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
@@ -114,7 +114,6 @@ bool CD3D9Renderer::EF_PrepareShadowGenForLight(SRenderLight* pLight, int nLight
return false;
}
ShadowMapFrustum* pCopyFrustum = NULL;
int32 nCurLOD = 0;
@@ -190,7 +189,6 @@ bool CD3D9Renderer::PrepareShadowGenForFrustum(ShadowMapFrustum* pCurFrustum, SR
}
}
SDynTexture_Shadow* pTX = NULL;
bool bNotNeedUpdate = false;
@@ -407,8 +405,10 @@ bool CD3D9Renderer::PrepareShadowGenForFrustum(ShadowMapFrustum* pCurFrustum, SR
void CD3D9Renderer::PrepareShadowGenForFrustumNonJobs([[maybe_unused]] const int nFlags)
{
int nThreadID = m_RP.m_nFillThreadID;
#if !defined(NDEBUG)
int nCurRecLevel = SRendItem::m_RecurseLevel[nThreadID];
assert(nCurRecLevel >= 0);
#endif
CCamera tmpCamera;
@@ -416,7 +416,6 @@ void CD3D9Renderer::PrepareShadowGenForFrustumNonJobs([[maybe_unused]] const int
{
SRenderPipeline::SShadowFrustumToRender& rFrustumToRender = m_RP.SShadowFrustumToRenderList[nThreadID][i];
ShadowMapFrustum* pCurFrustum = rFrustumToRender.pFrustum;
SRenderLight* pLight = rFrustumToRender.pLight;
int nSides = pCurFrustum->bOmniDirectionalShadow ? OMNI_SIDES_NUM : 1;
@@ -453,14 +452,6 @@ void CD3D9Renderer::PrepareShadowGenForFrustumNonJobs([[maybe_unused]] const int
}
#endif
#if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
if (IsRenderToTextureActive())
{
// the shadow render pass needs to know if we are rendering to texture
nRenderingFlags |= SRenderingPassInfo::RENDER_SCENE_TO_TEXTURE;
}
#endif // if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
// create a matching rendering pass info for shadows
SRenderingPassInfo passInfo = SRenderingPassInfo::CreateShadowPassRenderingInfo(tmpCamera, pCurFrustum->m_Flags, pCurFrustum->nShadowMapLod,
pCurFrustum->IsCached(), pCurFrustum->bIsMGPUCopy, &pCurFrustum->nShadowGenMask, nS, pCurFrustum->nShadowGenID[nThreadID][nS], nRenderingFlags);
@@ -1173,7 +1164,6 @@ bool CD3D9Renderer::PrepareDepthMap(ShadowMapFrustum* lof, int nLightFrustumID,
SetRasterState(&CurRS);
}
int nBorder = max(4, lof->nShadowMapSize / 64);
if (!(lof->m_Flags & DLF_LIGHT_BEAM))
{
@@ -1548,7 +1538,6 @@ void CD3D9Renderer::FX_SetupShadowsForTransp()
m_RP.m_FlagsShader_RT &= ~(g_HWSR_MaskBit[HWSR_POINT_LIGHT] | g_HWSR_MaskBit[HWSR_SHADOW_MIXED_MAP_G16R16]);
CRenderObject* pObj = m_RP.m_pCurObject;
m_RP.m_FlagsShader_RT |= g_HWSR_MaskBit[HWSR_PARTICLE_SHADOW];
@@ -1902,7 +1891,6 @@ void CD3D9Renderer::FX_MergeShadowMaps(ShadowMapFrustum* pDst, const ShadowMapFr
// do we need to merge static shadows into the dynamic shadow map?
if (bRequireCopy)
{
ETEX_Format texFormat = CV_r_ShadowsCacheFormat == 0 ? eTF_D32F : eTF_D16;
SDynTexture_Shadow* pDynTex = SDynTexture_Shadow::GetForFrustum(pDst);
pDst->pDepthTex = pDynTex->m_pTexture;