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UE5EA - Enable Nanite on Vulkan, fixes rendering issues
[FYI] Mihnea.Balta #rb Zach.Bethel, Brian.Karis #ROBOMERGE-SOURCE: CL 16038169 in //UE5/Release-5.0-EarlyAccess/... #ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v789-15992632) [CL 16038203 by rolando caloca in ue5-main branch]
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@@ -1846,12 +1846,20 @@ void FVirtualShadowMapArray::RenderVirtualShadowMapsHw(FRDGBuilder& GraphBuilder
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GraphBuilder.AddPass(
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RDG_EVENT_NAME("RenderVirtualShadowMapsHw"),
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PassParameters,
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ERDGPassFlags::Raster,
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ERDGPassFlags::Raster | ERDGPassFlags::SkipRenderPass,
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[this, ProjectedShadowInfo , &MeshCommandPass, PassParameters, ShadowDepthPassParameters, ViewRect](FRHICommandList& RHICmdList)
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{
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FRHIRenderPassInfo RPInfo;
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RPInfo.ResolveParameters.DestRect.X1 = ViewRect.Min.X;
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RPInfo.ResolveParameters.DestRect.Y1 = ViewRect.Min.Y;
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RPInfo.ResolveParameters.DestRect.X2 = ViewRect.Max.X;
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RPInfo.ResolveParameters.DestRect.Y2 = ViewRect.Max.Y;
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RHICmdList.BeginRenderPass(RPInfo, TEXT("RenderVirtualShadowMapsHw"));
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RHICmdList.SetViewport( ViewRect.Min.X, ViewRect.Min.Y, 0.0f, FMath::Min( ViewRect.Max.X, 32767 ), FMath::Min( ViewRect.Max.Y, 32767 ), 1.0f );
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MeshCommandPass.DispatchDraw(nullptr, RHICmdList, &PassParameters->InstanceCullingDrawParams);
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RHICmdList.EndRenderPass();
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});
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}
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