Integrating github/staging through commit ab87ed9
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@@ -602,7 +602,6 @@ void GetSampleOffsets_DownScale2x2(uint32 nWidth, uint32 nHeight, Vec4 avSampleO
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void CHDRPostProcess::SetShaderParams()
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{
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CD3D9Renderer* r = gcpRendD3D;
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Vec4 vHDRSetupParams[5];
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gEnv->p3DEngine->GetHDRSetupParams(vHDRSetupParams);
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@@ -883,15 +882,7 @@ void CHDRPostProcess::EyeAdaptation()
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const int32 lumMask = static_cast<int32>((sizeof(CTexture::s_ptexHDRAdaptedLuminanceCur) / sizeof(CTexture::s_ptexHDRAdaptedLuminanceCur[0]))) - 1;
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const int32 numTextures = static_cast<int32>(max(min(gRenDev->GetActiveGPUCount(), static_cast<uint32>(sizeof(CTexture::s_ptexHDRAdaptedLuminanceCur) / sizeof(CTexture::s_ptexHDRAdaptedLuminanceCur[0]))), 1u));
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#if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
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// only increment the current luminance texture when drawing the main scene
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if (!(rd->m_RP.m_TI[rd->m_RP.m_nProcessThreadID].m_PersFlags & RBPF_RENDER_SCENE_TO_TEXTURE))
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{
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CTexture::s_nCurLumTextureIndex++;
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}
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#else
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CTexture::s_nCurLumTextureIndex++;
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#endif // if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
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CTexture* pTexPrev = CTexture::s_ptexHDRAdaptedLuminanceCur[(CTexture::s_nCurLumTextureIndex - numTextures) & lumMask];
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CTexture* pTexCur = CTexture::s_ptexHDRAdaptedLuminanceCur[CTexture::s_nCurLumTextureIndex & lumMask];
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@@ -1297,20 +1288,6 @@ void CHDRPostProcess::ToneMapping()
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rRP.m_FlagsShader_RT |= g_HWSR_MaskBit[HWSR_SAMPLE0];
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}
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#if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
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// Disable gamma application if requested
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if (!CRenderer::CV_r_FinalOutputsRGB)
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{
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rRP.m_FlagsShader_RT |= g_HWSR_MaskBit[HWSR_SAMPLE2];
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}
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// Output fully opaque alpha if rendering to texture without AA or depth
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if ((nAAMode & eAT_NOAA_MASK) && rd->IsRenderToTextureActive())
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{
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rRP.m_FlagsShader_RT |= g_HWSR_MaskBit[HWSR_SAMPLE3];
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}
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#endif // if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
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PostProcessUtils().SetSRGBShaderFlags();
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rd->FX_SetColorDontCareActions(0, true, false);
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@@ -1492,7 +1469,6 @@ void CHDRPostProcess::ToneMapping()
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void CHDRPostProcess::EncodeDolbyVision(CTexture* source)
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{
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CD3D9Renderer* rd = gcpRendD3D;
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SRenderPipeline& RESTRICT_REFERENCE rRP = rd->m_RP;
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int NumPasses = 2;
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for (int pass = 0; pass < NumPasses; pass++)
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@@ -1520,8 +1496,6 @@ void CHDRPostProcess::EncodeDolbyVision(CTexture* source)
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// If any dolby output mode has been enabled, set required uniforms.
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{
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float width = (float)rd->GetOverlayWidth();
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float height = (float)rd->GetOverlayHeight();
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static CCryNameR pszHDRDolbyParam0("HDRDolbyScurveParams0");
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static CCryNameR pszHDRDolbyParam1("HDRDolbyScurveParams1");
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@@ -1625,7 +1599,6 @@ void CHDRPostProcess::SetExposureTypeShaderFlags()
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void CHDRPostProcess::ToneMappingDebug()
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{
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CD3D9Renderer* rd = gcpRendD3D;
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Vec4 avSampleOffsets[4];
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PROFILE_LABEL_SCOPE("TONEMAPPINGDEBUG");
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@@ -2198,28 +2171,14 @@ void CD3D9Renderer::FX_FinalComposite()
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{
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FX_PopRenderTarget(0);
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#if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
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const bool isRenderSceneToTexture = (m_RP.m_TI[m_RP.m_nProcessThreadID].m_PersFlags & RBPF_RENDER_SCENE_TO_TEXTURE) != 0;
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if (!isRenderSceneToTexture)
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{
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RT_SetViewport(0, 0, m_nativeWidth, m_nativeHeight);
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FX_SetRenderTarget(0, m_pBackBuffer, nullptr);
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FX_SetActiveRenderTargets();
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}
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#else
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RT_SetViewport(0, 0, m_nativeWidth, m_nativeHeight);
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FX_SetRenderTarget(0, m_pBackBuffer, nullptr);
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FX_SetActiveRenderTargets();
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#endif // if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
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static ICVar* DolbyCvar = gEnv->pConsole->GetCVar("r_HDRDolby");
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int DolbyCvarValue = DolbyCvar ? DolbyCvar->GetIVal() : eDVM_Disabled;
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#if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
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if (DolbyCvarValue == eDVM_Vision && !isRenderSceneToTexture)
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#else
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if (DolbyCvarValue == eDVM_Vision)
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#endif // if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
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{
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CHDRPostProcess::GetInstance()->EncodeDolbyVision(upscaleSource);
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}
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