Refactor Global Surface Atlas objects buffer into separate tiles buffer to reduce memory usage and increase cache hit ratio

This commit is contained in:
Wojciech Figat
2022-04-22 14:24:06 +02:00
parent 9d205cbb7d
commit 77dcc9b7a3
5 changed files with 79 additions and 50 deletions

BIN
Content/Shaders/GlobalSurfaceAtlas.flax (Stored with Git LFS)

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@@ -18,7 +18,8 @@
#include "Engine/Utilities/RectPack.h"
// This must match HLSL
#define GLOBAL_SURFACE_ATLAS_OBJECT_SIZE (5 + 6 * 5) // Amount of float4s per-object
#define GLOBAL_SURFACE_ATLAS_OBJECT_BUFFER_STRIDE 6 // Amount of float4s per-object
#define GLOBAL_SURFACE_ATLAS_TILE_BUFFER_STRIDE 5 // Amount of float4s per-tile
#define GLOBAL_SURFACE_ATLAS_TILE_PADDING 1 // 1px padding to prevent color bleeding between tiles
#define GLOBAL_SURFACE_ATLAS_TILE_PROJ_PLANE_OFFSET 0.1f // Small offset to prevent clipping with the closest triangles (shifts near and far planes)
#define GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_REDRAW_TILES 0 // Forces to redraw all object tiles every frame
@@ -55,6 +56,7 @@ struct GlobalSurfaceAtlasTile : RectPack<GlobalSurfaceAtlasTile, uint16>
Vector3 ViewPosition;
Vector3 ViewBoundsSize;
Matrix ViewMatrix;
uint16 TileIndex;
GlobalSurfaceAtlasTile(uint16 x, uint16 y, uint16 width, uint16 height)
: RectPack<GlobalSurfaceAtlasTile, uint16>(x, y, width, height)
@@ -118,13 +120,16 @@ public:
GPUTexture* AtlasGBuffer2 = nullptr;
GPUTexture* AtlasDirectLight = nullptr;
DynamicTypedBuffer ObjectsBuffer;
DynamicTypedBuffer TilesBuffer;
uint32 ObjectIndexCounter;
uint16 TileIndexCounter;
GlobalSurfaceAtlasPass::BindingData Result;
GlobalSurfaceAtlasTile* AtlasTiles = nullptr; // TODO: optimize with a single allocation for atlas tiles
Dictionary<Actor*, GlobalSurfaceAtlasObject> Objects;
GlobalSurfaceAtlasCustomBuffer()
: ObjectsBuffer(256 * GLOBAL_SURFACE_ATLAS_OBJECT_SIZE, PixelFormat::R32G32B32A32_Float, false, TEXT("GlobalSurfaceAtlas.ObjectsBuffer"))
: ObjectsBuffer(256 * GLOBAL_SURFACE_ATLAS_OBJECT_BUFFER_STRIDE, PixelFormat::R32G32B32A32_Float, false, TEXT("GlobalSurfaceAtlas.ObjectsBuffer"))
, TilesBuffer(256 * GLOBAL_SURFACE_ATLAS_TILE_BUFFER_STRIDE * 3 / 4, PixelFormat::R32G32B32A32_Float, false, TEXT("GlobalSurfaceAtlas.TilesBuffer"))
{
}
@@ -133,6 +138,7 @@ public:
LastFrameAtlasDefragmentation = Engine::FrameCount;
SAFE_DELETE(AtlasTiles);
ObjectsBuffer.Clear();
TilesBuffer.Clear();
Objects.Clear();
}
@@ -344,20 +350,28 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
Half2 min(minPos * posToClipMul + posToClipAdd), max(maxPos * posToClipMul + posToClipAdd); \
Vector2 minUV(0, 0), maxUV(1, 1); \
auto* quad = _vertexBuffer->WriteReserve<AtlasTileVertex>(6); \
quad[0] = { { max }, { maxUV }, (uint16)object.Index, (uint16)tileIndex }; \
quad[1] = { { min.X, max.Y }, { minUV.X, maxUV.Y }, (uint16)object.Index, (uint16)tileIndex }; \
quad[2] = { { min }, { minUV }, (uint16)object.Index, (uint16)tileIndex }; \
quad[0] = { { max }, { maxUV }, (uint16)object.Index, tile->TileIndex }; \
quad[1] = { { min.X, max.Y }, { minUV.X, maxUV.Y }, (uint16)object.Index, tile->TileIndex }; \
quad[2] = { { min }, { minUV }, (uint16)object.Index, tile->TileIndex }; \
quad[3] = quad[2]; \
quad[4] = { { max.X, min.Y }, { maxUV.X, minUV.Y }, (uint16)object.Index, (uint16)tileIndex }; \
quad[4] = { { max.X, min.Y }, { maxUV.X, minUV.Y }, (uint16)object.Index, tile->TileIndex }; \
quad[5] = quad[0]
#define VB_DRAW() \
_vertexBuffer->Flush(context); \
auto vb = _vertexBuffer->GetBuffer(); \
context->BindVB(ToSpan(&vb, 1)); \
context->DrawInstanced(_vertexBuffer->Data.Count() / sizeof(AtlasTileVertex), 1);
// Add objects into the atlas
surfaceAtlasData.ObjectsBuffer.Clear();
surfaceAtlasData.TilesBuffer.Clear();
surfaceAtlasData.ObjectIndexCounter = 0;
{
// Tile at index 0 is invalid
surfaceAtlasData.TileIndexCounter = 1;
auto* tileData = surfaceAtlasData.TilesBuffer.WriteReserve<Vector4>(GLOBAL_SURFACE_ATLAS_TILE_BUFFER_STRIDE);
Platform::MemoryClear(tileData, sizeof(Vector4) * GLOBAL_SURFACE_ATLAS_TILE_BUFFER_STRIDE);
}
_dirtyObjectsBuffer.Clear();
{
PROFILE_CPU_NAMED("Draw");
@@ -468,23 +482,22 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
Matrix::Invert(object->Bounds.Transformation, worldToLocalBounds);
// TODO: cache data for static objects to optimize CPU perf (move ObjectsBuffer into surfaceAtlasData)
object->Index = surfaceAtlasData.ObjectIndexCounter++;
auto* objectData = surfaceAtlasData.ObjectsBuffer.WriteReserve<Vector4>(GLOBAL_SURFACE_ATLAS_OBJECT_SIZE);
auto* objectData = surfaceAtlasData.ObjectsBuffer.WriteReserve<Vector4>(GLOBAL_SURFACE_ATLAS_OBJECT_BUFFER_STRIDE);
objectData[0] = *(Vector4*)&e.Bounds;
objectData[1] = Vector4(worldToLocalBounds.M11, worldToLocalBounds.M12, worldToLocalBounds.M13, worldToLocalBounds.M41);
objectData[2] = Vector4(worldToLocalBounds.M21, worldToLocalBounds.M22, worldToLocalBounds.M23, worldToLocalBounds.M42);
objectData[3] = Vector4(worldToLocalBounds.M31, worldToLocalBounds.M32, worldToLocalBounds.M33, worldToLocalBounds.M43);
objectData[4] = Vector4(object->Bounds.Extents, 0.0f);
objectData[4] = Vector4(object->Bounds.Extents, 0.0f); // w unused
objectData[5] = Vector4::Zero; // w unused
auto tileIndices = reinterpret_cast<uint16*>(&objectData[5]); // xyz used for tile indices packed into uint16
// TODO: try to optimize memory footprint (eg. merge scale into extents and use rotation+offset but reconstruct rotation from two axes with sign)
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
{
auto* tile = object->Tiles[tileIndex];
const int32 tileStart = 5 + tileIndex * 5;
if (!tile)
{
// Disable tile
objectData[tileStart + 4] = Vector4::Zero;
continue;
}
tile->TileIndex = surfaceAtlasData.TileIndexCounter++;
tileIndices[tileIndex] = tile->TileIndex;
// Setup view to render object from the side
Vector3 xAxis, yAxis, zAxis = Vector3::Zero;
@@ -517,11 +530,12 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
// Per-tile data
const float tileWidth = (float)tile->Width - GLOBAL_SURFACE_ATLAS_TILE_PADDING;
const float tileHeight = (float)tile->Height - GLOBAL_SURFACE_ATLAS_TILE_PADDING;
objectData[tileStart + 0] = Vector4(tile->X, tile->Y, tileWidth, tileHeight) * resolutionInv;
objectData[tileStart + 1] = Vector4(tile->ViewMatrix.M11, tile->ViewMatrix.M12, tile->ViewMatrix.M13, tile->ViewMatrix.M41);
objectData[tileStart + 2] = Vector4(tile->ViewMatrix.M21, tile->ViewMatrix.M22, tile->ViewMatrix.M23, tile->ViewMatrix.M42);
objectData[tileStart + 3] = Vector4(tile->ViewMatrix.M31, tile->ViewMatrix.M32, tile->ViewMatrix.M33, tile->ViewMatrix.M43);
objectData[tileStart + 4] = Vector4(tile->ViewBoundsSize, 1.0f);
auto* tileData = surfaceAtlasData.TilesBuffer.WriteReserve<Vector4>(GLOBAL_SURFACE_ATLAS_TILE_BUFFER_STRIDE);
tileData[0] = Vector4(tile->X, tile->Y, tileWidth, tileHeight) * resolutionInv;
tileData[1] = Vector4(tile->ViewMatrix.M11, tile->ViewMatrix.M12, tile->ViewMatrix.M13, tile->ViewMatrix.M41);
tileData[2] = Vector4(tile->ViewMatrix.M21, tile->ViewMatrix.M22, tile->ViewMatrix.M23, tile->ViewMatrix.M42);
tileData[3] = Vector4(tile->ViewMatrix.M31, tile->ViewMatrix.M32, tile->ViewMatrix.M33, tile->ViewMatrix.M43);
tileData[4] = Vector4(tile->ViewBoundsSize, 0.0f); // w unused
}
}
}
@@ -548,6 +562,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
{
PROFILE_GPU_CPU("Update Objects");
surfaceAtlasData.ObjectsBuffer.Flush(context);
surfaceAtlasData.TilesBuffer.Flush(context);
}
// Rasterize world geometry material properties into Global Surface Atlas
@@ -670,6 +685,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
result.Atlas[3] = surfaceAtlasData.AtlasGBuffer2;
result.Atlas[4] = surfaceAtlasData.AtlasDirectLight;
result.Objects = surfaceAtlasData.ObjectsBuffer.GetBuffer();
result.Tiles = surfaceAtlasData.TilesBuffer.GetBuffer();
result.GlobalSurfaceAtlas.Resolution = (float)resolution;
result.GlobalSurfaceAtlas.ObjectsCount = surfaceAtlasData.Objects.Count();
surfaceAtlasData.Result = result;
@@ -693,10 +709,11 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
context->BindSR(2, surfaceAtlasData.AtlasGBuffer2->View());
context->BindSR(3, surfaceAtlasData.AtlasDepth->View());
context->BindSR(4, surfaceAtlasData.ObjectsBuffer.GetBuffer()->View());
context->BindSR(5, surfaceAtlasData.TilesBuffer.GetBuffer()->View());
for (int32 i = 0; i < 4; i++)
{
context->BindSR(i + 5, bindingDataSDF.Cascades[i]->ViewVolume());
context->BindSR(i + 9, bindingDataSDF.CascadeMips[i]->ViewVolume());
context->BindSR(i + 6, bindingDataSDF.Cascades[i]->ViewVolume());
context->BindSR(i + 10, bindingDataSDF.CascadeMips[i]->ViewVolume());
}
context->BindCB(0, _cb0);
Data0 data;
@@ -827,13 +844,14 @@ void GlobalSurfaceAtlasPass::RenderDebug(RenderContext& renderContext, GPUContex
context->BindSR(i + 4, bindingDataSDF.CascadeMips[i]->ViewVolume());
}
context->BindSR(8, bindingData.Objects ? bindingData.Objects->View() : nullptr);
context->BindSR(9, bindingData.Atlas[0]->View());
context->BindSR(9, bindingData.Tiles ? bindingData.Tiles->View() : nullptr);
context->BindSR(10, bindingData.Atlas[0]->View());
{
//GPUTexture* tex = bindingData.Atlas[1]; // Preview diffuse
//GPUTexture* tex = bindingData.Atlas[2]; // Preview normals
//GPUTexture* tex = bindingData.Atlas[3]; // Preview roughness/metalness/ao
GPUTexture* tex = bindingData.Atlas[4]; // Preview direct light
context->BindSR(10, tex->View());
context->BindSR(11, tex->View());
}
context->SetState(_psDebug);
context->SetRenderTarget(output->View());

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@@ -23,6 +23,7 @@ public:
{
GPUTexture* Atlas[5];
GPUBuffer* Objects;
GPUBuffer* Tiles;
GlobalSurfaceAtlasData GlobalSurfaceAtlas;
};

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@@ -4,7 +4,8 @@
#include "./Flax/Collisions.hlsl"
// This must match C++
#define GLOBAL_SURFACE_ATLAS_OBJECT_SIZE (5 + 6 * 5) // Amount of float4s per-object
#define GLOBAL_SURFACE_ATLAS_OBJECT_BUFFER_STRIDE 6 // Amount of float4s per-object
#define GLOBAL_SURFACE_ATLAS_TILE_BUFFER_STRIDE 5 // Amount of float4s per-tile
#define GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD 0.1f // Cut-off value for tiles transitions blending during sampling
#define GLOBAL_SURFACE_ATLAS_TILE_PROJ_PLANE_OFFSET 0.1f // Small offset to prevent clipping with the closest triangles (shifts near and far planes)
@@ -13,7 +14,6 @@ struct GlobalSurfaceTile
float4 AtlasRectUV;
float4x4 WorldToLocal;
float3 ViewBoundsSize;
bool Enabled;
};
struct GlobalSurfaceObject
@@ -22,24 +22,26 @@ struct GlobalSurfaceObject
float BoundsRadius;
float4x4 WorldToLocal;
float3 Extent;
uint TileIndices[6];
};
float4 LoadGlobalSurfaceAtlasObjectBounds(Buffer<float4> objects, uint objectIndex)
{
// This must match C++
const uint objectStart = objectIndex * GLOBAL_SURFACE_ATLAS_OBJECT_SIZE;
const uint objectStart = objectIndex * GLOBAL_SURFACE_ATLAS_OBJECT_BUFFER_STRIDE;
return objects.Load(objectStart);
}
GlobalSurfaceObject LoadGlobalSurfaceAtlasObject(Buffer<float4> objects, uint objectIndex)
{
// This must match C++
const uint objectStart = objectIndex * GLOBAL_SURFACE_ATLAS_OBJECT_SIZE;
const uint objectStart = objectIndex * GLOBAL_SURFACE_ATLAS_OBJECT_BUFFER_STRIDE;
float4 vector0 = objects.Load(objectStart + 0);
float4 vector1 = objects.Load(objectStart + 1);
float4 vector2 = objects.Load(objectStart + 2);
float4 vector3 = objects.Load(objectStart + 3);
float4 vector4 = objects.Load(objectStart + 4); // w unused
float4 vector5 = objects.Load(objectStart + 5); // w unused
GlobalSurfaceObject object = (GlobalSurfaceObject)0;
object.BoundsPosition = vector0.xyz;
object.BoundsRadius = vector0.w;
@@ -48,19 +50,27 @@ GlobalSurfaceObject LoadGlobalSurfaceAtlasObject(Buffer<float4> objects, uint ob
object.WorldToLocal[2] = float4(vector3.xyz, 0.0f);
object.WorldToLocal[3] = float4(vector1.w, vector2.w, vector3.w, 1.0f);
object.Extent = vector4.xyz;
uint vector5x = asuint(vector5.x);
uint vector5y = asuint(vector5.y);
uint vector5z = asuint(vector5.z);
object.TileIndices[0] = vector5x & 0xffff; // Limitation on max 65k active tiles
object.TileIndices[1] = vector5x >> 16;
object.TileIndices[2] = vector5y & 0xffff;
object.TileIndices[3] = vector5y >> 16;
object.TileIndices[4] = vector5z & 0xffff;
object.TileIndices[5] = vector5z >> 16;
return object;
}
GlobalSurfaceTile LoadGlobalSurfaceAtlasTile(Buffer<float4> objects, uint objectIndex, uint tileIndex)
GlobalSurfaceTile LoadGlobalSurfaceAtlasTile(Buffer<float4> objects, uint tileIndex)
{
// This must match C++
const uint objectStart = objectIndex * GLOBAL_SURFACE_ATLAS_OBJECT_SIZE;
const uint tileStart = objectStart + 5 + tileIndex * 5;
const uint tileStart = tileIndex * GLOBAL_SURFACE_ATLAS_TILE_BUFFER_STRIDE;
float4 vector0 = objects.Load(tileStart + 0);
float4 vector1 = objects.Load(tileStart + 1);
float4 vector2 = objects.Load(tileStart + 2);
float4 vector3 = objects.Load(tileStart + 3);
float4 vector4 = objects.Load(tileStart + 4);
float4 vector4 = objects.Load(tileStart + 4); // w unused
GlobalSurfaceTile tile = (GlobalSurfaceTile)0;
tile.AtlasRectUV = vector0.xyzw;
tile.WorldToLocal[0] = float4(vector1.xyz, 0.0f);
@@ -68,7 +78,6 @@ GlobalSurfaceTile LoadGlobalSurfaceAtlasTile(Buffer<float4> objects, uint object
tile.WorldToLocal[2] = float4(vector3.xyz, 0.0f);
tile.WorldToLocal[3] = float4(vector1.w, vector2.w, vector3.w, 1.0f);
tile.ViewBoundsSize = vector4.xyz;
tile.Enabled = vector4.w > 0;
return tile;
}
@@ -138,7 +147,7 @@ float4 SampleGlobalSurfaceAtlasTile(const GlobalSurfaceAtlasData data, GlobalSur
}
// Samples the Global Surface Atlas and returns the lighting (with opacity) at the given world location (and direction).
float4 SampleGlobalSurfaceAtlas(const GlobalSurfaceAtlasData data, Buffer<float4> objects, Texture2D depth, Texture2D atlas, float3 worldPosition, float3 worldNormal)
float4 SampleGlobalSurfaceAtlas(const GlobalSurfaceAtlasData data, Buffer<float4> objects, Buffer<float4> tiles, Texture2D depth, Texture2D atlas, float3 worldPosition, float3 worldNormal)
{
float4 result = float4(0, 0, 0, 0);
float surfaceThreshold = 20.0f; // Additional threshold between object or tile size compared with input data (error due to SDF or LOD incorrect appearance)
@@ -157,25 +166,24 @@ float4 SampleGlobalSurfaceAtlas(const GlobalSurfaceAtlasData data, Buffer<float4
continue;
// Sample tiles based on the directionality
// TODO: place enabled tiles mask in object data to skip reading disabled tiles
float3 localNormal = normalize(mul(worldNormal, (float3x3)object.WorldToLocal));
float3 localNormalSq = localNormal * localNormal;
if (localNormalSq.x > GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD * GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD)
uint tileIndex = object.TileIndices[localNormal.x > 0.0f ? 0 : 1];
if (localNormalSq.x > GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD * GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD && tileIndex != 0)
{
uint tileIndex = localNormal.x > 0.0f ? 0 : 1;
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(objects, objectIndex, tileIndex);
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(tiles, tileIndex);
result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
}
if (localNormalSq.y > GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD * GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD)
tileIndex = object.TileIndices[localNormal.y > 0.0f ? 2 : 3];
if (localNormalSq.y > GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD * GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD && tileIndex != 0)
{
uint tileIndex = localNormal.y > 0.0f ? 2 : 3;
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(objects, objectIndex, tileIndex);
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(tiles, tileIndex);
result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
}
if (localNormalSq.z > GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD * GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD)
tileIndex = object.TileIndices[localNormal.z > 0.0f ? 4 : 5];
if (localNormalSq.z > GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD * GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD && tileIndex != 0)
{
uint tileIndex = localNormal.z > 0.0f ? 4 : 5;
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(objects, objectIndex, tileIndex);
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(tiles, tileIndex);
result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
}
}

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@@ -67,8 +67,9 @@ void PS_Clear(out float4 Light : SV_Target0, out float4 RT0 : SV_Target1, out fl
// GBuffer+Depth at 0-3 slots
Buffer<float4> GlobalSurfaceAtlasObjects : register(t4);
Texture3D<float> GlobalSDFTex[4] : register(t5);
Texture3D<float> GlobalSDFMip[4] : register(t9);
Buffer<float4> GlobalSurfaceAtlasTiles : register(t5);
Texture3D<float> GlobalSDFTex[4] : register(t6);
Texture3D<float> GlobalSDFMip[4] : register(t10);
// Pixel shader for Global Surface Atlas shading with direct light contribution
META_PS(true, FEATURE_LEVEL_SM5)
@@ -78,7 +79,7 @@ float4 PS_DirectLighting(AtlasVertexOutput input) : SV_Target
{
// Load current tile info
//GlobalSurfaceObject object = LoadGlobalSurfaceAtlasObject(GlobalSurfaceAtlasObjects, input.Index.x);
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(GlobalSurfaceAtlasObjects, input.Index.x, input.Index.y);
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(GlobalSurfaceAtlasTiles, input.Index.y);
float2 atlasUV = input.TileUV * tile.AtlasRectUV.zw + tile.AtlasRectUV.xy;
// Load GBuffer sample from atlas
@@ -161,8 +162,9 @@ float4 PS_DirectLighting(AtlasVertexOutput input) : SV_Target
Texture3D<float> GlobalSDFTex[4] : register(t0);
Texture3D<float> GlobalSDFMip[4] : register(t4);
Buffer<float4> GlobalSurfaceAtlasObjects : register(t8);
Texture2D GlobalSurfaceAtlasDepth : register(t9);
Texture2D GlobalSurfaceAtlasTex : register(t10);
Buffer<float4> GlobalSurfaceAtlasTiles : register(t9);
Texture2D GlobalSurfaceAtlasDepth : register(t10);
Texture2D GlobalSurfaceAtlasTex : register(t11);
// Pixel shader for Global Surface Atlas debug drawing
META_PS(true, FEATURE_LEVEL_SM5)
@@ -185,7 +187,7 @@ float4 PS_Debug(Quad_VS2PS input) : SV_Target
//return float4(hit.HitNormal * 0.5f + 0.5f, 1);
// Sample Global Surface Atlas at the hit location
float4 surfaceColor = SampleGlobalSurfaceAtlas(GlobalSurfaceAtlas, GlobalSurfaceAtlasObjects, GlobalSurfaceAtlasDepth, GlobalSurfaceAtlasTex, hit.GetHitPosition(trace), -viewRay);
float4 surfaceColor = SampleGlobalSurfaceAtlas(GlobalSurfaceAtlas, GlobalSurfaceAtlasObjects, GlobalSurfaceAtlasTiles, GlobalSurfaceAtlasDepth, GlobalSurfaceAtlasTex, hit.GetHitPosition(trace), -viewRay);
return float4(surfaceColor.rgb, 1);
}