/*
===========================================================================
Copyright (C) 2024 Gian 'myT' Schellenbaum
This file is part of Challenge Quake 3 (CNQ3).
Challenge Quake 3 is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Challenge Quake 3 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Challenge Quake 3. If not, see .
===========================================================================
*/
// volumetric lighting particles: clear all froxel tiles and global counters
#include "common.hlsli"
#include "vl_common.h.hlsli"
#include "scene_view.h.hlsli"
cbuffer RootConstants
{
uint counterBufferIndex;
uint tileBufferIndex;
uint tileCount;
}
[numthreads(64, 1, 1)]
void cs(uint3 id : SV_DispatchThreadID)
{
if(id.x >= tileCount)
{
return;
}
RWStructuredBuffer tileBuffer= ResourceDescriptorHeap[tileBufferIndex];
if(id.x == 0)
{
RWStructuredBuffer counterBuffer = ResourceDescriptorHeap[counterBufferIndex];
Counters counters;
counters.particleCount = 0;
counters.tileCount = 0;
counterBuffer[0] = counters;
}
Tile tile;
tile.firstParticle = 0;
tile.particleCount = 0;
tile.particleIndex = 0;
tile.pad0 = 0;
tileBuffer[id.x] = tile;
}