| 111 | } |
| 112 | |
| 113 | bool DeferredMaterialShader::Load() |
| 114 | { |
| 115 | // TODO: support instancing when using ForwardShadingFeature |
| 116 | _instanced = _info.BlendMode == MaterialBlendMode::Opaque && _info.ShadingModel != MaterialShadingModel::CustomLit; |
| 117 | |
| 118 | bool failed = false; |
| 119 | auto psDesc = GPUPipelineState::Description::Default; |
| 120 | psDesc.DepthWriteEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthWrite) == MaterialFeaturesFlags::None; |
| 121 | if (EnumHasAnyFlags(_info.FeaturesFlags, MaterialFeaturesFlags::DisableDepthTest)) |
| 122 | { |
| 123 | psDesc.DepthFunc = ComparisonFunc::Always; |
| 124 | if (!psDesc.DepthWriteEnable) |
| 125 | psDesc.DepthEnable = false; |
| 126 | } |
| 127 | |
| 128 | #if GPU_ALLOW_TESSELLATION_SHADERS |
| 129 | // Check if use tessellation (both material and runtime supports it) |
| 130 | const bool useTess = _info.TessellationMode != TessellationMethod::None && GPUDevice::Instance->Limits.HasTessellation; |
| 131 | if (useTess) |
| 132 | { |
| 133 | psDesc.HS = _shader->GetHS("HS"); |
| 134 | psDesc.DS = _shader->GetDS("DS"); |
| 135 | } |
| 136 | #endif |
| 137 | |
| 138 | psDesc.StencilEnable = true; |
| 139 | psDesc.StencilReadMask = 0; |
| 140 | psDesc.StencilPassOp = StencilOperation::Replace; |
| 141 | |
| 142 | // GBuffer Pass |
| 143 | psDesc.VS = _shader->GetVS("VS"); |
| 144 | failed |= psDesc.VS == nullptr; |
| 145 | psDesc.PS = _shader->GetPS("PS_GBuffer"); |
| 146 | _cache.Default.Init(psDesc); |
| 147 | psDesc.VS = _shader->GetVS("VS", 1); |
| 148 | failed |= psDesc.VS == nullptr; |
| 149 | _cacheInstanced.Default.Init(psDesc); |
| 150 | |
| 151 | // GBuffer Pass with lightmap (pixel shader permutation for USE_LIGHTMAP=1) |
| 152 | psDesc.VS = _shader->GetVS("VS"); |
| 153 | failed |= psDesc.VS == nullptr; |
| 154 | psDesc.PS = _shader->GetPS("PS_GBuffer", 1); |
| 155 | _cache.DefaultLightmap.Init(psDesc); |
| 156 | psDesc.VS = _shader->GetVS("VS", 1); |
| 157 | failed |= psDesc.VS == nullptr; |
| 158 | _cacheInstanced.DefaultLightmap.Init(psDesc); |
| 159 | |
| 160 | // GBuffer Pass with skinning |
| 161 | psDesc.VS = _shader->GetVS("VS_Skinned"); |
| 162 | psDesc.PS = _shader->GetPS("PS_GBuffer"); |
| 163 | _cache.DefaultSkinned.Init(psDesc); |
| 164 | |
| 165 | psDesc.StencilEnable = false; |
| 166 | psDesc.StencilPassOp = StencilOperation::Keep; |
| 167 | |
| 168 | #if USE_EDITOR |
| 169 | if (_shader->HasShader("PS_QuadOverdraw")) |
| 170 | { |
nothing calls this directly
no test coverage detected