Minor fix
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@@ -160,9 +160,9 @@ void CS_Classify(uint3 DispatchThreadId : SV_DispatchThreadID)
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uint sdfCascade = GetGlobalSDFCascade(GlobalSDF, probePosition);
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float4 CachedProbeOffsets[64];
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// TODO: test performance diff when using shared memory and larger thread group (is it worth it?)
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for(uint x = 0; x < 4; x++)
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for(uint y = 0; y < 4; y++)
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for(uint z = 0; z < 4; z++)
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for (uint x = 0; x < 4; x++)
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for (uint y = 0; y < 4; y++)
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for (uint z = 0; z < 4; z++)
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{
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float3 offset = Remap(float3(x, y, z), 0, 3, -0.5f, 0.5f) * relocateLimit;
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float offsetSdf = SampleGlobalSDFCascade(GlobalSDF, GlobalSDFTex, probeBasePosition + offset, sdfCascade);
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@@ -273,7 +273,7 @@ void CS_TraceRays(uint3 DispatchThreadId : SV_DispatchThreadID)
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float4 probeData = LoadDDGIProbeData(DDGI, ProbesData, CascadeIndex, probeIndex);
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uint probeState = DecodeDDGIProbeState(probeData);
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uint probeRaysCount = GetProbeRaysCount(DDGI, probeState);
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if (probeState == DDGI_PROBE_STATE_INACTIVE || probeRaysCount < rayIndex)
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if (probeState == DDGI_PROBE_STATE_INACTIVE || rayIndex >= probeRaysCount)
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return; // Skip disabled probes or if current thread's ray is unused
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float3 probePosition = DecodeDDGIProbePosition(DDGI, probeData, CascadeIndex, probeIndex, probeCoords);
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float3 probeRayDirection = GetProbeRayDirection(DDGI, rayIndex);
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