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]
This commit is contained in:
rolando caloca
2021-04-16 15:06:03 -04:00
parent 03ccc9c79e
commit 54bec85390
4 changed files with 20 additions and 7 deletions

View File

@@ -1846,12 +1846,20 @@ void FVirtualShadowMapArray::RenderVirtualShadowMapsHw(FRDGBuilder& GraphBuilder
GraphBuilder.AddPass(
RDG_EVENT_NAME("RenderVirtualShadowMapsHw"),
PassParameters,
ERDGPassFlags::Raster,
ERDGPassFlags::Raster | ERDGPassFlags::SkipRenderPass,
[this, ProjectedShadowInfo , &MeshCommandPass, PassParameters, ShadowDepthPassParameters, ViewRect](FRHICommandList& RHICmdList)
{
FRHIRenderPassInfo RPInfo;
RPInfo.ResolveParameters.DestRect.X1 = ViewRect.Min.X;
RPInfo.ResolveParameters.DestRect.Y1 = ViewRect.Min.Y;
RPInfo.ResolveParameters.DestRect.X2 = ViewRect.Max.X;
RPInfo.ResolveParameters.DestRect.Y2 = ViewRect.Max.Y;
RHICmdList.BeginRenderPass(RPInfo, TEXT("RenderVirtualShadowMapsHw"));
RHICmdList.SetViewport( ViewRect.Min.X, ViewRect.Min.Y, 0.0f, FMath::Min( ViewRect.Max.X, 32767 ), FMath::Min( ViewRect.Max.Y, 32767 ), 1.0f );
MeshCommandPass.DispatchDraw(nullptr, RHICmdList, &PassParameters->InstanceCullingDrawParams);
RHICmdList.EndRenderPass();
});
}