Fix various issues
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@@ -8,6 +8,7 @@
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#include "Engine/Engine/Time.h"
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#include "Engine/Level/Scene/Scene.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Profiler/ProfilerMemory.h"
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#include "AudioBackend.h"
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#include "Audio.h"
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@@ -10,7 +10,9 @@
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#include "Engine/Engine/EngineService.h"
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#include "Engine/Profiler/ProfilerGPU.h"
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#include "Engine/Profiler/ProfilerMemory.h"
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#if !USE_EDITOR
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#include "Engine/Render2D/Font.h"
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#endif
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bool Graphics::UseVSync = false;
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Quality Graphics::AAQuality = Quality::Medium;
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@@ -40,12 +42,6 @@ extern GPUDevice* CreateGPUDeviceDX11();
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#if GRAPHICS_API_DIRECTX12
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extern GPUDevice* CreateGPUDeviceDX12();
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#endif
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#if GRAPHICS_API_PS4
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extern GPUDevice* CreateGPUDevicePS4();
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#endif
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#if GRAPHICS_API_PS5
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extern GPUDevice* CreateGPUDevicePS5();
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#endif
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class GraphicsService : public EngineService
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{
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@@ -166,10 +162,12 @@ bool GraphicsService::Init()
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device = CreateGPUDeviceVulkan();
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#endif
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#if GRAPHICS_API_PS4
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extern GPUDevice* CreateGPUDevicePS4();
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if (!device)
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device = CreateGPUDevicePS4();
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#endif
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#if GRAPHICS_API_PS5
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extern GPUDevice* CreateGPUDevicePS5();
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if (!device)
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device = CreateGPUDevicePS5();
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#endif
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@@ -295,7 +295,11 @@ void ApplePlatform::Sleep(int32 milliseconds)
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void ApplePlatform::Yield()
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{
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pthread_yield();
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#if PLATFORM_ARCH_ARM64
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__builtin_arm_yield();
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#else
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_mm_pause();
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#endif
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}
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double ApplePlatform::GetTimeSeconds()
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@@ -380,6 +380,7 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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if (useBloom)
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{
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PROFILE_GPU("Bloom");
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context->SetRenderTarget(bloomBuffer1->View(0, 0));
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context->SetViewportAndScissors((float)w2, (float)h2);
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context->BindSR(0, input->View());
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@@ -440,6 +441,8 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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// Check if use lens flares
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if (useLensFlares)
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{
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PROFILE_GPU("Lens Flares");
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// Prepare lens flares helper textures
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context->BindSR(5, GetCustomOrDefault(settings.LensFlares.LensStar, _defaultLensStar, TEXT("Engine/Textures/DefaultLensStarburst")));
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context->BindSR(6, GetCustomOrDefault(settings.LensFlares.LensColor, _defaultLensColor, TEXT("Engine/Textures/DefaultLensColor")));
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@@ -152,7 +152,7 @@ bool VolumetricFogPass::Init(RenderContext& renderContext, GPUContext* context,
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break;
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case Quality::Ultra:
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_cache.GridPixelSize = 8;
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_cache.GridSizeZ = 256;
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_cache.GridSizeZ = 128;
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_cache.FogJitter = true;
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_cache.MissedHistorySamplesCount = 8;
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break;
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