Integrating github/staging through commit ab87ed9
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@@ -1072,7 +1072,6 @@ bool CREVolumeObject::mfDraw(CShader* ef, [[maybe_unused]] SShaderPass* sfm)
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#if !defined(EXCLUDE_DOCUMENTATION_PURPOSE)
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bool CREPrismObject::mfDraw(CShader* ef, [[maybe_unused]] SShaderPass* sfm)
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{
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CD3D9Renderer* rd(gcpRendD3D);
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// render
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uint32 nPasses(0);
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@@ -1447,20 +1446,17 @@ void CREWaterOcean::Create(uint32 nVerticesCount, SVF_P3F_C4B_T2F* pVertices, ui
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return;
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}
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CD3D9Renderer* rd(gcpRendD3D);
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ReleaseOcean();
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m_nVerticesCount = nVerticesCount;
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m_nIndicesCount = nIndicesCount;
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m_nIndexSizeof = nIndexSizeof;
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HRESULT hr(S_OK);
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//////////////////////////////////////////////////////////////////////////////////////////////////
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// Create vertex buffer
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//////////////////////////////////////////////////////////////////////////////////////////////////
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{
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D3DBuffer* pVertexBuffer = 0;
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D3D11_BUFFER_DESC BufDesc;
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SVF_P3F_C4B_T2F* dst = 0;
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uint32 size = nVerticesCount * sizeof(SVF_P3F_C4B_T2F);
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BufDesc.ByteWidth = size;
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@@ -1541,7 +1537,6 @@ void CREWaterOcean::FrameUpdate()
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void* pRawPtr = NULL;
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WaterSimMgr()->Update(nFrameID, fUpdateTime, false, pRawPtr);
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uint32 pitch = 4 * sizeof(f32) * nGridSize;
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uint32 width = nGridSize;
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uint32 height = nGridSize;
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@@ -1619,7 +1614,6 @@ bool CREWaterOcean::mfDraw(CShader* ef, [[maybe_unused]] SShaderPass* sfm)
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N3DEngineCommon::SOceanInfo& OceanInfo = gRenDev->m_p3DEngineCommon.m_OceanInfo;
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Vec4& pParams = OceanInfo.m_vMeshParams;
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uint32 nPrevStateOr = rd->m_RP.m_StateOr;
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uint32 nPrevStateAnd = rd->m_RP.m_StateAnd;
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@@ -1736,8 +1730,6 @@ bool CREOcclusionQuery::mfDraw([[maybe_unused]] CShader* ef, [[maybe_unused]] SS
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return true;
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}
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int w = r->GetWidth();
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int h = r->GetHeight();
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if (!m_nOcclusionID)
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{
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@@ -1753,7 +1745,6 @@ bool CREOcclusionQuery::mfDraw([[maybe_unused]] CShader* ef, [[maybe_unused]] SS
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}
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}
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int nFrame = r->GetFrameID();
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if (!m_nDrawFrame) // only allow queries update, if finished already with previous query
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{ // draw test box
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@@ -1969,10 +1960,6 @@ bool CREBeam::mfDraw(CShader* ef, [[maybe_unused]] SShaderPass* sl)
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PROFILE_LABEL_SCOPE("LIGHT BEAM");
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EShaderQuality nShaderQuality = (EShaderQuality)gcpRendD3D->EF_GetShaderQuality(eST_FX);
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ERenderQuality nRenderQuality = gRenDev->m_RP.m_eQuality;
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bool bLowSpecShafts = (nShaderQuality == eSQ_Low) || (nRenderQuality == eRQ_Low);
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STexState pState(FILTER_BILINEAR, true);
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const int texStateID(CTexture::GetTexState(pState));
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@@ -2025,8 +2012,6 @@ bool CREBeam::mfDraw(CShader* ef, [[maybe_unused]] SShaderPass* sl)
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float fAngleCoeff = 1.0f / tan_tpl((90.0f - fLightAngle) * gf_PI / 180.0f);
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float fNear = pDL->m_fProjectorNearPlane;
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float fFar = pDL->m_fRadius;
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float fScaleNear = fNear * fAngleCoeff;
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float fScaleFar = fFar * fAngleCoeff;
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Vec3 vLightPos = pDL->m_Origin;
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Vec3 vAxis = rInstInfo.m_Matrix.GetColumn0();
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@@ -2059,7 +2044,6 @@ bool CREBeam::mfDraw(CShader* ef, [[maybe_unused]] SShaderPass* sl)
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if ((e > 0.0f) && (eSq >= (dSq * fCosSq)))
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{
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float fSinSq = fSin * fSin;
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dSq = vVertToSphere.dot(vVertToSphere);
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e = vVertToSphere.dot(vAxis);
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@@ -2301,19 +2285,7 @@ bool CREGeomCache::mfDraw(CShader* ef, SShaderPass* sfm)
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Matrix44A prevMatrix;
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#if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
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// render to texture does not currently support motion blur in the render target
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if (threadInfo.m_PersFlags & RBPF_RENDER_SCENE_TO_TEXTURE)
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{
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prevMatrix = rRP.m_pCurObject->m_II.m_Matrix;
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}
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else
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{
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CMotionBlur::GetPrevObjToWorldMat(rRP.m_pCurObject, prevMatrix);
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}
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#else
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CMotionBlur::GetPrevObjToWorldMat(rRP.m_pCurObject, prevMatrix);
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#endif // if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
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const uint64 oldFlagsShader_RT = rRP.m_FlagsShader_RT;
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uint64 flagsShader_RT = rRP.m_FlagsShader_RT;
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