/* =========================================================================== 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: update indirect dispatch buffer for particle injection #include "common.hlsli" cbuffer RootConstants { uint3 tileResolution; uint tileBufferIndex; uint dispatchBufferIndex; uint particleTileBufferIndex; } [numthreads(4, 4, 4)] void cs(uint3 id : SV_DispatchThreadID) { if(any(id >= tileResolution)) { return; } RWByteAddressBuffer dispatchBuffer = ResourceDescriptorHeap[dispatchBufferIndex]; RWByteAddressBuffer tileHitBuffer = ResourceDescriptorHeap[tileBufferIndex]; RWStructuredBuffer tileWorkBuffer = ResourceDescriptorHeap[particleTileBufferIndex]; uint tileIndex = FlattenIndex(id, tileResolution); uint hasParticle = tileHitBuffer.Load(tileIndex * 4); if(hasParticle != 0) { uint workIndex; dispatchBuffer.InterlockedAdd(0, 1, workIndex); tileWorkBuffer[workIndex] = id; } }