fix(dx11): geometry shader Pointlight used wrong world identity matrix, fixed-function batching & pipeline state caching, ... - #478
Merged
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Fix incorrect pointlight shadows when "Use Layered Rendering" is off
seems to be the default on NVidia GPUs, they don't provide support for
VPAndRTArrayIndexFromAnyShaderFeedingRasterizer.Prior refactoring have broken the identity matrix upload for world mesh, causing flickering shadows.
Also other issues in the same path
DrawSkeletalMeshVobwhich didnt bind correct textures for cubemap passes.VS_ExNodeCube. used packed layout, but actually needs unpackedAdditional changes:
D3D11PipelineStateCachewhich caches the last known states for some parts of the engine, to reduce unnecessery state-changesID3D11InputLayoutID3D11VertexShaderID3D11PixelShaderD3D11_PRIMITIVE_TOPOLOGYVPAndRTArrayIndexFromAnyShaderFeedingRasterizerDrawWorldAround&DrawWorldAround_Layerednow also frustum-cull the world section meshes instead of just rendering the whole sectionDrawWorldAroundintroduceignoreVobsupport like we already have in layered path.DrawWorldArounduses packed-wrapped world mesh for drawing now, instead of re-binding vertex buffers.