Removing tons of debugging and sync code
This commit is contained in:
@@ -62,7 +62,7 @@ int ClassifyBisector(in BisectorGeometry tri, uint depth)
|
||||
return FRUSTUM_CULLED;
|
||||
|
||||
// Project the points on screen
|
||||
float4x4 viewProjectionMatrix = pParams.update.viewProjectionMatrix;//mul(pViewParams.projectionMatrix, pViewParams.viewMatrix);
|
||||
float4x4 viewProjectionMatrix = mul(pViewParams.projectionMatrix, pViewParams.viewMatrix);
|
||||
float4 p0P = mul(viewProjectionMatrix, float4(tri.p[0], 1.0));
|
||||
p0P.xy = p0P.xy / p0P.w;
|
||||
p0P.xy = (p0P.xy * 0.5 + 0.5);
|
||||
@@ -402,15 +402,11 @@ void evaluate_neighbors(uint currentID, uint bisectorID, out uint resX, out uint
|
||||
}
|
||||
}
|
||||
|
||||
void BisectElement(uint currentID, uint dispatchID)
|
||||
void BisectElement(uint currentID)
|
||||
{
|
||||
DebugStruct debug;
|
||||
// If this bisector is not allocated or not subdivided, stop right away
|
||||
uint64_t baseHeapID = pParams.heapIDBuffer[currentID];
|
||||
BisectorData cBisectorData = pParams.bisectorDataBuffer[currentID];
|
||||
debug.baseHeapID = baseHeapID;
|
||||
debug.subdivision = cBisectorData.subdivisionPattern;
|
||||
debug.propagateLocation = 0;
|
||||
if (baseHeapID == 0 || cBisectorData.subdivisionPattern == NO_SPLIT)
|
||||
return;
|
||||
|
||||
@@ -428,11 +424,6 @@ void BisectElement(uint currentID, uint dispatchID)
|
||||
uint siblingID1 = cBisectorData.indices[1];
|
||||
uint siblingID2 = cBisectorData.indices[2];
|
||||
|
||||
debug.indices[0] = cBisectorData.indices[0];
|
||||
debug.indices[1] = cBisectorData.indices[1];
|
||||
debug.indices[2] = cBisectorData.indices[2];
|
||||
debug.indices[3] = 0;
|
||||
|
||||
// Simple subdivision (along the main axis)
|
||||
if (currentSubdiv == CENTER_SPLIT)
|
||||
{
|
||||
@@ -476,7 +467,6 @@ void BisectElement(uint currentID, uint dispatchID)
|
||||
uint targetLocation = 0;
|
||||
InterlockedAdd(pParams.propagateBuffer[0], 1, targetLocation);
|
||||
pParams.propagateBuffer[2 + targetLocation] = siblingID0;
|
||||
debug.propagateLocation = targetLocation;
|
||||
}
|
||||
else if (currentSubdiv == RIGHT_DOUBLE_SPLIT)
|
||||
{
|
||||
@@ -535,7 +525,6 @@ void BisectElement(uint currentID, uint dispatchID)
|
||||
uint targetLocation = 0;
|
||||
InterlockedAdd(pParams.propagateBuffer[0], 1, targetLocation);
|
||||
pParams.propagateBuffer[2 + targetLocation] = siblingID0;
|
||||
debug.propagateLocation = targetLocation;
|
||||
}
|
||||
else if (currentSubdiv == LEFT_DOUBLE_SPLIT)
|
||||
{
|
||||
@@ -659,8 +648,6 @@ void BisectElement(uint currentID, uint dispatchID)
|
||||
|
||||
// How many bits do we need to raise
|
||||
uint numSiblings = countbits(currentSubdiv);
|
||||
debug.numSiblings = numSiblings;
|
||||
pParams.debugBuffer[dispatchID] = debug;
|
||||
for (uint siblingIdx = 0; siblingIdx < numSiblings; ++siblingIdx)
|
||||
{
|
||||
set_bit_atomic(cBisectorData.indices[siblingIdx], true);
|
||||
|
||||
Reference in New Issue
Block a user