Add RenderBuffers::LinkedCustomBuffers to reuse main game viewport rendered state (eg. GI) in sub-rendered view

This commit is contained in:
Wojtek Figat
2023-02-01 11:05:29 +01:00
parent 831af77eff
commit ab51ecddb4
6 changed files with 14 additions and 15 deletions

View File

@@ -2,9 +2,6 @@
#include "RenderList.h"
#include "Engine/Core/Collections/Sorting.h"
#if !BUILD_RELEASE
#include "Engine/Core/Utilities.h"
#endif
#include "Engine/Graphics/Materials/IMaterial.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/GPUContext.h"
@@ -649,9 +646,6 @@ void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsL
{
if (list.IsEmpty())
return;
#if !BUILD_RELEASE
CHECK(Utilities::CountBits((uint32)renderContext.View.Pass) == 1); // Ensure proper pass is set (single bit flag)
#endif
PROFILE_GPU_CPU("Drawing");
const auto* drawCallsData = drawCalls.Get();
const auto* listData = list.Indices.Get();