def create(self): self.target = self.create_target("FlagUsedCells") self.target.prepare_buffer() self.cell_grid_flags = Image.create_2d_array( "CellGridFlags", 0, 0, self._pipeline.settings["lighting.culling_grid_slices"], "R8") self.target.set_shader_input("cellGridFlags", self.cell_grid_flags)
def create(self): self.target = self.create_target("CollectUsedCells") self.target.size = 0, 0 self.target.prepare_buffer() self.cell_list_buffer = Image.create_buffer("CellList", 0, "R32I") self.cell_index_buffer = Image.create_2d_array("CellIndices", 0, 0, 0, "R32I") self.target.set_shader_inputs( CellListBuffer=self.cell_list_buffer, CellListIndices=self.cell_index_buffer)
def create(self): self.target = self.create_target("FlagUsedCells") self.target.prepare_buffer() tile_amount = self._pipeline.light_mgr.num_tiles self.cell_grid_flags = Image.create_2d_array( "CellGridFlags", tile_amount.x, tile_amount.y, self._pipeline.settings["lighting.culling_grid_slices"], "R8") self.cell_grid_flags.set_clear_color(0) self.target.set_shader_input("cellGridFlags", self.cell_grid_flags)
def create(self): tile_amount = self._pipeline.light_mgr.num_tiles self.target = self.create_target("CollectUsedCells") self.target.size = tile_amount.x, tile_amount.y self.target.prepare_buffer() num_slices = self._pipeline.settings["lighting.culling_grid_slices"] max_cells = tile_amount.x * tile_amount.y * num_slices self.debug("Allocating", max_cells, "cells") self._cell_list_buffer = Image.create_buffer("CellList", 1 + max_cells, "R32I") self._cell_list_buffer.set_clear_color(0) self._cell_index_buffer = Image.create_2d_array( "CellIndices", tile_amount.x, tile_amount.y, num_slices, "R32I") self._cell_index_buffer.set_clear_color(0) self.target.set_shader_input("CellListBuffer", self._cell_list_buffer) self.target.set_shader_input("CellListIndices", self._cell_index_buffer)