From 56066a3212e157598f0a31d2bd33421018107357 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Mon, 8 Dec 2025 14:41:55 -0800 Subject: [PATCH] Porting to a famous blue platform --- .../Graphics/Materials/DeferredMaterialShader.cpp | 1 + .../Graphics/Materials/ForwardMaterialShader.cpp | 5 +++++ .../Graphics/Materials/ParticleMaterialShader.cpp | 5 +++++ Source/Engine/Graphics/RenderBuffers.cpp | 3 ++- Source/Engine/Renderer/PostProcessingPass.cpp | 1 + Source/Engine/Renderer/RenderList.cpp | 3 ++- Source/Engine/Renderer/RenderList.h | 2 +- Source/Engine/Scripting/Runtime/DotNet.cpp | 2 +- Source/Engine/ShadersCompilation/ShaderCompiler.cpp | 11 +++++++++++ Source/Engine/ShadersCompilation/ShaderCompiler.h | 1 + 10 files changed, 30 insertions(+), 4 deletions(-) diff --git a/Source/Engine/Graphics/Materials/DeferredMaterialShader.cpp b/Source/Engine/Graphics/Materials/DeferredMaterialShader.cpp index bbcdc8207..7b31a606e 100644 --- a/Source/Engine/Graphics/Materials/DeferredMaterialShader.cpp +++ b/Source/Engine/Graphics/Materials/DeferredMaterialShader.cpp @@ -201,6 +201,7 @@ bool DeferredMaterialShader::Load() psDesc.DepthWriteEnable = true; psDesc.DepthEnable = true; psDesc.DepthFunc = ComparisonFunc::Less; + psDesc.BlendMode.RenderTargetWriteMask = BlendingMode::ColorWrite::None; psDesc.HS = nullptr; psDesc.DS = nullptr; GPUShaderProgramVS* instancedDepthPassVS; diff --git a/Source/Engine/Graphics/Materials/ForwardMaterialShader.cpp b/Source/Engine/Graphics/Materials/ForwardMaterialShader.cpp index 72ec3c7bd..d8d986163 100644 --- a/Source/Engine/Graphics/Materials/ForwardMaterialShader.cpp +++ b/Source/Engine/Graphics/Materials/ForwardMaterialShader.cpp @@ -195,5 +195,10 @@ bool ForwardMaterialShader::Load() psDesc.VS = _shader->GetVS("VS_Skinned"); _cache.DepthSkinned.Init(psDesc); +#if PLATFORM_PS5 + // Fix shader binding issues on forward shading materials on PS5 + _drawModes = DrawPass::None; +#endif + return false; } diff --git a/Source/Engine/Graphics/Materials/ParticleMaterialShader.cpp b/Source/Engine/Graphics/Materials/ParticleMaterialShader.cpp index 6c780cc55..a2c45a6ee 100644 --- a/Source/Engine/Graphics/Materials/ParticleMaterialShader.cpp +++ b/Source/Engine/Graphics/Materials/ParticleMaterialShader.cpp @@ -264,5 +264,10 @@ bool ParticleMaterialShader::Load() // Lazy initialization _cacheVolumetricFog.Desc.PS = nullptr; +#if PLATFORM_PS5 + // Fix shader binding issues on forward shading materials on PS5 + _drawModes = DrawPass::None; +#endif + return false; } diff --git a/Source/Engine/Graphics/RenderBuffers.cpp b/Source/Engine/Graphics/RenderBuffers.cpp index ed49260ec..931312aa5 100644 --- a/Source/Engine/Graphics/RenderBuffers.cpp +++ b/Source/Engine/Graphics/RenderBuffers.cpp @@ -113,7 +113,8 @@ GPUTexture* RenderBuffers::RequestHalfResDepth(GPUContext* context) PixelFormat RenderBuffers::GetOutputFormat() const { - return _useAlpha ? PixelFormat::R16G16B16A16_Float : PixelFormat::R11G11B10_Float; + // TODO: fix incorrect alpha leaking into reflections on PS5 with R11G11B10_Float + return _useAlpha || PLATFORM_PS5 ? PixelFormat::R16G16B16A16_Float : PixelFormat::R11G11B10_Float; } bool RenderBuffers::GetUseAlpha() const diff --git a/Source/Engine/Renderer/PostProcessingPass.cpp b/Source/Engine/Renderer/PostProcessingPass.cpp index a9eba14d2..030541e4c 100644 --- a/Source/Engine/Renderer/PostProcessingPass.cpp +++ b/Source/Engine/Renderer/PostProcessingPass.cpp @@ -375,6 +375,7 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input, RENDER_TARGET_POOL_SET_NAME(bloomBuffer1, "PostProcessing.Bloom"); RENDER_TARGET_POOL_SET_NAME(bloomBuffer2, "PostProcessing.Bloom"); + // TODO: skip this clear? or do it at once for the whole textures (2 calls instead of per-mip) for (int32 mip = 0; mip < bloomMipCount; mip++) { context->Clear(bloomBuffer1->View(0, mip), Color::Transparent); diff --git a/Source/Engine/Renderer/RenderList.cpp b/Source/Engine/Renderer/RenderList.cpp index bb580aaf3..ace6f9342 100644 --- a/Source/Engine/Renderer/RenderList.cpp +++ b/Source/Engine/Renderer/RenderList.cpp @@ -917,6 +917,7 @@ void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsL perDraw.DrawPadding = Float3::Zero; GPUConstantBuffer* perDrawCB = IMaterial::BindParameters::PerDrawConstants; context->BindCB(2, perDrawCB); // TODO: use rootSignature/pushConstants on D3D12/Vulkan + context->UpdateCB(perDrawCB, &perDraw); constexpr int32 vbMax = ARRAY_COUNT(DrawCall::Geometry.VertexBuffers); if (useInstancing) { @@ -1057,7 +1058,7 @@ void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsL materialBinds += list.PreBatchedDrawCalls.Count(); if (list.Batches.IsEmpty() && list.Indices.Count() != 0) { - // Draw calls list has bot been batched so execute draw calls separately + // Draw calls list has not been batched so execute draw calls separately for (int32 j = 0; j < list.Indices.Count(); j++) { perDraw.DrawObjectIndex = listData[j]; diff --git a/Source/Engine/Renderer/RenderList.h b/Source/Engine/Renderer/RenderList.h index 7a3ac867a..8eb3540e0 100644 --- a/Source/Engine/Renderer/RenderList.h +++ b/Source/Engine/Renderer/RenderList.h @@ -273,7 +273,7 @@ struct DrawCallsList /// /// True if draw calls batches list can be rendered using hardware instancing, otherwise false. /// - bool CanUseInstancing; + bool CanUseInstancing = true; void Clear(); bool IsEmpty() const; diff --git a/Source/Engine/Scripting/Runtime/DotNet.cpp b/Source/Engine/Scripting/Runtime/DotNet.cpp index 37b906743..1c8c2bcdd 100644 --- a/Source/Engine/Scripting/Runtime/DotNet.cpp +++ b/Source/Engine/Scripting/Runtime/DotNet.cpp @@ -2173,7 +2173,7 @@ bool MonoAotPreloadTask::Run() { // Load AOT module Stopwatch aotModuleLoadStopwatch; - LOG(Info, "Loading Mono AOT module..."); + //LOG(Info, "Loading Mono AOT module..."); MonoAotPreloadServiceInstance.Library = Platform::LoadLibrary(TEXT(USE_MONO_AOT_MODULE)); aotModuleLoadStopwatch.Stop(); LOG(Info, "Mono AOT module loaded in {0}ms", aotModuleLoadStopwatch.GetMilliseconds()); diff --git a/Source/Engine/ShadersCompilation/ShaderCompiler.cpp b/Source/Engine/ShadersCompilation/ShaderCompiler.cpp index b6b859afa..cfb08b925 100644 --- a/Source/Engine/ShadersCompilation/ShaderCompiler.cpp +++ b/Source/Engine/ShadersCompilation/ShaderCompiler.cpp @@ -278,6 +278,17 @@ bool ShaderCompiler::WriteShaderFunctionPermutation(ShaderCompilationContext* co return false; } +bool ShaderCompiler::WriteShaderFunctionPermutation(ShaderCompilationContext* context, ShaderFunctionMeta& meta, int32 permutationIndex, const ShaderBindings& bindings, const void* header, int32 headerSize, const void* cache1, int32 cache1Size, const void* cache2, int32 cache2Size) +{ + auto output = context->Output; + output->Write((uint32)(cache1Size + cache2Size + headerSize)); + output->WriteBytes(header, headerSize); + output->WriteBytes(cache1, cache1Size); + output->WriteBytes(cache2, cache2Size); + output->Write(bindings); + return false; +} + bool ShaderCompiler::WriteShaderFunctionPermutation(ShaderCompilationContext* context, ShaderFunctionMeta& meta, int32 permutationIndex, const ShaderBindings& bindings, const void* cache, int32 cacheSize) { auto output = context->Output; diff --git a/Source/Engine/ShadersCompilation/ShaderCompiler.h b/Source/Engine/ShadersCompilation/ShaderCompiler.h index 36fd592e6..9666d8f13 100644 --- a/Source/Engine/ShadersCompilation/ShaderCompiler.h +++ b/Source/Engine/ShadersCompilation/ShaderCompiler.h @@ -108,6 +108,7 @@ protected: static bool WriteShaderFunctionBegin(ShaderCompilationContext* context, ShaderFunctionMeta& meta); static bool WriteShaderFunctionPermutation(ShaderCompilationContext* context, ShaderFunctionMeta& meta, int32 permutationIndex, const ShaderBindings& bindings, const void* header, int32 headerSize, const void* cache, int32 cacheSize); + static bool WriteShaderFunctionPermutation(ShaderCompilationContext* context, ShaderFunctionMeta& meta, int32 permutationIndex, const ShaderBindings& bindings, const void* header, int32 headerSize, const void* cache1, int32 cache1Size, const void* cache2, int32 cache2Size); static bool WriteShaderFunctionPermutation(ShaderCompilationContext* context, ShaderFunctionMeta& meta, int32 permutationIndex, const ShaderBindings& bindings, const void* cache, int32 cacheSize); static bool WriteShaderFunctionEnd(ShaderCompilationContext* context, ShaderFunctionMeta& meta); static bool WriteCustomDataVS(ShaderCompilationContext* context, ShaderFunctionMeta& meta, int32 permutationIndex, const Array& macros, void* additionalData);