Add Global SDF quality setting and support for variable cascades count and resolution
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@@ -456,10 +456,7 @@ bool DynamicDiffuseGlobalIlluminationPass::Render(RenderContext& renderContext,
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{
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PROFILE_GPU_CPU("Probes Classification");
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uint32 threadGroups = Math::DivideAndRoundUp(probesCountCascade, DDGI_PROBE_CLASSIFY_GROUP_SIZE);
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for (int32 i = 0; i < 4; i++)
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{
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context->BindSR(i, bindingDataSDF.Cascades[i]->ViewVolume());
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}
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bindingDataSDF.BindCascades(context, 0);
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context->BindUA(0, ddgiData.Result.ProbesState);
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for (int32 cascadeIndex = 0; cascadeIndex < cascadesCount; cascadeIndex++)
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{
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@@ -501,11 +498,8 @@ bool DynamicDiffuseGlobalIlluminationPass::Render(RenderContext& renderContext,
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// Global SDF with Global Surface Atlas software raytracing (thread X - per probe ray, thread Y - per probe)
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ASSERT_LOW_LAYER((probeRaysCount % DDGI_TRACE_RAYS_GROUP_SIZE_X) == 0);
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for (int32 i = 0; i < 4; i++)
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{
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context->BindSR(i, bindingDataSDF.Cascades[i]->ViewVolume());
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context->BindSR(i + 4, bindingDataSDF.CascadeMips[i]->ViewVolume());
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}
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bindingDataSDF.BindCascades(context, 0);
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bindingDataSDF.BindCascadeMips(context, 4);
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context->BindSR(8, bindingDataSurfaceAtlas.Chunks ? bindingDataSurfaceAtlas.Chunks->View() : nullptr);
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context->BindSR(9, bindingDataSurfaceAtlas.CulledObjects ? bindingDataSurfaceAtlas.CulledObjects->View() : nullptr);
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context->BindSR(10, bindingDataSurfaceAtlas.AtlasDepth->View());
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