Refactor Global SDF to use a single texture for all cascades

This commit is contained in:
Wojciech Figat
2022-06-17 10:41:04 +02:00
parent bc8cc75ad8
commit 2e06d1ce2a
14 changed files with 204 additions and 194 deletions

View File

@@ -502,7 +502,7 @@ void MaterialParameter::Bind(BindMeta& meta) const
GlobalSignDistanceFieldPass::BindingData bindingData;
if (GlobalSignDistanceFieldPass::Instance()->Get(meta.Buffers, bindingData))
Platform::MemoryClear(&bindingData, sizeof(bindingData));
bindingData.BindCascades(meta.Context, _registerIndex);
meta.Context->BindSR(_registerIndex, bindingData.Texture ? bindingData.Texture->ViewVolume() : nullptr);
*((GlobalSignDistanceFieldPass::ConstantsData*)(meta.Constants.Get() + _offset)) = bindingData.Constants;
break;
}