mirror of
https://bitbucket.org/CPMADevs/cnq3
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55 lines
1.7 KiB
HLSL
55 lines
1.7 KiB
HLSL
/*
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===========================================================================
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Copyright (C) 2024 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// volumetric lighting: update indirect dispatch buffer for particle injection
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#include "common.hlsli"
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cbuffer RootConstants
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{
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uint3 tileResolution;
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uint tileBufferIndex;
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uint dispatchBufferIndex;
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uint particleTileBufferIndex;
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}
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[numthreads(4, 4, 4)]
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void cs(uint3 id : SV_DispatchThreadID)
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{
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if(any(id >= tileResolution))
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{
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return;
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}
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RWByteAddressBuffer dispatchBuffer = ResourceDescriptorHeap[dispatchBufferIndex];
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RWByteAddressBuffer tileHitBuffer = ResourceDescriptorHeap[tileBufferIndex];
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RWStructuredBuffer<uint3> tileWorkBuffer = ResourceDescriptorHeap[particleTileBufferIndex];
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uint tileIndex = FlattenIndex(id, tileResolution);
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uint hasParticle = tileHitBuffer.Load(tileIndex * 4);
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if(hasParticle != 0)
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{
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uint workIndex;
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dispatchBuffer.InterlockedAdd(0, 1, workIndex);
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tileWorkBuffer[workIndex] = id;
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}
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}
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