Optimize code in draw calls batching for shadow
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@@ -38,6 +38,13 @@ namespace
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static ExtensionsList list;
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return list;
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}
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FORCE_INLINE bool IsSimpleMaterial(const MaterialInfo& info)
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{
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return EnumHasNoneFlags(info.UsageFlags, MaterialUsageFlags::UseMask | MaterialUsageFlags::UsePositionOffset | MaterialUsageFlags::UseDisplacement) &&
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EnumHasNoneFlags(info.FeaturesFlags, MaterialFeaturesFlags::Wireframe) &&
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info.BlendMode == MaterialBlendMode::Opaque;
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}
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}
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void ShaderObjectData::Store(const Matrix& worldMatrix, const Matrix& prevWorldMatrix, const Rectangle& lightmapUVsArea, const Float3& geometrySize, float perInstanceRandom, float worldDeterminantSign, float lodDitherFactor)
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@@ -1177,13 +1184,7 @@ bool SurfaceDrawCallHandler::CanBatch(const DrawCall& a, const DrawCall& b, Draw
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// Batch simple materials during depth-only drawing (when using default vertex shader and no pixel shader)
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if (pass == DrawPass::Depth)
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{
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// TODO: cache those inside material
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const MaterialInfo& aInfo = a.Material->GetInfo();
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const MaterialInfo& bInfo = b.Material->GetInfo();
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constexpr MaterialUsageFlags complexUsageFlags = MaterialUsageFlags::UseMask | MaterialUsageFlags::UsePositionOffset | MaterialUsageFlags::UseDisplacement;
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const bool aIsSimple = EnumHasNoneFlags(aInfo.UsageFlags, complexUsageFlags) && aInfo.BlendMode == MaterialBlendMode::Opaque && EnumHasNoneFlags(aInfo.FeaturesFlags, MaterialFeaturesFlags::Wireframe);
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const bool bIsSimple = EnumHasNoneFlags(bInfo.UsageFlags, complexUsageFlags) && bInfo.BlendMode == MaterialBlendMode::Opaque && EnumHasNoneFlags(bInfo.FeaturesFlags, MaterialFeaturesFlags::Wireframe);
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return aIsSimple && bIsSimple;
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return IsSimpleMaterial(a.Material->GetInfo()) && IsSimpleMaterial(b.Material->GetInfo());
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}
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return false;
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}
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