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Fix shader errors when VIRTUAL_SM_ENABLED is set but GPUCULL_TODO is not
#rb ola.olsson [CL 15155135 by graham wihlidal in ue5-main branch]
This commit is contained in:
@@ -5,11 +5,9 @@
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#ifndef VF_IMPLEMENTED_GET_VIEW_INDEX
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#define VF_IMPLEMENTED_GET_VIEW_INDEX
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#if defined(GPUCULL_TODO)
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uint VertexFactoryGetViewIndex(FVertexFactoryIntermediates Intermediates)
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{
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#if VF_USE_PRIMITIVE_SCENE_DATA
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#if VF_USE_PRIMITIVE_SCENE_DATA && defined(GPUCULL_TODO)
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return Intermediates.SceneData.ViewIndex;
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#else
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return 0U;
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@@ -18,7 +16,7 @@ uint VertexFactoryGetViewIndex(FVertexFactoryIntermediates Intermediates)
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uint VertexFactoryGetInstanceIdLoadIndex(FVertexFactoryIntermediates Intermediates)
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{
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#if VF_USE_PRIMITIVE_SCENE_DATA
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#if VF_USE_PRIMITIVE_SCENE_DATA && defined(GPUCULL_TODO)
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return Intermediates.SceneData.InstanceIdLoadIndex;
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#else
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return 0U;
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@@ -27,7 +25,7 @@ uint VertexFactoryGetInstanceIdLoadIndex(FVertexFactoryIntermediates Intermediat
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float4x4 VertexFactoryGetLocalToWorld(FVertexFactoryIntermediates Intermediates)
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{
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#if VF_USE_PRIMITIVE_SCENE_DATA
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#if VF_USE_PRIMITIVE_SCENE_DATA && defined(GPUCULL_TODO)
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return Intermediates.SceneData.InstanceData.LocalToWorld;
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#else
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return Primitive.LocalToWorld;
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@@ -36,7 +34,7 @@ float4x4 VertexFactoryGetLocalToWorld(FVertexFactoryIntermediates Intermediates)
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float4x4 VertexFactoryGetWorldToLocal(FVertexFactoryIntermediates Intermediates)
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{
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#if VF_USE_PRIMITIVE_SCENE_DATA
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#if VF_USE_PRIMITIVE_SCENE_DATA && defined(GPUCULL_TODO)
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return Intermediates.SceneData.InstanceData.WorldToLocal;
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#else
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return Primitive.WorldToLocal;
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@@ -47,7 +45,7 @@ float4x4 VertexFactoryGetWorldToLocal(FVertexFactoryIntermediates Intermediates)
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uint VertexFactoryGetViewIndex(FPositionOnlyVertexFactoryInput Input)
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{
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#if VF_USE_PRIMITIVE_SCENE_DATA
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#if VF_USE_PRIMITIVE_SCENE_DATA && defined(GPUCULL_TODO)
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FSceneDataIntermediates SceneData = GetSceneDataIntermediates(Input.InstanceIdOffset, Input.DrawInstanceId);
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return SceneData.ViewIndex;
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#else
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@@ -57,7 +55,7 @@ uint VertexFactoryGetViewIndex(FPositionOnlyVertexFactoryInput Input)
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uint VertexFactoryGetViewIndex(FPositionAndNormalOnlyVertexFactoryInput Input)
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{
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#if VF_USE_PRIMITIVE_SCENE_DATA
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#if VF_USE_PRIMITIVE_SCENE_DATA && defined(GPUCULL_TODO)
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FSceneDataIntermediates SceneData = GetSceneDataIntermediates(Input.InstanceIdOffset, Input.DrawInstanceId);
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return SceneData.ViewIndex;
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#else
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@@ -67,7 +65,7 @@ uint VertexFactoryGetViewIndex(FPositionAndNormalOnlyVertexFactoryInput Input)
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uint VertexFactoryGetInstanceIdLoadIndex(FPositionOnlyVertexFactoryInput Input)
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{
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#if VF_USE_PRIMITIVE_SCENE_DATA
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#if VF_USE_PRIMITIVE_SCENE_DATA && defined(GPUCULL_TODO)
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FSceneDataIntermediates SceneData = GetSceneDataIntermediates(Input.InstanceIdOffset, Input.DrawInstanceId);
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return SceneData.InstanceIdLoadIndex;
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#else
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@@ -77,7 +75,7 @@ uint VertexFactoryGetInstanceIdLoadIndex(FPositionOnlyVertexFactoryInput Input)
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uint VertexFactoryGetInstanceIdLoadIndex(FPositionAndNormalOnlyVertexFactoryInput Input)
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{
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#if VF_USE_PRIMITIVE_SCENE_DATA
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#if VF_USE_PRIMITIVE_SCENE_DATA && defined(GPUCULL_TODO)
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FSceneDataIntermediates SceneData = GetSceneDataIntermediates(Input.InstanceIdOffset, Input.DrawInstanceId);
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return SceneData.InstanceIdLoadIndex;
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#else
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@@ -87,6 +85,4 @@ uint VertexFactoryGetInstanceIdLoadIndex(FPositionAndNormalOnlyVertexFactoryInpu
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#endif // POSITION_ONLY
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#endif // GPUCULL_TODO
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#endif // VF_IMPLEMENTED_GET_VIEW_INDEX
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