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- // Copyright (C) 2009-2023, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #include <AnKi/Renderer/IndirectDiffuseProbes.h>
- #include <AnKi/Renderer/Renderer.h>
- #include <AnKi/Renderer/PrimaryNonRenderableVisibility.h>
- #include <AnKi/Scene/SceneGraph.h>
- #include <AnKi/Scene/Components/GlobalIlluminationProbeComponent.h>
- #include <AnKi/Scene/Components/LightComponent.h>
- #include <AnKi/Core/CVarSet.h>
- #include <AnKi/Core/StatsSet.h>
- #include <AnKi/Util/Tracer.h>
- #include <AnKi/Collision/Aabb.h>
- #include <AnKi/Collision/Functions.h>
- #include <AnKi/Resource/AsyncLoader.h>
- namespace anki {
- static NumericCVar<U32> g_indirectDiffuseProbeTileResolutionCVar(CVarSubsystem::kRenderer, "IndirectDiffuseProbeTileResolution",
- (ANKI_PLATFORM_MOBILE) ? 16 : 32, 8, 32, "GI tile resolution");
- static NumericCVar<U32> g_indirectDiffuseProbeShadowMapResolutionCVar(CVarSubsystem::kRenderer, "IndirectDiffuseProbeShadowMapResolution", 128, 4,
- 2048, "GI shadowmap resolution");
- static StatCounter g_giProbeRenderCountStatVar(StatCategory::kRenderer, "GI probes rendered", StatFlag::kMainThreadUpdates);
- static StatCounter g_giProbeCellsRenderCountStatVar(StatCategory::kRenderer, "GI probes cells rendered", StatFlag::kMainThreadUpdates);
- static Vec3 computeCellCenter(U32 cellIdx, const GlobalIlluminationProbeComponent& probe)
- {
- const Vec3 halfAabbSize = probe.getBoxVolumeSize() / 2.0f;
- const Vec3 aabbMin = -halfAabbSize + probe.getWorldPosition();
- U32 x, y, z;
- unflatten3dArrayIndex(probe.getCellCountsPerDimension().x(), probe.getCellCountsPerDimension().y(), probe.getCellCountsPerDimension().z(),
- cellIdx, x, y, z);
- const Vec3 cellSize = probe.getBoxVolumeSize() / Vec3(probe.getCellCountsPerDimension());
- const Vec3 halfCellSize = cellSize / 2.0f;
- const Vec3 cellCenter = aabbMin + halfCellSize + cellSize * Vec3(UVec3(x, y, z));
- return cellCenter;
- }
- Error IndirectDiffuseProbes::init()
- {
- const Error err = initInternal();
- if(err)
- {
- ANKI_R_LOGE("Failed to initialize global illumination");
- }
- return err;
- }
- Error IndirectDiffuseProbes::initInternal()
- {
- m_tileSize = g_indirectDiffuseProbeTileResolutionCVar.get();
- ANKI_CHECK(initGBuffer());
- ANKI_CHECK(initLightShading());
- ANKI_CHECK(initShadowMapping());
- ANKI_CHECK(initIrradiance());
- return Error::kNone;
- }
- Error IndirectDiffuseProbes::initGBuffer()
- {
- // Create RT descriptions
- {
- RenderTargetDescription texinit =
- getRenderer().create2DRenderTargetDescription(m_tileSize * 6, m_tileSize, kGBufferColorRenderTargetFormats[0], "GI GBuffer");
- // Create color RT descriptions
- for(U32 i = 0; i < kGBufferColorRenderTargetCount; ++i)
- {
- texinit.m_format = kGBufferColorRenderTargetFormats[i];
- m_gbuffer.m_colorRtDescrs[i] = texinit;
- m_gbuffer.m_colorRtDescrs[i].setName(RendererString().sprintf("GI GBuff Col #%u", i).toCString());
- m_gbuffer.m_colorRtDescrs[i].bake();
- }
- // Create depth RT
- texinit.m_format = getRenderer().getDepthNoStencilFormat();
- texinit.setName("GI GBuff Depth");
- m_gbuffer.m_depthRtDescr = texinit;
- m_gbuffer.m_depthRtDescr.bake();
- }
- // Create FB descr
- {
- m_gbuffer.m_fbDescr.m_colorAttachmentCount = kGBufferColorRenderTargetCount;
- for(U j = 0; j < kGBufferColorRenderTargetCount; ++j)
- {
- m_gbuffer.m_fbDescr.m_colorAttachments[j].m_loadOperation = AttachmentLoadOperation::kClear;
- }
- m_gbuffer.m_fbDescr.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::kDepth;
- m_gbuffer.m_fbDescr.m_depthStencilAttachment.m_loadOperation = AttachmentLoadOperation::kClear;
- m_gbuffer.m_fbDescr.m_depthStencilAttachment.m_clearValue.m_depthStencil.m_depth = 1.0f;
- m_gbuffer.m_fbDescr.bake();
- }
- return Error::kNone;
- }
- Error IndirectDiffuseProbes::initShadowMapping()
- {
- const U32 resolution = g_indirectDiffuseProbeShadowMapResolutionCVar.get();
- ANKI_ASSERT(resolution > 8);
- // RT descr
- m_shadowMapping.m_rtDescr =
- getRenderer().create2DRenderTargetDescription(resolution * 6, resolution, getRenderer().getDepthNoStencilFormat(), "GI SM");
- m_shadowMapping.m_rtDescr.bake();
- // FB descr
- m_shadowMapping.m_fbDescr.m_colorAttachmentCount = 0;
- m_shadowMapping.m_fbDescr.m_depthStencilAttachment.m_aspect = DepthStencilAspectBit::kDepth;
- m_shadowMapping.m_fbDescr.m_depthStencilAttachment.m_clearValue.m_depthStencil.m_depth = 1.0f;
- m_shadowMapping.m_fbDescr.m_depthStencilAttachment.m_loadOperation = AttachmentLoadOperation::kClear;
- m_shadowMapping.m_fbDescr.bake();
- return Error::kNone;
- }
- Error IndirectDiffuseProbes::initLightShading()
- {
- // Init RT descr
- {
- m_lightShading.m_rtDescr = getRenderer().create2DRenderTargetDescription(m_tileSize * 6, m_tileSize, getRenderer().getHdrFormat(), "GI LS");
- m_lightShading.m_rtDescr.bake();
- }
- // Create FB descr
- {
- m_lightShading.m_fbDescr.m_colorAttachmentCount = 1;
- m_lightShading.m_fbDescr.m_colorAttachments[0].m_loadOperation = AttachmentLoadOperation::kClear;
- m_lightShading.m_fbDescr.bake();
- }
- // Init deferred
- ANKI_CHECK(m_lightShading.m_deferred.init());
- return Error::kNone;
- }
- Error IndirectDiffuseProbes::initIrradiance()
- {
- ANKI_CHECK(ResourceManager::getSingleton().loadResource("ShaderBinaries/IrradianceDice.ankiprogbin", m_irradiance.m_prog));
- ShaderProgramResourceVariantInitInfo variantInitInfo(m_irradiance.m_prog);
- variantInitInfo.addMutation("WORKGROUP_SIZE_XY", m_tileSize);
- variantInitInfo.addMutation("LIGHT_SHADING_TEX", 0);
- variantInitInfo.addMutation("STORE_LOCATION", 0);
- variantInitInfo.addMutation("SECOND_BOUNCE", 1);
- const ShaderProgramResourceVariant* variant;
- m_irradiance.m_prog->getOrCreateVariant(variantInitInfo, variant);
- m_irradiance.m_grProg.reset(&variant->getProgram());
- return Error::kNone;
- }
- void IndirectDiffuseProbes::populateRenderGraph(RenderingContext& rctx)
- {
- ANKI_TRACE_SCOPED_EVENT(IndirectDiffuse);
- // Iterate the visible probes to find a candidate for update
- WeakArray<GlobalIlluminationProbeComponent*> visibleProbes =
- getRenderer().getPrimaryNonRenderableVisibility().getInterestingVisibleComponents().m_globalIlluminationProbes;
- GlobalIlluminationProbeComponent* bestCandidateProbe = nullptr;
- GlobalIlluminationProbeComponent* secondBestCandidateProbe = nullptr;
- for(GlobalIlluminationProbeComponent* probe : visibleProbes)
- {
- if(probe->getCellsNeedsRefresh())
- {
- if(probe->getNextCellForRefresh() != 0)
- {
- bestCandidateProbe = probe;
- break;
- }
- else
- {
- secondBestCandidateProbe = probe;
- }
- }
- }
- GlobalIlluminationProbeComponent* probeToRefresh = (bestCandidateProbe) ? bestCandidateProbe : secondBestCandidateProbe;
- if(probeToRefresh == nullptr || ResourceManager::getSingleton().getAsyncLoader().getTasksInFlightCount() != 0) [[likely]]
- {
- // Nothing to update or can't update right now, early exit
- m_runCtx = {};
- return;
- }
- const Bool probeTouchedFirstTime = probeToRefresh->getNextCellForRefresh() == 0;
- if(probeTouchedFirstTime)
- {
- g_giProbeRenderCountStatVar.increment(1);
- }
- RenderGraphDescription& rgraph = rctx.m_renderGraphDescr;
- // Create some common resources to save on memory
- Array<RenderTargetHandle, kMaxColorRenderTargets> gbufferColorRts;
- for(U i = 0; i < kGBufferColorRenderTargetCount; ++i)
- {
- gbufferColorRts[i] = rgraph.newRenderTarget(m_gbuffer.m_colorRtDescrs[i]);
- }
- const RenderTargetHandle gbufferDepthRt = rgraph.newRenderTarget(m_gbuffer.m_depthRtDescr);
- const LightComponent* dirLightc = SceneGraph::getSingleton().getDirectionalLight();
- const Bool doShadows = dirLightc && dirLightc->getShadowEnabled();
- const RenderTargetHandle shadowsRt = (doShadows) ? rgraph.newRenderTarget(m_shadowMapping.m_rtDescr) : RenderTargetHandle();
- const RenderTargetHandle lightShadingRt = rgraph.newRenderTarget(m_lightShading.m_rtDescr);
- const RenderTargetHandle irradianceVolume = rgraph.importRenderTarget(&probeToRefresh->getVolumeTexture(), TextureUsageBit::kNone);
- m_runCtx.m_probeVolumeHandle = irradianceVolume;
- const U32 beginCellIdx = probeToRefresh->getNextCellForRefresh();
- for(U32 cellIdx = beginCellIdx; cellIdx < min(beginCellIdx + kProbeCellRefreshesPerFrame, probeToRefresh->getCellCount()); ++cellIdx)
- {
- const Vec3 cellCenter = computeCellCenter(cellIdx, *probeToRefresh);
- // GBuffer visibility
- Array<GpuVisibilityOutput, 6> visOuts;
- Array<Frustum, 6> frustums;
- for(U32 i = 0; i < 6; ++i)
- {
- Frustum& frustum = frustums[i];
- frustum.setPerspective(kClusterObjectFrustumNearPlane, probeToRefresh->getRenderRadius(), kPi / 2.0f, kPi / 2.0f);
- frustum.setWorldTransform(Transform(cellCenter.xyz0(), Frustum::getOmnidirectionalFrustumRotations()[i], 1.0f));
- frustum.update();
- Array<F32, kMaxLodCount - 1> lodDistances = {1000.0f, 1001.0f}; // Something far to force detailed LODs
- FrustumGpuVisibilityInput visIn;
- visIn.m_passesName = "GI GBuffer visibility";
- visIn.m_technique = RenderingTechnique::kGBuffer;
- visIn.m_viewProjectionMatrix = frustum.getViewProjectionMatrix();
- visIn.m_lodReferencePoint = cellCenter;
- visIn.m_lodDistances = lodDistances;
- visIn.m_rgraph = &rgraph;
- getRenderer().getGpuVisibility().populateRenderGraph(visIn, visOuts[i]);
- }
- // GBuffer
- Array<Mat4, 6> viewProjMats;
- Array<Mat3x4, 6> viewMats;
- {
- // Prepare the matrices
- for(U32 f = 0; f < 6; ++f)
- {
- viewProjMats[f] = frustums[f].getViewProjectionMatrix();
- viewMats[f] = frustums[f].getViewMatrix();
- }
- // Create the pass
- GraphicsRenderPassDescription& pass = rgraph.newGraphicsRenderPass("GI GBuffer");
- pass.setFramebufferInfo(m_gbuffer.m_fbDescr, gbufferColorRts, gbufferDepthRt);
- for(U i = 0; i < kGBufferColorRenderTargetCount; ++i)
- {
- pass.newTextureDependency(gbufferColorRts[i], TextureUsageBit::kFramebufferWrite);
- }
- pass.newTextureDependency(gbufferDepthRt, TextureUsageBit::kAllFramebuffer, TextureSubresourceInfo(DepthStencilAspectBit::kDepth));
- for(U32 i = 0; i < 6; ++i)
- {
- pass.newBufferDependency(visOuts[i].m_someBufferHandle, BufferUsageBit::kIndirectDraw);
- }
- pass.setWork(6, [this, visOuts, viewProjMats, viewMats](RenderPassWorkContext& rgraphCtx) {
- ANKI_TRACE_SCOPED_EVENT(RIndirectDiffuse);
- CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer;
- const U32 faceIdx = rgraphCtx.m_currentSecondLevelCommandBufferIndex;
- const U32 viewportX = faceIdx * m_tileSize;
- cmdb.setViewport(viewportX, 0, m_tileSize, m_tileSize);
- cmdb.setScissor(viewportX, 0, m_tileSize, m_tileSize);
- RenderableDrawerArguments args;
- args.m_viewMatrix = viewMats[faceIdx];
- args.m_cameraTransform = Mat3x4::getIdentity(); // Don't care
- args.m_viewProjectionMatrix = viewProjMats[faceIdx];
- args.m_previousViewProjectionMatrix = Mat4::getIdentity(); // Don't care
- args.m_renderingTechinuqe = RenderingTechnique::kGBuffer;
- args.m_sampler = getRenderer().getSamplers().m_trilinearRepeat.get();
- args.fillMdi(visOuts[faceIdx]);
- getRenderer().getSceneDrawer().drawMdi(args, cmdb);
- // It's secondary, no need to restore any state
- });
- }
- // Shadow visibility. Optional
- Array<GpuVisibilityOutput, 6> shadowVisOuts;
- Array<Mat4, 6> cascadeProjMats;
- Array<Mat3x4, 6> cascadeViewMats;
- Array<Mat4, 6> cascadeViewProjMats;
- if(doShadows)
- {
- for(U32 i = 0; i < 6; ++i)
- {
- constexpr U32 kCascadeCount = 1;
- dirLightc->computeCascadeFrustums(frustums[i], Array<F32, kCascadeCount>{probeToRefresh->getShadowsRenderRadius()},
- WeakArray<Mat4>(&cascadeProjMats[i], kCascadeCount),
- WeakArray<Mat3x4>(&cascadeViewMats[i], kCascadeCount));
- cascadeViewProjMats[i] = cascadeProjMats[i] * Mat4(cascadeViewMats[i], Vec4(0.0f, 0.0f, 0.0f, 1.0f));
- Array<F32, kMaxLodCount - 1> lodDistances = {1000.0f, 1001.0f}; // Something far to force detailed LODs
- FrustumGpuVisibilityInput visIn;
- visIn.m_passesName = "GI shadows visibility";
- visIn.m_technique = RenderingTechnique::kDepth;
- visIn.m_viewProjectionMatrix = cascadeViewProjMats[i];
- visIn.m_lodReferencePoint = cellCenter;
- visIn.m_lodDistances = lodDistances;
- visIn.m_rgraph = &rgraph;
- getRenderer().getGpuVisibility().populateRenderGraph(visIn, shadowVisOuts[i]);
- }
- }
- // Shadow pass. Optional
- if(doShadows)
- {
- GraphicsRenderPassDescription& pass = rgraph.newGraphicsRenderPass("GI shadows");
- pass.setFramebufferInfo(m_shadowMapping.m_fbDescr, {}, shadowsRt);
- pass.newTextureDependency(shadowsRt, TextureUsageBit::kAllFramebuffer, TextureSubresourceInfo(DepthStencilAspectBit::kDepth));
- for(U32 i = 0; i < 6; ++i)
- {
- pass.newBufferDependency(shadowVisOuts[i].m_someBufferHandle, BufferUsageBit::kIndirectDraw);
- }
- pass.setWork(6, [this, shadowVisOuts, cascadeViewProjMats, cascadeViewMats](RenderPassWorkContext& rgraphCtx) {
- ANKI_TRACE_SCOPED_EVENT(RIndirectDiffuse);
- CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer;
- cmdb.setPolygonOffset(kShadowsPolygonOffsetFactor, kShadowsPolygonOffsetUnits);
- const U32 faceIdx = rgraphCtx.m_currentSecondLevelCommandBufferIndex;
- const U32 rez = m_shadowMapping.m_rtDescr.m_height;
- cmdb.setViewport(rez * faceIdx, 0, rez, rez);
- cmdb.setScissor(rez * faceIdx, 0, rez, rez);
- RenderableDrawerArguments args;
- args.m_viewMatrix = cascadeViewMats[faceIdx];
- args.m_cameraTransform = Mat3x4::getIdentity(); // Don't care
- args.m_viewProjectionMatrix = cascadeViewProjMats[faceIdx];
- args.m_previousViewProjectionMatrix = Mat4::getIdentity(); // Don't care
- args.m_sampler = getRenderer().getSamplers().m_trilinearRepeat.get();
- args.m_renderingTechinuqe = RenderingTechnique::kDepth;
- args.fillMdi(shadowVisOuts[faceIdx]);
- getRenderer().getSceneDrawer().drawMdi(args, cmdb);
- // It's secondary, no need to restore the state
- });
- }
- // Light visibility
- Array<GpuVisibilityNonRenderablesOutput, 6> lightVis;
- for(U32 faceIdx = 0; faceIdx < 6; ++faceIdx)
- {
- GpuVisibilityNonRenderablesInput in;
- in.m_passesName = "GI light visibility";
- in.m_objectType = GpuSceneNonRenderableObjectType::kLight;
- in.m_viewProjectionMat = frustums[faceIdx].getViewProjectionMatrix();
- in.m_rgraph = &rgraph;
- getRenderer().getGpuVisibilityNonRenderables().populateRenderGraph(in, lightVis[faceIdx]);
- }
- // Light shading pass
- {
- GraphicsRenderPassDescription& pass = rgraph.newGraphicsRenderPass("GI light shading");
- pass.setFramebufferInfo(m_lightShading.m_fbDescr, {lightShadingRt});
- Array<BufferOffsetRange, 6> visibleLightsBuffers;
- for(U32 f = 0; f < 6; ++f)
- {
- visibleLightsBuffers[f] = lightVis[f].m_visiblesBuffer;
- pass.newBufferDependency(lightVis[f].m_visiblesBufferHandle, BufferUsageBit::kUavFragmentRead);
- }
- pass.newTextureDependency(lightShadingRt, TextureUsageBit::kFramebufferWrite);
- for(U i = 0; i < kGBufferColorRenderTargetCount; ++i)
- {
- pass.newTextureDependency(gbufferColorRts[i], TextureUsageBit::kSampledFragment);
- }
- pass.newTextureDependency(gbufferDepthRt, TextureUsageBit::kSampledFragment, TextureSubresourceInfo(DepthStencilAspectBit::kDepth));
- if(shadowsRt.isValid())
- {
- pass.newTextureDependency(shadowsRt, TextureUsageBit::kSampledFragment);
- }
- pass.setWork(1, [this, visibleLightsBuffers, viewProjMats, cellCenter, gbufferColorRts, gbufferDepthRt, probeToRefresh,
- cascadeViewProjMats, shadowsRt](RenderPassWorkContext& rgraphCtx) {
- ANKI_TRACE_SCOPED_EVENT(RIndirectDiffuse);
- const LightComponent* dirLightc = SceneGraph::getSingleton().getDirectionalLight();
- const Bool doShadows = dirLightc && dirLightc->getShadowEnabled();
- CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer;
- for(U32 faceIdx = 0; faceIdx < 6; ++faceIdx)
- {
- const U32 rez = m_tileSize;
- cmdb.setScissor(rez * faceIdx, 0, rez, rez);
- cmdb.setViewport(rez * faceIdx, 0, rez, rez);
- // Draw light shading
- TraditionalDeferredLightShadingDrawInfo dsInfo;
- dsInfo.m_viewProjectionMatrix = viewProjMats[faceIdx];
- dsInfo.m_invViewProjectionMatrix = viewProjMats[faceIdx].getInverse();
- dsInfo.m_cameraPosWSpace = cellCenter.xyz1();
- dsInfo.m_viewport = UVec4(faceIdx * m_tileSize, 0, m_tileSize, m_tileSize);
- dsInfo.m_gbufferTexCoordsScale = Vec2(1.0f / F32(m_tileSize * 6), 1.0f / F32(m_tileSize));
- dsInfo.m_gbufferTexCoordsBias = Vec2(0.0f, 0.0f);
- dsInfo.m_lightbufferTexCoordsBias = Vec2(-F32(faceIdx), 0.0f);
- dsInfo.m_lightbufferTexCoordsScale = Vec2(1.0f / F32(m_tileSize), 1.0f / F32(m_tileSize));
- dsInfo.m_effectiveShadowDistance = (doShadows) ? probeToRefresh->getShadowsRenderRadius() : -1.0f;
- if(doShadows)
- {
- const F32 xScale = 1.0f / 6.0f;
- const F32 yScale = 1.0f;
- const F32 xOffset = F32(faceIdx) * (1.0f / 6.0f);
- const F32 yOffset = 0.0f;
- const Mat4 atlasMtx(xScale, 0.0f, 0.0f, xOffset, 0.0f, yScale, 0.0f, yOffset, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f);
- const Mat4 biasMat4(0.5f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f);
- dsInfo.m_dirLightMatrix = atlasMtx * biasMat4 * cascadeViewProjMats[faceIdx];
- }
- else
- {
- dsInfo.m_dirLightMatrix = Mat4::getIdentity();
- }
- dsInfo.m_visibleLightsBuffer = visibleLightsBuffers[faceIdx];
- dsInfo.m_gbufferRenderTargets[0] = gbufferColorRts[0];
- dsInfo.m_gbufferRenderTargets[1] = gbufferColorRts[1];
- dsInfo.m_gbufferRenderTargets[2] = gbufferColorRts[2];
- dsInfo.m_gbufferDepthRenderTarget = gbufferDepthRt;
- dsInfo.m_directionalLightShadowmapRenderTarget = shadowsRt;
- dsInfo.m_renderpassContext = &rgraphCtx;
- m_lightShading.m_deferred.drawLights(dsInfo);
- }
- });
- }
- // Irradiance pass. First & 2nd bounce
- {
- ComputeRenderPassDescription& pass = rgraph.newComputeRenderPass("GI irradiance");
- pass.newTextureDependency(lightShadingRt, TextureUsageBit::kSampledCompute);
- pass.newTextureDependency(irradianceVolume, TextureUsageBit::kUavComputeWrite);
- for(U32 i = 0; i < kGBufferColorRenderTargetCount - 1; ++i)
- {
- pass.newTextureDependency(gbufferColorRts[i], TextureUsageBit::kSampledCompute);
- }
- pass.setWork([this, lightShadingRt, gbufferColorRts, irradianceVolume, cellIdx, probeToRefresh](RenderPassWorkContext& rgraphCtx) {
- ANKI_TRACE_SCOPED_EVENT(RIndirectDiffuse);
- CommandBuffer& cmdb = *rgraphCtx.m_commandBuffer;
- cmdb.bindShaderProgram(m_irradiance.m_grProg.get());
- // Bind resources
- cmdb.bindSampler(0, 0, getRenderer().getSamplers().m_nearestNearestClamp.get());
- rgraphCtx.bindColorTexture(0, 1, lightShadingRt);
- for(U32 i = 0; i < kGBufferColorRenderTargetCount - 1; ++i)
- {
- rgraphCtx.bindColorTexture(0, 2, gbufferColorRts[i], i);
- }
- rgraphCtx.bindUavTexture(0, 3, irradianceVolume, TextureSubresourceInfo());
- class
- {
- public:
- IVec3 m_volumeTexel;
- I32 m_nextTexelOffsetInU;
- } unis;
- U32 x, y, z;
- unflatten3dArrayIndex(probeToRefresh->getCellCountsPerDimension().x(), probeToRefresh->getCellCountsPerDimension().y(),
- probeToRefresh->getCellCountsPerDimension().z(), cellIdx, x, y, z);
- unis.m_volumeTexel = IVec3(x, y, z);
- unis.m_nextTexelOffsetInU = probeToRefresh->getCellCountsPerDimension().x();
- cmdb.setPushConstants(&unis, sizeof(unis));
- // Dispatch
- cmdb.dispatchCompute(1, 1, 1);
- });
- }
- probeToRefresh->incrementRefreshedCells(1);
- g_giProbeCellsRenderCountStatVar.increment(1);
- }
- }
- } // end namespace anki
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