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Amend command buffer clear comment
For XR, it might be worth investigating retaining command buffer contents for multi-pass right eye. But probably not, it's the 'old' technique.
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PostProcessing/Runtime/PostProcessLayer.cs

Lines changed: 1 addition & 9 deletions
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@@ -292,15 +292,7 @@ void BuildCommandBuffers()
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context.camera = m_Camera;
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context.sourceFormat = sourceFormat;
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// I don't think I need the big hammer of clearing out the command buffers totally for the right eye.
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// Really, I just need to clear out any effect that relies on history frames (like TAA), since each
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// eye will have their own retained state. The command buffers might be re-usable, assuming
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// they start out being sourced from camera targets.
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// Also, clearing of these buffers is dependent on their use being completed on the left eye first.
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// Materials and render textures are what I am curious about, as far as re-use.
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// There is also the possibility of separating out the history-based effects into their own command
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// buffers, and adding those per eye. I don't think the bang-for-buck is there for that though,
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// especially since single-pass is the path moving forward.
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// TODO: Investigate retaining command buffers on XR multi-pass right eye
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m_LegacyCmdBufferBeforeReflections.Clear();
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m_LegacyCmdBufferBeforeLighting.Clear();
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m_LegacyCmdBufferOpaque.Clear();

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