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workaround hlsl bytecode/metal output issue that only triggered on iOS

/main
Antti Tapaninen 8 年前
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65e1c7e7
共有 2 个文件被更改,包括 13 次插入3 次删除
  1. 7
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute
  2. 9
      Assets/ScriptableRenderLoop/fptl/lightlistbuild-bigtile.compute

7
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute


for(int l=0; l<iNrCoarseLights; l++)
{
const uint idxCoarse = lightsListLDS[l];
[branch]if (idxCoarse<(uint)g_iNrVisibLights && _LightVolumeData[idxCoarse].lightVolume != LIGHTVOLUMETYPE_SPHERE) // don't bother doing edge tests for sphere lights since these have camera aligned bboxes.
// don't bother doing edge tests for sphere lights since these have camera aligned bboxes.
bool canEnter = idxCoarse<(uint) g_iNrVisibLights;
if(canEnter) canEnter = canEnter && g_vLightData[idxCoarse].lightType != SPHERE_LIGHT;
[branch]if(canEnter)
{
SFiniteLightBound lgtDat = g_data[idxCoarse];

9
Assets/ScriptableRenderLoop/fptl/lightlistbuild-bigtile.compute


const int totNrEdgePairs = 12*nrFrustEdges;
for(int l=0; l<iNrCoarseLights; l++)
{
const int idxCoarse = lightsListLDS[l];
[branch]if(idxCoarse<(uint) g_iNrVisibLights && g_vLightData[idxCoarse].lightType!=SPHERE_LIGHT) // don't bother doing edge tests for sphere lights since these have camera aligned bboxes.
const uint idxCoarse = lightsListLDS[l];
// don't bother doing edge tests for sphere lights since these have camera aligned bboxes.
bool canEnter = idxCoarse<(uint) g_iNrVisibLights;
if(canEnter) canEnter = canEnter && g_vLightData[idxCoarse].lightType != SPHERE_LIGHT;
[branch]if(canEnter)
{
SFiniteLightBound lgtDat = g_data[idxCoarse];

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