Merge remote-tracking branch 'origin/master' into 1.9

This commit is contained in:
Wojtek Figat
2024-04-05 21:50:42 +02:00
67 changed files with 638 additions and 253 deletions

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@@ -147,6 +147,7 @@ bool DeferredMaterialShader::Load()
psDesc.DepthEnable = false;
}
#if GPU_ALLOW_TESSELLATION_SHADERS
// Check if use tessellation (both material and runtime supports it)
const bool useTess = _info.TessellationMode != TessellationMethod::None && GPUDevice::Instance->Limits.HasTessellation;
if (useTess)
@@ -154,6 +155,7 @@ bool DeferredMaterialShader::Load()
psDesc.HS = _shader->GetHS("HS");
psDesc.DS = _shader->GetDS("DS");
}
#endif
// GBuffer Pass
psDesc.VS = _shader->GetVS("VS");

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@@ -115,6 +115,7 @@ bool DeformableMaterialShader::Load()
psDesc.DepthEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthTest) == MaterialFeaturesFlags::None;
psDesc.DepthWriteEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthWrite) == MaterialFeaturesFlags::None;
#if GPU_ALLOW_TESSELLATION_SHADERS
// Check if use tessellation (both material and runtime supports it)
const bool useTess = _info.TessellationMode != TessellationMethod::None && GPUDevice::Instance->Limits.HasTessellation;
if (useTess)
@@ -122,6 +123,7 @@ bool DeformableMaterialShader::Load()
psDesc.HS = _shader->GetHS("HS");
psDesc.DS = _shader->GetDS("DS");
}
#endif
#if USE_EDITOR
if (_shader->HasShader("PS_QuadOverdraw"))

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@@ -134,6 +134,7 @@ bool ForwardMaterialShader::Load()
psDesc.DepthEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthTest) == MaterialFeaturesFlags::None;
psDesc.DepthWriteEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthWrite) == MaterialFeaturesFlags::None;
#if GPU_ALLOW_TESSELLATION_SHADERS
// Check if use tessellation (both material and runtime supports it)
const bool useTess = _info.TessellationMode != TessellationMethod::None && GPUDevice::Instance->Limits.HasTessellation;
if (useTess)
@@ -141,6 +142,7 @@ bool ForwardMaterialShader::Load()
psDesc.HS = _shader->GetHS("HS");
psDesc.DS = _shader->GetDS("DS");
}
#endif
#if USE_EDITOR
if (_shader->HasShader("PS_QuadOverdraw"))

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@@ -137,6 +137,7 @@ bool TerrainMaterialShader::Load()
psDesc.DepthEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthTest) == MaterialFeaturesFlags::None;
psDesc.DepthWriteEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthWrite) == MaterialFeaturesFlags::None;
#if GPU_ALLOW_TESSELLATION_SHADERS
// Check if use tessellation (both material and runtime supports it)
const bool useTess = _info.TessellationMode != TessellationMethod::None && GPUDevice::Instance->Limits.HasTessellation;
if (useTess)
@@ -144,6 +145,7 @@ bool TerrainMaterialShader::Load()
psDesc.HS = _shader->GetHS("HS");
psDesc.DS = _shader->GetDS("DS");
}
#endif
// Support blending but then use only emissive channel
switch (_info.BlendMode)