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Add comments about Gamecore Scalarization and remove old confusing behaviour about SSR feature flag #5220

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Jul 27, 2021
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Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,8 @@

#ifndef SCALARIZE_LIGHT_LOOP
// We perform scalarization only for forward rendering as for deferred loads will already be scalar since tiles will match waves and therefore all threads will read from the same tile.
// More info on scalarization: https://flashypixels.wordpress.com/2018/11/10/intro-to-gpu-scalarization-part-2-scalarize-all-the-lights/
// More info on scalarization: https://flashypixels.wordpress.com/2018/11/10/intro-to-gpu-scalarization-part-2-scalarize-all-the-lights/ .
// Note that it is currently disabled on gamecore platforms for issues with wave intrinsics and the new compiler, it will be soon investigated, but we disable it in the meantime.
#define SCALARIZE_LIGHT_LOOP (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER) && !defined(SHADER_API_GAMECORE) && SHADERPASS == SHADERPASS_FORWARD)
#endif

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Original file line number Diff line number Diff line change
Expand Up @@ -88,10 +88,6 @@ TEXTURE2D_X(_ShadowMaskTexture); // Alias for shadow mask, so we don't need to k
// If a user do a lighting architecture without material classification, this can be remove
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs.hlsl"

// Currently disable SSR until critical editor fix is available
#undef LIGHTFEATUREFLAGS_SSREFLECTION
#define LIGHTFEATUREFLAGS_SSREFLECTION 0

// Combination need to be define in increasing "comlexity" order as define by FeatureFlagsToTileVariant
static const uint kFeatureVariantFlags[NUM_FEATURE_VARIANTS] =
{
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