Optimize development-only shaders and rendering code to compile it out in Release game builds
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@@ -15,7 +15,7 @@
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#include "Engine/Scripting/ManagedCLR/MCore.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Profiler/ProfilerMemory.h"
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#if USE_EDITOR
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#if GPU_ENABLE_DEVELOPMENT
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#include "Engine/Renderer/GBufferPass.h"
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#endif
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@@ -242,7 +242,7 @@ void Mesh::Draw(const RenderContext& renderContext, MaterialBase* material, cons
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drawCall.Surface.PrevWorld = world;
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drawCall.PerInstanceRandom = perInstanceRandom;
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drawCall.StencilValue = stencilValue;
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#if USE_EDITOR
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#if GPU_ENABLE_DEVELOPMENT
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const ViewMode viewMode = renderContext.View.Mode;
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if (viewMode == ViewMode::LightmapUVsDensity || viewMode == ViewMode::LODPreview)
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GBufferPass::AddIndexBufferToModelLOD(_indexBuffer, &((Model*)_model)->LODs[_lodIndex]);
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@@ -309,7 +309,7 @@ void Mesh::Draw(const RenderContext& renderContext, const DrawInfo& info, float
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drawCall.Surface.LODDitherFactor = (byte)(lodDitherFactor * 255);
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drawCall.PerInstanceRandom = info.PerInstanceRandom;
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drawCall.StencilValue = info.StencilValue;
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#if USE_EDITOR
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#if GPU_ENABLE_DEVELOPMENT
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const ViewMode viewMode = renderContext.View.Mode;
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if (viewMode == ViewMode::LightmapUVsDensity || viewMode == ViewMode::LODPreview)
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GBufferPass::AddIndexBufferToModelLOD(_indexBuffer, &((Model*)_model)->LODs[_lodIndex]);
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@@ -372,7 +372,7 @@ void Mesh::Draw(const RenderContextBatch& renderContextBatch, const DrawInfo& in
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drawCall.Surface.LODDitherFactor = (byte)(lodDitherFactor * 255);
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drawCall.PerInstanceRandom = info.PerInstanceRandom;
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drawCall.StencilValue = info.StencilValue;
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#if USE_EDITOR
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#if GPU_ENABLE_DEVELOPMENT
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const ViewMode viewMode = renderContextBatch.GetMainContext().View.Mode;
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if (viewMode == ViewMode::LightmapUVsDensity || viewMode == ViewMode::LODPreview)
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GBufferPass::AddIndexBufferToModelLOD(_indexBuffer, &((Model*)_model)->LODs[_lodIndex]);
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