Fix some issues
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@@ -204,7 +204,7 @@ void GlobalSignDistanceFieldPass::Dispose()
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RendererPass::Dispose();
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// Cleanup
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Delete(_modelsBuffer);
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SAFE_DELETE(_modelsBuffer);
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_modelsTextures.Resize(0);
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SAFE_DELETE_GPU_RESOURCE(_psDebug);
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_shader = nullptr;
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@@ -455,7 +455,7 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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if (_cb1)
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context->UpdateCB(_cb1, &data);
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context->Dispatch(_csClearChunk, chunkDispatchGroups, chunkDispatchGroups, chunkDispatchGroups);
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// TODO: don't stall with UAV barrier on D3D12 if UAVs don't change between dispatches
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// TODO: don't stall with UAV barrier on D3D12/Vulkan if UAVs don't change between dispatches
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}
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}
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// TODO: rasterize models into global sdf relative to the cascade origin to prevent fp issues on large worlds
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@@ -490,7 +490,7 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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cs = _csRasterizeModel1;
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}
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context->Dispatch(cs, chunkDispatchGroups, chunkDispatchGroups, chunkDispatchGroups);
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// TODO: don't stall with UAV barrier on D3D12 if UAVs don't change between dispatches - only for a sequence of _csRasterizeModel0 dispatches (maybe cache per-shader write/read flags for all UAVs?)
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// TODO: don't stall with UAV barrier on D3D12/Vulkan if UAVs don't change between dispatches - only for a sequence of _csRasterizeModel0 dispatches (maybe cache per-shader write/read flags for all UAVs?)
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#if GLOBAL_SDF_DEBUG_CHUNKS
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// Debug draw chunk bounds in world space with number of models in it
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