#if defined (LIGHTLOOP_TILE_DIRECT) || defined(LIGHTLOOP_TILE_ALL) #define PROCESS_DIRECTIONAL_LIGHT #define PROCESS_PUNCTUAL_LIGHT #define PROCESS_AREA_LIGHT #endif #if defined (LIGHTLOOP_TILE_INDIRECT) || defined(LIGHTLOOP_TILE_ALL) #define PROCESS_ENV_LIGHT #endif #include "TilePass.cs.hlsl" uint _NumTileX; uint _NumTileY; Buffer g_vLightListGlobal; #define TILE_SIZE 16 // This is fixed #define DWORD_PER_TILE 16 // See dwordsPerTile in TilePass.cs, we have roomm for 31 lights and a number of light value all store on 16 bit (ushort) // these uniforms are only needed for when OPAQUES_ONLY is NOT defined // but there's a problem with our front-end compilation of compute shaders with multiple kernels causing it to error //#ifdef USE_CLUSTERED_LIGHTLIST float g_fClustScale; float g_fClustBase; float g_fNearPlane; float g_fFarPlane; int g_iLog2NumClusters; // We need to always define these to keep constant buffer layouts compatible uint g_isLogBaseBufferEnabled; uint _UseTileLightList; //#endif #ifdef USE_CLUSTERED_LIGHTLIST Buffer g_vLayeredOffsetsBuffer; Buffer g_logBaseBuffer; #endif // TODO: Need to correctly define the shadow framework, WIP #include "../SinglePass/SinglePass.hlsl"