Nameless Engine
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#include <LightingShaderResourceManager.h>
Public Attributes | |
std::unique_ptr< UploadBuffer > | pThreadGroupCount |
std::unique_ptr< GpuResource > | pGlobalCountersIntoLightIndexList |
std::unique_ptr< GpuResource > | pOpaquePointLightIndexList |
std::unique_ptr< GpuResource > | pOpaqueSpotLightIndexList |
std::unique_ptr< GpuResource > | pTransparentPointLightIndexList |
std::unique_ptr< GpuResource > | pTransparentSpotLightIndexList |
std::unique_ptr< GpuResource > | pOpaquePointLightGrid |
std::unique_ptr< GpuResource > | pOpaqueSpotLightGrid |
std::unique_ptr< GpuResource > | pTransparentPointLightGrid |
std::unique_ptr< GpuResource > | pTransparentSpotLightGrid |
size_t | iLightGridTileCountX = 0 |
size_t | iLightGridTileCountY = 0 |
Groups buffers that we bind to a compute shader.
size_t ne::LightingShaderResourceManager::ComputeShaderData::LightCullingComputeShader::ShaderResources::iLightGridTileCountX = 0 |
The number of tiles in the X direction of the light grid that were set the last time we (re)created light index lists or light grid resources.
size_t ne::LightingShaderResourceManager::ComputeShaderData::LightCullingComputeShader::ShaderResources::iLightGridTileCountY = 0 |
The number of tiles in the Y direction of the light grid that were set the last time we (re)created light index lists or light grid resources.
std::unique_ptr<GpuResource> ne::LightingShaderResourceManager::ComputeShaderData::LightCullingComputeShader::ShaderResources::pGlobalCountersIntoLightIndexList |
Stores global counters into various light index lists.
std::unique_ptr<GpuResource> ne::LightingShaderResourceManager::ComputeShaderData::LightCullingComputeShader::ShaderResources::pOpaquePointLightGrid |
2D texture where every pixel stores 2 values: offset into light index list and the number of elements to read from that offset.
std::unique_ptr<GpuResource> ne::LightingShaderResourceManager::ComputeShaderData::LightCullingComputeShader::ShaderResources::pOpaquePointLightIndexList |
Stores indices into array of point lights for opaque geometry.
std::unique_ptr<GpuResource> ne::LightingShaderResourceManager::ComputeShaderData::LightCullingComputeShader::ShaderResources::pOpaqueSpotLightGrid |
2D texture where every pixel stores 2 values: offset into light index list and the number of elements to read from that offset.
std::unique_ptr<GpuResource> ne::LightingShaderResourceManager::ComputeShaderData::LightCullingComputeShader::ShaderResources::pOpaqueSpotLightIndexList |
Stores indices into array of spotlights for opaque geometry.
std::unique_ptr<UploadBuffer> ne::LightingShaderResourceManager::ComputeShaderData::LightCullingComputeShader::ShaderResources::pThreadGroupCount |
Buffer that stores additional information that might not be available as built-in semantics.
std::unique_ptr<GpuResource> ne::LightingShaderResourceManager::ComputeShaderData::LightCullingComputeShader::ShaderResources::pTransparentPointLightGrid |
2D texture where every pixel stores 2 values: offset into light index list and the number of elements to read from that offset.
std::unique_ptr<GpuResource> ne::LightingShaderResourceManager::ComputeShaderData::LightCullingComputeShader::ShaderResources::pTransparentPointLightIndexList |
Stores indices into array of point lights for transparent geometry.
std::unique_ptr<GpuResource> ne::LightingShaderResourceManager::ComputeShaderData::LightCullingComputeShader::ShaderResources::pTransparentSpotLightGrid |
2D texture where every pixel stores 2 values: offset into light index list and the number of elements to read from that offset.
std::unique_ptr<GpuResource> ne::LightingShaderResourceManager::ComputeShaderData::LightCullingComputeShader::ShaderResources::pTransparentSpotLightIndexList |
Stores indices into array of spotlights for transparent geometry.