Porting to a famous blue platform
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@@ -201,6 +201,7 @@ bool DeferredMaterialShader::Load()
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psDesc.DepthWriteEnable = true;
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psDesc.DepthEnable = true;
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psDesc.DepthFunc = ComparisonFunc::Less;
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psDesc.BlendMode.RenderTargetWriteMask = BlendingMode::ColorWrite::None;
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psDesc.HS = nullptr;
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psDesc.DS = nullptr;
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GPUShaderProgramVS* instancedDepthPassVS;
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@@ -195,5 +195,10 @@ bool ForwardMaterialShader::Load()
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psDesc.VS = _shader->GetVS("VS_Skinned");
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_cache.DepthSkinned.Init(psDesc);
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#if PLATFORM_PS5
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// Fix shader binding issues on forward shading materials on PS5
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_drawModes = DrawPass::None;
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#endif
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return false;
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}
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@@ -264,5 +264,10 @@ bool ParticleMaterialShader::Load()
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// Lazy initialization
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_cacheVolumetricFog.Desc.PS = nullptr;
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#if PLATFORM_PS5
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// Fix shader binding issues on forward shading materials on PS5
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_drawModes = DrawPass::None;
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#endif
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return false;
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}
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@@ -113,7 +113,8 @@ GPUTexture* RenderBuffers::RequestHalfResDepth(GPUContext* context)
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PixelFormat RenderBuffers::GetOutputFormat() const
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{
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return _useAlpha ? PixelFormat::R16G16B16A16_Float : PixelFormat::R11G11B10_Float;
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// TODO: fix incorrect alpha leaking into reflections on PS5 with R11G11B10_Float
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return _useAlpha || PLATFORM_PS5 ? PixelFormat::R16G16B16A16_Float : PixelFormat::R11G11B10_Float;
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}
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bool RenderBuffers::GetUseAlpha() const
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