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Remove comment after Morten schooled me

I was wrong about the possibility of the coarse list not being sorted.  Both CullByExactEdgeTests and SphericalIntersectionTests preserve ordering in LDS (remove elements by compaction)
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Robert Srinivasiah 7 年前
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共有 1 个文件被更改,包括 0 次插入8 次删除
  1. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-clustered.compute

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-clustered.compute


uint lightCategory = _LightVolumeData[lightVolIndex].lightCategory;
++categoryListCount[lightCategory];
g_vLayeredLightList[offs++] = coarseList[l] - shiftIndex[lightCategory]; // reflection lights will be last since we sorted
// NOTE: I think there _might_ be a potential bug here. The way this code seems to work is that
// as each light comes in, they are added to the allocated list in g_vLayeredLightList.
// As each light is added, the respective category count is incremented, and the raw light index is
// altered by subtracting the shift associated with the category. So these light indices are category
// dependent. Since they are category dependent, these indices have to grouped into category sub-lists
// inside the cluster's allocation. But...when the coarseList is generated, there's no guarantee it is sorted
// unless it runs through the SORTLIST routine above.
}
}

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