Integrating github/staging through commit ab87ed9
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@@ -114,7 +114,6 @@ bool CD3D9Renderer::EF_PrepareShadowGenForLight(SRenderLight* pLight, int nLight
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return false;
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}
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ShadowMapFrustum* pCopyFrustum = NULL;
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int32 nCurLOD = 0;
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@@ -190,7 +189,6 @@ bool CD3D9Renderer::PrepareShadowGenForFrustum(ShadowMapFrustum* pCurFrustum, SR
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}
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}
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SDynTexture_Shadow* pTX = NULL;
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bool bNotNeedUpdate = false;
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@@ -407,8 +405,10 @@ bool CD3D9Renderer::PrepareShadowGenForFrustum(ShadowMapFrustum* pCurFrustum, SR
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void CD3D9Renderer::PrepareShadowGenForFrustumNonJobs([[maybe_unused]] const int nFlags)
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{
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int nThreadID = m_RP.m_nFillThreadID;
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#if !defined(NDEBUG)
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int nCurRecLevel = SRendItem::m_RecurseLevel[nThreadID];
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assert(nCurRecLevel >= 0);
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#endif
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CCamera tmpCamera;
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@@ -416,7 +416,6 @@ void CD3D9Renderer::PrepareShadowGenForFrustumNonJobs([[maybe_unused]] const int
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{
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SRenderPipeline::SShadowFrustumToRender& rFrustumToRender = m_RP.SShadowFrustumToRenderList[nThreadID][i];
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ShadowMapFrustum* pCurFrustum = rFrustumToRender.pFrustum;
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SRenderLight* pLight = rFrustumToRender.pLight;
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int nSides = pCurFrustum->bOmniDirectionalShadow ? OMNI_SIDES_NUM : 1;
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@@ -453,14 +452,6 @@ void CD3D9Renderer::PrepareShadowGenForFrustumNonJobs([[maybe_unused]] const int
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}
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#endif
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#if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
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if (IsRenderToTextureActive())
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{
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// the shadow render pass needs to know if we are rendering to texture
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nRenderingFlags |= SRenderingPassInfo::RENDER_SCENE_TO_TEXTURE;
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}
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#endif // if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
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// create a matching rendering pass info for shadows
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SRenderingPassInfo passInfo = SRenderingPassInfo::CreateShadowPassRenderingInfo(tmpCamera, pCurFrustum->m_Flags, pCurFrustum->nShadowMapLod,
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pCurFrustum->IsCached(), pCurFrustum->bIsMGPUCopy, &pCurFrustum->nShadowGenMask, nS, pCurFrustum->nShadowGenID[nThreadID][nS], nRenderingFlags);
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@@ -1173,7 +1164,6 @@ bool CD3D9Renderer::PrepareDepthMap(ShadowMapFrustum* lof, int nLightFrustumID,
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SetRasterState(&CurRS);
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}
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int nBorder = max(4, lof->nShadowMapSize / 64);
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if (!(lof->m_Flags & DLF_LIGHT_BEAM))
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{
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@@ -1548,7 +1538,6 @@ void CD3D9Renderer::FX_SetupShadowsForTransp()
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m_RP.m_FlagsShader_RT &= ~(g_HWSR_MaskBit[HWSR_POINT_LIGHT] | g_HWSR_MaskBit[HWSR_SHADOW_MIXED_MAP_G16R16]);
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CRenderObject* pObj = m_RP.m_pCurObject;
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m_RP.m_FlagsShader_RT |= g_HWSR_MaskBit[HWSR_PARTICLE_SHADOW];
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@@ -1902,7 +1891,6 @@ void CD3D9Renderer::FX_MergeShadowMaps(ShadowMapFrustum* pDst, const ShadowMapFr
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// do we need to merge static shadows into the dynamic shadow map?
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if (bRequireCopy)
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{
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ETEX_Format texFormat = CV_r_ShadowsCacheFormat == 0 ? eTF_D32F : eTF_D16;
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SDynTexture_Shadow* pDynTex = SDynTexture_Shadow::GetForFrustum(pDst);
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pDst->pDepthTex = pDynTex->m_pTexture;
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