minor update in light culling compute shader

This commit is contained in:
Turanszki Janos
2017-11-09 19:47:36 +00:00
parent 41b86def50
commit 92f6f2d4ce
2 changed files with 9 additions and 7 deletions
+8 -6
View File
@@ -48,14 +48,14 @@ groupshared uint uDepthMask; // Harada Siggraph 2012 2.5D culling
#define LDS_ENTITYCOUNT (MAX_SHADER_ENTITY_COUNT_PER_TILE * 2)
// Opaque geometry entity lists.
groupshared uint o_ArrayLength = 0;
groupshared uint o_ArrayLength;
groupshared uint o_Array[LDS_ENTITYCOUNT];
groupshared uint o_decalCount = 0;
groupshared uint o_decalCount;
// Transparent geometry entity lists.
groupshared uint t_ArrayLength = 0;
groupshared uint t_ArrayLength;
groupshared uint t_Array[LDS_ENTITYCOUNT];
groupshared uint t_decalCount = 0;
groupshared uint t_decalCount;
// Add the entity to the visible entity list for opaque geometry.
void o_AppendEntity(uint entityIndex)
@@ -185,6 +185,10 @@ void main(ComputeShaderInput IN)
uMaxDepth = 0;
o_ArrayLength = 0;
t_ArrayLength = 0;
o_decalCount = 0;
t_decalCount = 0;
uDepthMask = 0;
// Get frustum from frustum buffer:
GroupFrustum = in_Frustums[flatten2D(IN.groupID.xy, xDispatchParams_numThreadGroups.xy)];
@@ -240,8 +244,6 @@ void main(ComputeShaderInput IN)
// We can perform coarse AABB intersection tests with this:
GroupAABB_WS = GroupAABB;
GroupAABB_WS.transform(g_xFrame_MainCamera_InvV);
uDepthMask = 0;
}
GroupMemoryBarrierWithGroupSync();
+1 -1
View File
@@ -9,7 +9,7 @@ namespace wiVersion
// minor features, major updates
const int minor = 13;
// minor bug fixes, alterations, refactors, updates
const int revision = 81;
const int revision = 82;
long GetVersion()