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ne::LightingShaderResourceManager::ComputeShaderData::LightCullingComputeShader::ShaderResources Struct Reference

#include <LightingShaderResourceManager.h>

Public Attributes

std::unique_ptr< UploadBufferpThreadGroupCount
 
std::unique_ptr< GpuResourcepGlobalCountersIntoLightIndexList
 
std::unique_ptr< GpuResourcepOpaquePointLightIndexList
 
std::unique_ptr< GpuResourcepOpaqueSpotLightIndexList
 
std::unique_ptr< GpuResourcepTransparentPointLightIndexList
 
std::unique_ptr< GpuResourcepTransparentSpotLightIndexList
 
std::unique_ptr< GpuResourcepOpaquePointLightGrid
 
std::unique_ptr< GpuResourcepOpaqueSpotLightGrid
 
std::unique_ptr< GpuResourcepTransparentPointLightGrid
 
std::unique_ptr< GpuResourcepTransparentSpotLightGrid
 
size_t iLightGridTileCountX = 0
 
size_t iLightGridTileCountY = 0
 

Detailed Description

Groups buffers that we bind to a compute shader.

Member Data Documentation

◆ iLightGridTileCountX

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.

◆ iLightGridTileCountY

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.

◆ pGlobalCountersIntoLightIndexList

std::unique_ptr<GpuResource> ne::LightingShaderResourceManager::ComputeShaderData::LightCullingComputeShader::ShaderResources::pGlobalCountersIntoLightIndexList

Stores global counters into various light index lists.

◆ pOpaquePointLightGrid

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.

◆ pOpaquePointLightIndexList

std::unique_ptr<GpuResource> ne::LightingShaderResourceManager::ComputeShaderData::LightCullingComputeShader::ShaderResources::pOpaquePointLightIndexList

Stores indices into array of point lights for opaque geometry.

◆ pOpaqueSpotLightGrid

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.

◆ pOpaqueSpotLightIndexList

std::unique_ptr<GpuResource> ne::LightingShaderResourceManager::ComputeShaderData::LightCullingComputeShader::ShaderResources::pOpaqueSpotLightIndexList

Stores indices into array of spotlights for opaque geometry.

◆ pThreadGroupCount

std::unique_ptr<UploadBuffer> ne::LightingShaderResourceManager::ComputeShaderData::LightCullingComputeShader::ShaderResources::pThreadGroupCount

Buffer that stores additional information that might not be available as built-in semantics.

◆ pTransparentPointLightGrid

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.

◆ pTransparentPointLightIndexList

std::unique_ptr<GpuResource> ne::LightingShaderResourceManager::ComputeShaderData::LightCullingComputeShader::ShaderResources::pTransparentPointLightIndexList

Stores indices into array of point lights for transparent geometry.

◆ pTransparentSpotLightGrid

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.

◆ pTransparentSpotLightIndexList

std::unique_ptr<GpuResource> ne::LightingShaderResourceManager::ComputeShaderData::LightCullingComputeShader::ShaderResources::pTransparentSpotLightIndexList

Stores indices into array of spotlights for transparent geometry.


The documentation for this struct was generated from the following file: