Improve GPU constant buffers structures definitions to properly align on new Clang

This commit is contained in:
Wojtek Figat
2024-06-02 09:52:10 +02:00
parent 2492d0b38f
commit 1e86eff2d3
40 changed files with 57 additions and 76 deletions

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@@ -98,7 +98,7 @@
#endif
#define PACK_STRUCT(__Declaration__) PACK_BEGIN() __Declaration__ PACK_END()
#define PACK_STRUCT(_declaration) PACK_BEGIN() _declaration PACK_END()
// C++ 17
#if __cplusplus >= 201703L

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@@ -125,7 +125,7 @@ PACK_STRUCT(struct Vertex {
Color32 Color;
});
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
GPU_CB_STRUCT(Data {
Matrix ViewProjection;
Float2 Padding;
float ClipPosZBias;

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@@ -85,3 +85,6 @@
#undef GPU_ENABLE_ASSERTION
#define GPU_ENABLE_ASSERTION 0
#endif
// Helper macro for defining shader structures wrappers in C++ that match HLSL constant buffers
#define GPU_CB_STRUCT(_declaration) ALIGN_BEGIN(GPU_SHADER_DATA_ALIGNMENT) PACK_BEGIN() struct _declaration PACK_END() ALIGN_END(GPU_SHADER_DATA_ALIGNMENT)

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@@ -12,8 +12,7 @@ class SkinnedModel;
struct RenderContext;
struct FloatR10G10B10A2;
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) QuadShaderData
{
GPU_CB_STRUCT(QuadShaderData {
Float4 Color;
});

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@@ -179,7 +179,7 @@ void ExponentialHeightFog::GetExponentialHeightFogData(const RenderView& view, S
result.VolumetricFogMaxDistance = VolumetricFogDistance;
}
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
GPU_CB_STRUCT(Data {
ShaderGBufferData GBuffer;
ShaderExponentialHeightFogData ExponentialHeightFog;
});

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@@ -17,7 +17,7 @@
#include "Engine/Serialization/Serialization.h"
#include "Engine/Level/Scene/SceneRendering.h"
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
GPU_CB_STRUCT(Data {
Matrix WVP;
Float3 ViewOffset;
float Padding;

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@@ -13,7 +13,7 @@
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) GPUParticlesData {
GPU_CB_STRUCT(GPUParticlesData {
Matrix ViewProjectionMatrix;
Matrix InvViewProjectionMatrix;
Matrix InvViewMatrix;

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@@ -569,7 +569,7 @@ void DrawEmitterCPU(RenderContext& renderContext, ParticleBuffer* buffer, DrawCa
#if COMPILE_WITH_GPU_PARTICLES
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) GPUParticlesSortingData {
GPU_CB_STRUCT(GPUParticlesSortingData {
Float3 ViewPosition;
uint32 ParticleCounterOffset;
uint32 ParticleStride;

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@@ -52,11 +52,11 @@
// True if enable downscaling when rendering blur
const bool DownsampleForBlur = false;
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
GPU_CB_STRUCT(Data {
Matrix ViewProjection;
});
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) BlurData {
GPU_CB_STRUCT(BlurData {
Float2 InvBufferSize;
uint32 SampleCount;
float Dummy0;

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@@ -20,7 +20,7 @@ class AmbientOcclusionPass : public RendererPass<AmbientOcclusionPass>
private:
// Packed shader constant buffer structure (this MUST match shader code)
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ASSAOConstants {
GPU_CB_STRUCT(ASSAOConstants {
ShaderGBufferData GBuffer;
Float2 ViewportPixelSize;

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@@ -7,8 +7,7 @@
#include "Engine/Graphics/Graphics.h"
#include "Engine/Graphics/RenderTask.h"
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data
{
GPU_CB_STRUCT(Data {
Float4 ScreenSize;
});

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@@ -15,8 +15,7 @@ class SMAA : public RendererPass<SMAA>
{
private:
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data
{
GPU_CB_STRUCT(Data {
Float4 RtSize;
});

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@@ -11,8 +11,7 @@
#include "Engine/Renderer/GBufferPass.h"
#include "Engine/Engine/Engine.h"
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data
{
GPU_CB_STRUCT(Data {
Float2 ScreenSizeInv;
Float2 JitterInv;
float Sharpness;

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@@ -61,8 +61,7 @@ protected:
bool Run() override;
};
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data
{
GPU_CB_STRUCT(Data {
float First;
float AtmosphereR;
int AtmosphereLayer;

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@@ -8,7 +8,7 @@
#include "Engine/Graphics/RenderTargetPool.h"
#include "Engine/Graphics/RenderTask.h"
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
GPU_CB_STRUCT(Data {
Float4 ColorSaturationShadows;
Float4 ColorContrastShadows;
Float4 ColorGammaShadows;

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@@ -11,8 +11,7 @@
/// <summary>
/// Structure that contains information about GBuffer for shaders.
/// </summary>
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ShaderGBufferData
{
GPU_CB_STRUCT(ShaderGBufferData {
Float4 ViewInfo;
Float4 ScreenSize;
Float3 ViewPos;
@@ -24,8 +23,7 @@ PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ShaderGBufferData
/// <summary>
/// Structure that contains information about exponential height fog for shaders.
/// </summary>
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ShaderExponentialHeightFogData
{
GPU_CB_STRUCT(ShaderExponentialHeightFogData {
Float3 FogInscatteringColor;
float FogMinOpacity;
@@ -49,8 +47,7 @@ PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ShaderExponentialHeightFog
/// <summary>
/// Structure that contains information about atmosphere fog for shaders.
/// </summary>
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ShaderAtmosphericFogData
{
GPU_CB_STRUCT(ShaderAtmosphericFogData {
float AtmosphericFogDensityScale;
float AtmosphericFogSunDiscScale;
float AtmosphericFogDistanceScale;
@@ -71,7 +68,7 @@ PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ShaderAtmosphericFogData
/// <summary>
/// Structure that contains information about light for shaders.
/// </summary>
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ShaderLightData {
GPU_CB_STRUCT(ShaderLightData {
Float2 SpotAngles;
float SourceRadius;
float SourceLength;
@@ -90,7 +87,7 @@ PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ShaderLightData {
/// <summary>
/// Packed env probe data
/// </summary>
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ShaderEnvProbeData {
GPU_CB_STRUCT(ShaderEnvProbeData {
Float4 Data0; // x - Position.x, y - Position.y, z - Position.z, w - unused
Float4 Data1; // x - Radius , y - 1 / Radius, z - Brightness, w - unused
});

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@@ -18,7 +18,7 @@
#define DOF_GRID_SIZE 450
#define DOF_DEPTH_BLUR_FORMAT PixelFormat::R16G16_Float
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
GPU_CB_STRUCT(Data {
Float2 ProjectionAB;
float BokehDepthCullThreshold;
float BokehDepthCutoff;

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@@ -19,7 +19,7 @@
#include "Engine/Level/Scene/Scene.h"
#include "Engine/Level/Actors/StaticModel.h"
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) LightmapUVsDensityMaterialShaderData {
GPU_CB_STRUCT(LightmapUVsDensityMaterialShaderData {
Matrix ViewProjectionMatrix;
Matrix WorldMatrix;
Rectangle LightmapArea;

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@@ -12,7 +12,7 @@
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Renderer/DrawCall.h"
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) VertexColorsMaterialShaderData {
GPU_CB_STRUCT(VertexColorsMaterialShaderData {
Matrix ViewProjectionMatrix;
Matrix WorldMatrix;
});

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@@ -16,7 +16,7 @@
#include "Engine/Engine/Engine.h"
#include "Engine/Engine/Time.h"
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) EyeAdaptationData {
GPU_CB_STRUCT(EyeAdaptationData {
float MinBrightness;
float MaxBrightness;
float SpeedUp;

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@@ -21,7 +21,7 @@
#include "Engine/Level/Actors/Decal.h"
#include "Engine/Engine/Engine.h"
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) GBufferPassData{
GPU_CB_STRUCT(GBufferPassData {
ShaderGBufferData GBuffer;
Float3 Dummy0;
int32 ViewMode;

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@@ -41,8 +41,7 @@
#define DDGI_PROBE_UPDATE_BORDERS_GROUP_SIZE 8
#define DDGI_PROBE_CLASSIFY_GROUP_SIZE 32
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data0
{
GPU_CB_STRUCT(Data0 {
DynamicDiffuseGlobalIlluminationPass::ConstantsData DDGI;
GlobalSignDistanceFieldPass::ConstantsData GlobalSDF;
GlobalSurfaceAtlasPass::ConstantsData GlobalSurfaceAtlas;
@@ -54,8 +53,7 @@ PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data0
Int4 ProbeScrollClears[4];
});
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data1
{
GPU_CB_STRUCT(Data1 {
// TODO: use push constants on Vulkan or root signature data on DX12 to reduce overhead of changing single DWORD
Float2 Padding1;
uint32 CascadeIndex;

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@@ -13,8 +13,7 @@ class FLAXENGINE_API DynamicDiffuseGlobalIlluminationPass : public RendererPass<
{
public:
// Constant buffer data for DDGI access on a GPU.
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ConstantsData
{
GPU_CB_STRUCT(ConstantsData {
Float4 ProbesOriginAndSpacing[4];
Int4 ProbesScrollOffsets[4];
uint32 ProbesCounts[3];

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@@ -42,8 +42,7 @@
#include "Engine/Debug/DebugDraw.h"
#endif
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data0
{
GPU_CB_STRUCT(Data0 {
Float3 ViewWorldPos;
float ViewNearPlane;
float SkyboxIntensity;

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@@ -11,8 +11,7 @@ class FLAXENGINE_API GlobalSurfaceAtlasPass : public RendererPass<GlobalSurfaceA
{
public:
// Constant buffer data for Global Surface Atlas access on a GPU.
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ConstantsData
{
GPU_CB_STRUCT(ConstantsData {
Float3 ViewPos;
float Padding0;
float Padding1;

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@@ -39,8 +39,7 @@ static_assert(GLOBAL_SDF_RASTERIZE_MODEL_MAX_COUNT % 4 == 0, "Must be multiple o
#include "Engine/Debug/DebugDraw.h"
#endif
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ObjectRasterizeData
{
GPU_CB_STRUCT(ObjectRasterizeData {
Matrix3x4 WorldToVolume;
Matrix3x4 VolumeToWorld;
Float3 VolumeToUVWMul;
@@ -51,8 +50,7 @@ PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ObjectRasterizeData
float DecodeAdd;
});
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data
{
GPU_CB_STRUCT(Data {
Float3 ViewWorldPos;
float ViewNearPlane;
Float3 Padding00;
@@ -61,8 +59,7 @@ PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data
GlobalSignDistanceFieldPass::ConstantsData GlobalSDF;
});
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ModelsRasterizeData
{
GPU_CB_STRUCT(ModelsRasterizeData {
Int3 ChunkCoord;
float MaxDistance;
Float3 CascadeCoordToPosMul;

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@@ -12,8 +12,7 @@ class FLAXENGINE_API GlobalSignDistanceFieldPass : public RendererPass<GlobalSig
{
public:
// Constant buffer data for Global SDF access on a GPU.
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ConstantsData
{
GPU_CB_STRUCT(ConstantsData {
Float4 CascadePosDistance[4];
Float4 CascadeVoxelSize;
Float2 Padding;

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@@ -16,7 +16,7 @@
#define THREADGROUP_SIZE_Y 16
#define HISTOGRAM_SIZE 64
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) HistogramData {
GPU_CB_STRUCT(HistogramData {
uint32 InputSizeX;
uint32 InputSizeY;
float HistogramMul;

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@@ -13,12 +13,12 @@
#include "Engine/Content/Assets/CubeTexture.h"
#include "Engine/Content/Content.h"
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) PerLight{
GPU_CB_STRUCT(PerLight {
ShaderLightData Light;
Matrix WVP;
});
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) PerFrame{
GPU_CB_STRUCT(PerFrame {
ShaderGBufferData GBuffer;
});

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@@ -17,7 +17,7 @@
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Engine/Time.h"
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
GPU_CB_STRUCT(Data {
ShaderGBufferData GBuffer;
Matrix CurrentVP;
Matrix PreviousVP;

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@@ -15,7 +15,7 @@ class PostProcessingPass : public RendererPass<PostProcessingPass>
{
private:
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
GPU_CB_STRUCT(Data {
float BloomLimit;
float BloomThreshold;
float BloomMagnitude;
@@ -56,7 +56,7 @@ private:
Matrix LensFlareStarMat;
});
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) GaussianBlurData {
GPU_CB_STRUCT(GaussianBlurData {
Float2 Size;
float Dummy3;
float Dummy4;

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@@ -69,8 +69,7 @@ public:
}
};
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data
{
GPU_CB_STRUCT(Data {
Float2 Dummy0;
int32 CubeFace;
float SourceMipIndex;

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@@ -13,7 +13,7 @@
#include "Engine/Graphics/RenderTargetPool.h"
#include "Engine/Level/Actors/EnvironmentProbe.h"
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
GPU_CB_STRUCT(Data {
ShaderEnvProbeData PData;
Matrix WVP;
ShaderGBufferData GBuffer;

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@@ -17,15 +17,12 @@
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/RenderTask.h"
#define RESOLVE_PASS_OUTPUT_FORMAT PixelFormat::R16G16B16A16_Float
// Shader input texture slots mapping
#define TEXTURE0 4
#define TEXTURE1 5
#define TEXTURE2 6
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data
{
GPU_CB_STRUCT(Data {
ShaderGBufferData GBuffer;
float MaxColorMiplevel;
@@ -197,7 +194,7 @@ void ScreenSpaceReflectionsPass::Render(RenderContext& renderContext, GPUTexture
tempDesc = GPUTextureDescription::New2D(traceWidth, traceHeight, PixelFormat::R16G16B16A16_Float);
auto traceBuffer = RenderTargetPool::Get(tempDesc);
RENDER_TARGET_POOL_SET_NAME(traceBuffer, "SSR.TraceBuffer");
tempDesc = GPUTextureDescription::New2D(resolveWidth, resolveHeight, RESOLVE_PASS_OUTPUT_FORMAT);
tempDesc = GPUTextureDescription::New2D(resolveWidth, resolveHeight, PixelFormat::R16G16B16A16_Float);
auto resolveBuffer = RenderTargetPool::Get(tempDesc);
RENDER_TARGET_POOL_SET_NAME(resolveBuffer, "SSR.ResolveBuffer");
@@ -253,7 +250,7 @@ void ScreenSpaceReflectionsPass::Render(RenderContext& renderContext, GPUTexture
// Wrong size temporal buffer
if (buffers->TemporalSSR)
RenderTargetPool::Release(buffers->TemporalSSR);
tempDesc = GPUTextureDescription::New2D(temporalWidth, temporalHeight, RESOLVE_PASS_OUTPUT_FORMAT);
tempDesc = GPUTextureDescription::New2D(temporalWidth, temporalHeight, PixelFormat::R16G16B16A16_Float);
buffers->TemporalSSR = RenderTargetPool::Get(tempDesc);
RENDER_TARGET_POOL_SET_NAME(buffers->TemporalSSR, "SSR.TemporalSSR");
}
@@ -378,7 +375,7 @@ void ScreenSpaceReflectionsPass::Render(RenderContext& renderContext, GPUTexture
GPUTexture* reflectionsBuffer = resolveBuffer;
if (useTemporal)
{
tempDesc = GPUTextureDescription::New2D(temporalWidth, temporalHeight, RESOLVE_PASS_OUTPUT_FORMAT);
tempDesc = GPUTextureDescription::New2D(temporalWidth, temporalHeight, PixelFormat::R16G16B16A16_Float);
auto newTemporal = RenderTargetPool::Get(tempDesc);
RENDER_TARGET_POOL_SET_NAME(newTemporal, "SSR.TemporalSSR");
const auto oldTemporal = buffers->TemporalSSR;

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@@ -28,7 +28,7 @@
#define NormalOffsetScaleTweak METERS_TO_UNITS(1)
#define LocalLightNearPlane METERS_TO_UNITS(0.1f)
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data{
GPU_CB_STRUCT(Data {
ShaderGBufferData GBuffer;
ShaderLightData Light;
Matrix WVP;

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@@ -15,7 +15,7 @@ struct Item
uint32 Value;
};
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
GPU_CB_STRUCT(Data {
Item NullItem;
uint32 CounterOffset;
uint32 MaxIterations;

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@@ -5,7 +5,7 @@
#include "Engine/Content/Content.h"
#include "Engine/Graphics/GPUContext.h"
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
GPU_CB_STRUCT(Data {
Float2 TexelSize;
Float2 Padding;
});

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@@ -28,14 +28,14 @@ public:
private:
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) SkyLightData {
GPU_CB_STRUCT(SkyLightData {
Float3 MultiplyColor;
float VolumetricScatteringIntensity;
Float3 AdditiveColor;
float Dummy0;
});
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data {
GPU_CB_STRUCT(Data {
ShaderGBufferData GBuffer;
Float3 GlobalAlbedo;
@@ -67,7 +67,7 @@ private:
DynamicDiffuseGlobalIlluminationPass::ConstantsData DDGI;
});
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) PerLight {
GPU_CB_STRUCT(PerLight {
Float2 SliceToDepth;
int32 MinZ;
float LocalLightScatteringIntensity;

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@@ -23,7 +23,7 @@
namespace ShadowsOfMordor
{
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) ShaderData {
GPU_CB_STRUCT(ShaderData {
Rectangle LightmapArea;
Matrix WorldMatrix;
Matrix ToTangentSpace;

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@@ -90,8 +90,7 @@ class GPUModelSDFTask : public GPUTask
Float3 _xyzToLocalMul, _xyzToLocalAdd;
const uint32 ThreadGroupSize = 64;
PACK_STRUCT(struct alignas(GPU_SHADER_DATA_ALIGNMENT) Data
{
GPU_CB_STRUCT(Data {
Int3 Resolution;
uint32 ResolutionSize;
float MaxDistance;