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Fix pre-existing comment typos

Shit happens
/main
Robert Srinivasiah 7 年前
当前提交
5832d26b
共有 2 个文件被更改,包括 2 次插入2 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-clustered.compute
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild.compute

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-clustered.compute


InterlockedAdd(g_LayeredSingleIdxBuffer[0], (uint) iSpaceAvail, start); // alloc list memory
}
// All our cull data are in the same list, but at render time envLights are separated so we need to shit the index
// All our cull data are in the same list, but at render time envLights are separated so we need to shift the index
// to make it work correctly
int shiftIndex[LIGHTCATEGORY_COUNT];
ZERO_INITIALIZE_ARRAY(int, shiftIndex, LIGHTCATEGORY_COUNT);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild.compute


int localOffs=0;
int offs = tileIDX.y*nrTilesX + tileIDX.x;
// All our cull data are in the same list, but at render time envLights are separated so we need to shit the index
// All our cull data are in the same list, but at render time envLights are separated so we need to shift the index
// to make it work correctly
int shiftIndex[LIGHTCATEGORY_COUNT];
ZERO_INITIALIZE_ARRAY(int, shiftIndex, LIGHTCATEGORY_COUNT);

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