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HDRenderPipeline: Remove a warning

/main
Sebastien Lagarde 7 年前
当前提交
dcd13b1a
共有 1 个文件被更改,包括 12 次插入12 次删除
  1. 24
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramidProcessor.cs

24
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramidProcessor.cs


public BufferPyramidProcessor(
ComputeShader colorPyramidCS,
ComputeShader depthPyramidCS,
ComputeShader depthPyramidCS,
GPUCopy gpuCopy,
TexturePadding texturePadding
)

cmd.SetComputeTextureParam(m_DepthPyramidCS, kernel, _Source, src);
cmd.SetComputeTextureParam(m_DepthPyramidCS, kernel, _Result, dest);
cmd.SetComputeVectorParam(m_DepthPyramidCS, _SrcSize, new Vector4(
srcWorkMip.width, srcWorkMip.height,
srcWorkMip.width, srcWorkMip.height,
(1.0f / srcWorkMip.width) * scale.x, (1.0f / srcWorkMip.height) * scale.y)
);

public void RenderColorPyramid(
HDCamera hdCamera,
CommandBuffer cmd,
CommandBuffer cmd,
RTHandle sourceTexture,
RTHandle targetTexture,
List<RTHandle> mips,

public void RenderColorPyramid(
RectInt srcRect,
CommandBuffer cmd,
CommandBuffer cmd,
Texture sourceTexture,
RenderTexture targetTexture,
List<RenderTexture> mips,

void RenderColorPyramidMips(
RectInt srcRect,
CommandBuffer cmd,
CommandBuffer cmd,
RenderTexture targetTexture,
List<RenderTexture> mips,
int lodCount,

var dest = mips[i];
var srcMip = new RectInt(0, 0, srcRect.width >> i, srcRect.height >> i);
var dstMip = new RectInt(0, 0, srcMip.width >> 1, srcMip.height >> 1);
//var dstMip = new RectInt(0, 0, srcMip.width >> 1, srcMip.height >> 1);
0,
0,
0,
0,
Mathf.CeilToInt(srcMip.width / 16.0f) * 16,
Mathf.CeilToInt(srcMip.height / 16.0f) * 16
);

cmd.SetComputeTextureParam(m_ColorPyramidCS, m_ColorPyramidKernel, _Result, dest);
// _Size is used as a scale inside the whole render target so here we need to keep the full size (and not the scaled size depending on the current camera)
cmd.SetComputeVectorParam(
m_ColorPyramidCS,
_Size,
m_ColorPyramidCS,
_Size,
new Vector4(dest.width, dest.height, 1f / dest.width, 1f / dest.height)
);
cmd.DispatchCompute(

// If we could bind texture mips as UAV we could avoid this copy...(which moreover copies more than the needed viewport if not fullscreen)
cmd.CopyTexture(
mips[i],
0, 0, 0, 0,
mips[i],
0, 0, 0, 0,
dstMipWidthToCopy, dstMipHeightToCopy, targetTexture, 0, i + 1, 0, 0
);

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