Refactor Global SDF to use a single texture for all cascades
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@@ -23,12 +23,9 @@ public:
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// Binding data for the GPU.
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struct BindingData
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{
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GPUTexture* Cascades[4];
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GPUTexture* CascadeMips[4];
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GPUTexture* Texture;
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GPUTexture* TextureMip;
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ConstantsData Constants;
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void BindCascades(GPUContext* context, int32 srvSlot);
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void BindCascadeMips(GPUContext* context, int32 srvSlot);
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};
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private:
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@@ -39,8 +36,7 @@ private:
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GPUShaderProgramCS* _csRasterizeModel1 = nullptr;
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GPUShaderProgramCS* _csRasterizeHeightfield = nullptr;
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GPUShaderProgramCS* _csClearChunk = nullptr;
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GPUShaderProgramCS* _csGenerateMip0 = nullptr;
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GPUShaderProgramCS* _csGenerateMip1 = nullptr;
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GPUShaderProgramCS* _csGenerateMip = nullptr;
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GPUConstantBuffer* _cb0 = nullptr;
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GPUConstantBuffer* _cb1 = nullptr;
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