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Describe the pull request
This PR adds support for view instancing/multi-view, which is particularly useful for stereoscopic rendering. Fundamentally, it allows to execute individual draw calls over multiple viewports/scissors and/or render targets. To use it,
GraphicsDeviceFeatures::ViewInstancingmust be enabled when creating the device. Afterwards, render passes can be created with an additionalviewMaskparameter. This mask is a bit set, that enables views starting with the least significant bit. Currently all implementations only support up to 4 view instances, but the engine itself does not enforce this limit direclty. As an example, the view mask0b1111would render to all 4 views, while view mask0b1001would only render into views 0 and 3. From the shader side, the current view can be accessed using theSV_ViewIDsemantic.It is also possible to render into different render targets this way. This is done by outputting
SV_RenderTargetArrayIndexfrom a pre-rasterization shader stage (i.e., vertex, geometry, tessellation or mesh). A similar semanticSV_ViewportArrayIndexis available to select the viewport and scissor (set byICommandBuffer::setViewportsandICommandBuffer::setScissors).Related issues