Fix regression in shadow maps rendering batching to ignore transparent materials due to opacity usage

This commit is contained in:
Wojtek Figat
2024-08-22 17:49:12 +02:00
parent 20456d95e8
commit bb00653645

View File

@@ -1018,9 +1018,11 @@ bool SurfaceDrawCallHandler::CanBatch(const DrawCall& a, const DrawCall& b, Draw
// Batch simple materials during depth-only drawing (when using default vertex shader and no pixel shader)
if (pass == DrawPass::Depth)
{
const MaterialInfo& aInfo = a.Material->GetInfo();
const MaterialInfo& bInfo = b.Material->GetInfo();
constexpr MaterialUsageFlags complexUsageFlags = MaterialUsageFlags::UseMask | MaterialUsageFlags::UsePositionOffset | MaterialUsageFlags::UseDisplacement;
const bool aIsSimple = EnumHasNoneFlags(a.Material->GetInfo().UsageFlags, complexUsageFlags);
const bool bIsSimple = EnumHasNoneFlags(b.Material->GetInfo().UsageFlags, complexUsageFlags);
const bool aIsSimple = EnumHasNoneFlags(aInfo.UsageFlags, complexUsageFlags) && aInfo.BlendMode == MaterialBlendMode::Opaque;
const bool bIsSimple = EnumHasNoneFlags(bInfo.UsageFlags, complexUsageFlags) && aInfo.BlendMode == MaterialBlendMode::Opaque;
return aIsSimple && bIsSimple;
}
return false;