Integrating github/staging through commit ab87ed9

This commit is contained in:
alexpete
2021-04-09 11:27:37 -07:00
parent ae62a97894
commit 1044dc3da1
1582 changed files with 29374 additions and 519051 deletions
@@ -251,7 +251,6 @@ void CRenderer::EF_AddEf_NotVirtual([[maybe_unused]] IRenderElement* re, [[maybe
// Need to differentiate between something rendered with cloak layer material, and sorted with cloak.
// e.g. ironsight glows on gun should be sorted with cloak to not write depth - can be inconsistent with no depth from gun.
SThreadInfo& RESTRICT_REFERENCE rTI = m_RP.m_TI[nThreadID];
// store AABBs for all FOB_NEAREST objects for r_DrawNearest
// TODO (bethelz) TRENDRIL: Remove draw nearest shadow hackery.
@@ -498,9 +497,8 @@ void CRenderer::GetFogVolumeContribution(uint16 idx, SFogVolumeData& fogVolData
}
//////////////////////////////////////////////////////////////////////////
uint32 CRenderer::EF_BatchFlags(SShaderItem& SH, CRenderObject* pObj, IRenderElement* renderElement, const SRenderingPassInfo& passInfo)
uint32 CRenderer::EF_BatchFlags(SShaderItem& SH, CRenderObject* pObj, [[maybe_unused]] IRenderElement* renderElement, const SRenderingPassInfo& passInfo)
{
CRendElementBase* re = static_cast<CRendElementBase*>(renderElement);
uint32 nFlags = SH.m_nPreprocessFlags & FB_MASK;
SShaderTechnique* const __restrict pTech = SH.GetTechnique();
@@ -982,14 +980,6 @@ void CMotionBlur::SetupObject(CRenderObject* renderObject, const SRenderingPassI
uint32 fillThreadId = passInfo.ThreadID();
#if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
// Motion blur is not yet supported in RTT passes
if (passInfo.IsRenderSceneToTexturePass())
{
return;
}
#endif // if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
if (passInfo.IsRecursivePass())
{
return;
@@ -1004,13 +994,8 @@ void CMotionBlur::SetupObject(CRenderObject* renderObject, const SRenderingPassI
renderObject->m_ObjFlags &= ~FOB_HAS_PREVMATRIX;
if (renderObjectData->m_uniqueObjectId != 0 && renderObject->m_fDistance < CRenderer::CV_r_MotionBlurMaxViewDist)
{
#if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
const AZ::u32 currentFrameId = gRenDev->GetCameraFrameID();
const AZ::u32 bufferIndex = GetCurrentBufferIndex();
#else
const AZ::u32 currentFrameId = passInfo.GetMainFrameID();
const AZ::u32 bufferIndex = (currentFrameId) % CMotionBlur::s_maxObjectBuffers;
#endif
const uintptr_t objectId = renderObjectData ? renderObjectData->m_uniqueObjectId : 0;
if (!m_Objects[bufferIndex])
{
@@ -1020,11 +1005,7 @@ void CMotionBlur::SetupObject(CRenderObject* renderObject, const SRenderingPassI
auto currentIt = m_Objects[bufferIndex]->find(objectId);
if (currentIt != m_Objects[bufferIndex]->end())
{
#if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
const AZ::u32 lastBufferIndex = GetPrevBufferIndex();
#else
const AZ::u32 lastBufferIndex = (currentFrameId - 1) % CMotionBlur::s_maxObjectBuffers;
#endif // if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
auto historyIt = m_Objects[lastBufferIndex]->find(objectId);
if (historyIt != m_Objects[lastBufferIndex]->end())
@@ -1090,7 +1071,6 @@ void SRendItem::mfSortByLight(SRendItem* First, int Num, bool bSort, const bool
void SRendItem::mfSortByDist(SRendItem* First, int Num, bool bDecals, bool InvertedOrder)
{
//Note: Temporary use stable sort for flickering hair (meshes within the same skin attachment don't have a deterministic sort order)
CRenderer* r = gRenDev;
int i;
if (!bDecals)
{