Refactor Global SDF to use a single texture for all cascades
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@@ -60,8 +60,8 @@ float3 GetProbeRayDirection(DDGIData data, uint rayIndex)
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RWTexture2D<float4> RWProbesState : register(u0);
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Texture3D<float> GlobalSDFTex[4] : register(t0);
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Texture3D<float> GlobalSDFMip[4] : register(t4);
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Texture3D<float> GlobalSDFTex : register(t0);
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Texture3D<float> GlobalSDFMip : register(t1);
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// Compute shader for updating probes state between active and inactive.
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META_CS(true, FEATURE_LEVEL_SM5)
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@@ -138,14 +138,14 @@ void CS_Classify(uint3 DispatchThreadId : SV_DispatchThreadID)
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RWTexture2D<float4> RWProbesTrace : register(u0);
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Texture3D<float> GlobalSDFTex[4] : register(t0);
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Texture3D<float> GlobalSDFMip[4] : register(t4);
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ByteAddressBuffer GlobalSurfaceAtlasChunks : register(t8);
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Buffer<float4> GlobalSurfaceAtlasCulledObjects : register(t9);
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Texture2D GlobalSurfaceAtlasDepth : register(t10);
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Texture2D GlobalSurfaceAtlasTex : register(t11);
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Texture2D<float4> ProbesState : register(t12);
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TextureCube Skybox : register(t13);
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Texture3D<float> GlobalSDFTex : register(t0);
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Texture3D<float> GlobalSDFMip : register(t1);
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ByteAddressBuffer GlobalSurfaceAtlasChunks : register(t2);
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Buffer<float4> GlobalSurfaceAtlasCulledObjects : register(t3);
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Texture2D GlobalSurfaceAtlasDepth : register(t4);
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Texture2D GlobalSurfaceAtlasTex : register(t5);
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Texture2D<float4> ProbesState : register(t6);
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TextureCube Skybox : register(t7);
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// Compute shader for tracing rays for probes using Global SDF and Global Surface Atlas.
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META_CS(true, FEATURE_LEVEL_SM5)
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@@ -75,8 +75,8 @@ Texture2D<float4> ProbesState : register(t5);
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Texture2D<float4> ProbesDistance : register(t6);
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Texture2D<float4> ProbesIrradiance : register(t7);
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#else
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Texture3D<float> GlobalSDFTex[4] : register(t5);
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Texture3D<float> GlobalSDFMip[4] : register(t9);
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Texture3D<float> GlobalSDFTex : register(t5);
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Texture3D<float> GlobalSDFMip : register(t6);
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#endif
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// Pixel shader for Global Surface Atlas shading with direct light contribution
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@@ -265,13 +265,13 @@ void CS_CullObjects(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_Disp
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#ifdef _PS_Debug
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Texture3D<float> GlobalSDFTex[4] : register(t0);
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Texture3D<float> GlobalSDFMip[4] : register(t4);
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ByteAddressBuffer GlobalSurfaceAtlasChunks : register(t8);
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Buffer<float4> GlobalSurfaceAtlasCulledObjects : register(t9);
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Texture2D GlobalSurfaceAtlasDepth : register(t10);
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Texture2D GlobalSurfaceAtlasTex : register(t11);
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TextureCube Skybox : register(t12);
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Texture3D<float> GlobalSDFTex : register(t0);
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Texture3D<float> GlobalSDFMip : register(t1);
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ByteAddressBuffer GlobalSurfaceAtlasChunks : register(t2);
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Buffer<float4> GlobalSurfaceAtlasCulledObjects : register(t3);
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Texture2D GlobalSurfaceAtlasDepth : register(t4);
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Texture2D GlobalSurfaceAtlasTex : register(t5);
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TextureCube Skybox : register(t6);
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// Pixel shader for Global Surface Atlas debug drawing
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META_PS(true, FEATURE_LEVEL_SM5)
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