Cleanup.
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b8040bd24a
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969cc7c8b8
@ -898,28 +898,28 @@ public:
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uint32_t width = m_hiZwidth;
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uint32_t height = m_hiZheight;
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for (uint8_t i = 0; i < m_noofHiZMips; i++)
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for (uint8_t lod = 0; lod < m_noofHiZMips; ++lod)
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{
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float coordinateScale = i > 0 ? 2.0f : 1.0f;
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float coordinateScale = lod > 0 ? 2.0f : 1.0f;
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float inputRendertargetSize[4] = { (float)width, (float)height, coordinateScale, coordinateScale };
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bgfx::setUniform(u_inputRTSize, inputRendertargetSize);
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if (i > 0)
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if (lod > 0)
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{
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// down scale mip 1 onwards
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width /= 2;
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height /= 2;
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bgfx::setImage(0, getTexture(m_hiZBuffer, 0), i - 1, bgfx::Access::Read);
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bgfx::setImage(1, getTexture(m_hiZBuffer, 0), i, bgfx::Access::Write);
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bgfx::setImage(0, getTexture(m_hiZBuffer, 0), lod - 1, bgfx::Access::Read);
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bgfx::setImage(1, getTexture(m_hiZBuffer, 0), lod, bgfx::Access::Write);
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}
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else
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{
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// copy mip zero over to the hi Z buffer.
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// We can't currently use blit as it requires same format and CopyResource is not exposed.
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bgfx::setImage(0, getTexture(m_hiZDepthBuffer, 0), 0, bgfx::Access::Read);
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bgfx::setImage(1, getTexture(m_hiZBuffer, 0), 0, bgfx::Access::Write);
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bgfx::setImage(1, getTexture(m_hiZBuffer, 0), 0, bgfx::Access::Write);
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}
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bgfx::dispatch(RENDER_PASS_HIZ_DOWNSCALE_ID, m_programDownscaleHiZ, width/16, height/16);
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@ -930,11 +930,11 @@ public:
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void renderOccludePropsPass()
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{
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// run the computer shader to determine visibility of each instance
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bgfx::setTexture(0, s_texOcclusionDepthIn, bgfx::getTexture(m_hiZBuffer));
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bgfx::setImage(0, bgfx::getTexture(m_hiZBuffer, 0), 0, bgfx::Access::Read);
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bgfx::setBuffer(1, m_instanceBoundingBoxes, bgfx::Access::Read);
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bgfx::setBuffer(1, m_instanceBoundingBoxes, bgfx::Access::Read);
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bgfx::setBuffer(2, m_drawcallInstanceCounts, bgfx::Access::ReadWrite);
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bgfx::setBuffer(3, m_instancePredicates, bgfx::Access::Write);
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bgfx::setBuffer(3, m_instancePredicates, bgfx::Access::Write);
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float inputRendertargetSize[4] = { (float)m_hiZwidth, (float)m_hiZheight, 1.0f/ m_hiZwidth, 1.0f/ m_hiZheight };
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bgfx::setUniform(u_inputRTSize, inputRendertargetSize);
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@ -942,7 +942,13 @@ public:
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// store a rounded-up, power of two instance count for the stream compaction step
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float noofInstancesPowOf2 = bx::pow(2.0f, bx::floor(bx::log(m_totalInstancesCount) / bx::log(2.0f) ) + 1.0f);
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float cullingConfig[4] = { (float)m_totalInstancesCount, noofInstancesPowOf2 , (float)m_noofHiZMips, (float)m_noofProps };
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float cullingConfig[4] =
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{
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(float)m_totalInstancesCount,
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noofInstancesPowOf2,
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(float)m_noofHiZMips,
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(float)m_noofProps
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};
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bgfx::setUniform(u_cullingConfig, cullingConfig);
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//set the view/projection transforms so that the compute shader can receive the viewProjection matrix automagically
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