Light Culling still doesn't work properly
This commit is contained in:
@@ -23,19 +23,26 @@ layout(set = INDEX_VIEW_PARAMS, binding = 3)
|
||||
StructuredBuffer<Frustum> frustums;
|
||||
|
||||
layout(set = INDEX_VIEW_PARAMS, binding = 4)
|
||||
RWStructuredBuffer<uint> oLightIndexCounter;
|
||||
globallycoherent RWStructuredBuffer<uint> oLightIndexCounter;
|
||||
layout(set = INDEX_VIEW_PARAMS, binding = 5)
|
||||
RWStructuredBuffer<uint> tLightIndexCounter;
|
||||
globallycoherent RWStructuredBuffer<uint> tLightIndexCounter;
|
||||
|
||||
layout(set = INDEX_VIEW_PARAMS, binding = 6)
|
||||
RWStructuredBuffer<uint> oLightIndexList;
|
||||
layout(set = INDEX_VIEW_PARAMS, binding = 7)
|
||||
RWStructuredBuffer<uint> tLightIndexList;
|
||||
|
||||
layout(set = INDEX_VIEW_PARAMS, binding = 8)
|
||||
RWTexture2D<uint2> oLightGrid;
|
||||
layout(set = INDEX_VIEW_PARAMS, binding = 9)
|
||||
RWTexture2D<uint2> tLightGrid;
|
||||
|
||||
// Debug
|
||||
//layout(set = INDEX_VIEW_PARAMS, binding = 10)
|
||||
//Texture2D lightCountHeatMap;
|
||||
//layout(set = INDEX_VIEW_PARAMS, binding = 11)
|
||||
//RWTexture2D<float4> debugTexture;
|
||||
|
||||
groupshared uint uMinDepth;
|
||||
groupshared uint uMaxDepth;
|
||||
|
||||
@@ -74,8 +81,8 @@ void tAppendLight(uint lightIndex)
|
||||
[shader("compute")]
|
||||
void cullLights(ComputeShaderInput in)
|
||||
{
|
||||
int3 texCoord = int3(in.dispatchThreadID.xy, 0);
|
||||
float fDepth = depthTextureVS.Load(texCoord).r;
|
||||
int2 texCoord = in.dispatchThreadID.xy;
|
||||
float fDepth = depthTextureVS.Load(int3(texCoord, 0)).r;
|
||||
|
||||
uint uDepth = asuint(fDepth);
|
||||
if(in.groupIndex == 0)
|
||||
@@ -88,6 +95,7 @@ void cullLights(ComputeShaderInput in)
|
||||
}
|
||||
|
||||
GroupMemoryBarrierWithGroupSync();
|
||||
|
||||
InterlockedMin(uMinDepth, uDepth);
|
||||
InterlockedMax(uMaxDepth, uDepth);
|
||||
|
||||
@@ -120,22 +128,24 @@ void cullLights(ComputeShaderInput in)
|
||||
|
||||
if(in.groupIndex == 0)
|
||||
{
|
||||
InterlockedAdd(oLightIndexCounter[0], (uint)oLightCount, oLightIndexStartOffset);
|
||||
InterlockedAdd(oLightIndexCounter[0], oLightCount, oLightIndexStartOffset);
|
||||
oLightGrid[in.groupID.xy] = uint2(oLightIndexStartOffset, oLightCount);
|
||||
|
||||
InterlockedAdd(tLightIndexCounter[0], (uint)tLightCount, tLightIndexStartOffset);
|
||||
InterlockedAdd(tLightIndexCounter[0], tLightCount, tLightIndexStartOffset);
|
||||
tLightGrid[in.groupID.xy] = uint2(tLightIndexStartOffset, tLightCount);
|
||||
}
|
||||
GroupMemoryBarrierWithGroupSync();
|
||||
|
||||
for (uint j = in.groupIndex; j < (uint)oLightCount; j += BLOCK_SIZE * BLOCK_SIZE)
|
||||
for (uint j = in.groupIndex; j < oLightCount; j += BLOCK_SIZE * BLOCK_SIZE)
|
||||
{
|
||||
oLightIndexList[oLightIndexStartOffset + j] = oLightList[j];
|
||||
}
|
||||
|
||||
// For transparent geometry.
|
||||
for ( uint k = in.groupIndex; k < (uint)tLightCount; k += BLOCK_SIZE * BLOCK_SIZE )
|
||||
for ( uint k = in.groupIndex; k < tLightCount; k += BLOCK_SIZE * BLOCK_SIZE )
|
||||
{
|
||||
tLightIndexList[tLightIndexStartOffset + k] = tLightList[k];
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user