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* More removal of GRHIFeatureLevel and GRHIShaderPlatform [CL 2262530 by Graeme Thornton in Main branch]
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UnrealBot
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2e623556ce
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bcde0d05c2
@@ -563,7 +563,7 @@ void FDeferredShadingSceneRenderer::RenderReflectionCaptureSpecularBounceForAllV
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static FGlobalBoundShaderState BoundShaderState;
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SetGlobalBoundShaderState(RHICmdList, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
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SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
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for (int32 ViewIndex = 0, Num = Views.Num(); ViewIndex < Num; ViewIndex++)
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{
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@@ -768,7 +768,7 @@ void FDeferredShadingSceneRenderer::RenderImageBasedReflectionsSM4ForAllViews(FR
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static FGlobalBoundShaderState BoundShaderState;
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SetGlobalBoundShaderState(RHICmdList, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
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SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
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PixelShader->SetParameters(RHICmdList, View, ReflectionCapture);
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}
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@@ -778,7 +778,7 @@ void FDeferredShadingSceneRenderer::RenderImageBasedReflectionsSM4ForAllViews(FR
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static FGlobalBoundShaderState BoundShaderState;
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SetGlobalBoundShaderState(RHICmdList, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
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SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
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PixelShader->SetParameters(RHICmdList, View, ReflectionCapture);
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}
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@@ -827,7 +827,7 @@ void FDeferredShadingSceneRenderer::RenderImageBasedReflectionsSM4ForAllViews(FR
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{ \
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TShaderMapRef< FReflectionApplyPS<A, B, C> > PixelShader(GetGlobalShaderMap()); \
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static FGlobalBoundShaderState BoundShaderState; \
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SetGlobalBoundShaderState(RHICmdList, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); \
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SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); \
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PixelShader->SetParameters(RHICmdList, View, LightAccumulation->GetRenderTargetItem().ShaderResourceTexture, SSROutput->GetRenderTargetItem().ShaderResourceTexture); \
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}; \
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break
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