferIfNeeded(hdCamera, cmd);

m_SharedRTManager.GetDepthBufferMipChainInfo().ComputePackedMipChainInfo(new Vector2Int(hdCamera.actualWidth, hdCamera.actualHeight));
int mipCount = m_SharedRTManager.GetDepthBufferMipChainInfo().mipLevelCount;

using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.DepthPyramid)))
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Original file line number Diff line number Diff line change
Expand Up @@ -508,6 +508,10 @@ public void Allocate()
// This function is NOT fast, but it is illustrative, and can be optimized later.
public void ComputePackedMipChainInfo(Vector2Int viewportSize)
{
// No work needed.
if (viewportSize == mipLevelSizes[0])
return;

textureSize = viewportSize;
mipLevelSizes[0] = viewportSize;
mipLevelOffsets[0] = Vector2Int.zero;
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