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API change: ComputeDispatch -> DispatchCompute

/main
Aras Pranckevicius 8 年前
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48cd6d9a
共有 1 个文件被更改,包括 4 次插入4 次删除
  1. 8
      Assets/ScriptableRenderLoop/fptl/FptlLighting.cs

8
Assets/ScriptableRenderLoop/fptl/FptlLighting.cs


SetMatrixCS(cmd, m_BuildScreenAABBShader, "g_mProjection", projh);
SetMatrixCS(cmd, m_BuildScreenAABBShader, "g_mInvProjection", invProjh);
cmd.SetComputeBufferParam(m_BuildScreenAABBShader, kGenAABBKernel, "g_vBoundsBuffer", m_aabbBoundsBuffer);
cmd.ComputeDispatch(m_BuildScreenAABBShader, kGenAABBKernel, (numLights + 7) / 8, 1, 1);
cmd.DispatchCompute(m_BuildScreenAABBShader, kGenAABBKernel, (numLights + 7) / 8, 1, 1);
cmd.SetComputeIntParams(m_BuildPerTileLightListShader, "g_viDimensions", new int[2] { iW, iH });
cmd.SetComputeIntParam(m_BuildPerTileLightListShader, "g_iNrVisibLights", numLights);

cmd.SetComputeBufferParam(m_BuildPerTileLightListShader, kGenListPerTileKernel, "g_vLightList", lightList);
cmd.ComputeDispatch(m_BuildPerTileLightListShader, kGenListPerTileKernel, nrTilesX, nrTilesY, 1);
cmd.DispatchCompute(m_BuildPerTileLightListShader, kGenListPerTileKernel, nrTilesX, nrTilesY, 1);
if (EnableClustered) VoxelLightListGeneration(cmd, camera, numLights, projscr, invProjscr);

{
// clear atomic offset index
cmd.SetComputeBufferParam(m_BuildPerVoxelLightListShader, kClearVoxelAtomicKernel, "g_LayeredSingleIdxBuffer", m_globalLightListAtomic);
cmd.ComputeDispatch(m_BuildPerVoxelLightListShader, kClearVoxelAtomicKernel, 1, 1, 1);
cmd.DispatchCompute(m_BuildPerVoxelLightListShader, kClearVoxelAtomicKernel, 1, 1, 1);
cmd.SetComputeIntParam(m_BuildPerVoxelLightListShader, "g_iNrVisibLights", numLights);
SetMatrixCS(cmd, m_BuildPerVoxelLightListShader, "g_mScrProjection", projscr);

int nrTilesX = (camera.pixelWidth + 15) / 16;
int nrTilesY = (camera.pixelHeight + 15) / 16;
cmd.ComputeDispatch(m_BuildPerVoxelLightListShader, kGenListPerVoxelKernel, nrTilesX, nrTilesY, 1);
cmd.DispatchCompute(m_BuildPerVoxelLightListShader, kGenListPerVoxelKernel, nrTilesX, nrTilesY, 1);
}
void PushGlobalParams(Camera camera, RenderLoop loop, Matrix4x4 viewToWorld, Matrix4x4 scrProj, Matrix4x4 incScrProj, int numDirLights)

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