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#pragma kernel BuildDispatchIndirect
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "LightLoop.cs.hlsl"
#include "../../ShaderVariables.hlsl"
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#include "../../Material/Material.hlsl" // This includes Material.hlsl
RWBuffer<uint> g_DispatchIndirectBuffer : register( u0 ); // Indirect arguments have to be in a _buffer_, not a structured buffer
RWStructuredBuffer<uint> g_TileList;
StructuredBuffer<uint> g_TileFeatureFlags;
uniform uint g_NumTiles;
uniform uint g_NumTilesX;
[numthreads(64, 1, 1)]
void BuildDispatchIndirect(uint dispatchThreadId : SV_DispatchThreadID)
{
if (dispatchThreadId >= g_NumTiles)
return;
uint featureFlags = g_TileFeatureFlags[dispatchThreadId];
uint tileY = (dispatchThreadId + 0.5f) / (float)g_NumTilesX; // Integer division is extremely expensive, so we better avoid it
uint tileX = dispatchThreadId - tileY * g_NumTilesX;
// Check if there is no material (means it is a sky/background pixel).
// Note that we can have no lights, yet we still need to render geometry with precomputed illumination.
if ((featureFlags & MATERIAL_FEATURE_MASK_FLAGS) != 0)
{
uint variant = FeatureFlagsToTileVariant(featureFlags);
uint offset;
InterlockedAdd(g_DispatchIndirectBuffer[variant * 3 + 0], 1, offset);
g_TileList[variant * g_NumTiles + offset] = (tileY << 16) | tileX;
}
}