bump up compute shader renderer tile amount factor to 16
also why did I think DS could render 4096 polygons? Use that extra bit for larger work offset
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@ -315,7 +315,7 @@ void ComputeRenderer::SetRenderSettings(int scale, bool highResolutionCoordinate
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HiresCoordinates = highResolutionCoordinates;
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MaxWorkTiles = TilesPerLine*TileLines*8;
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MaxWorkTiles = TilesPerLine*TileLines*16;
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for (int i = 0; i < tilememoryLayer_Num; i++)
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{
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@ -1000,7 +1000,7 @@ void main()
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int variantIdx = Polygons[polygonIdx].Variant;
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int inVariantOffset = int(atomicAdd(VariantWorkCount[variantIdx].z, 1));
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WorkDescs[WorkDescsUnsortedStart + workOffset + idx] = uvec2(tilePositionCombined, bitfieldInsert(polygonIdx, inVariantOffset, 12, 20));
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WorkDescs[WorkDescsUnsortedStart + workOffset + idx] = uvec2(tilePositionCombined, bitfieldInsert(polygonIdx, inVariantOffset, 11, 21));
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idx++;
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}
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@ -1042,12 +1042,12 @@ void main()
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if (gl_GlobalInvocationID.x < VariantWorkCount[0].w)
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{
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uvec2 workDesc = WorkDescs[WorkDescsUnsortedStart + gl_GlobalInvocationID.x];
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int inVariantOffset = int(bitfieldExtract(workDesc.y, 12, 20));
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int polygonIdx = int(bitfieldExtract(workDesc.y, 0, 12));
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int inVariantOffset = int(bitfieldExtract(workDesc.y, 11, 21));
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int polygonIdx = int(bitfieldExtract(workDesc.y, 0, 11));
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int variantIdx = Polygons[polygonIdx].Variant;
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int sortedIndex = int(SortedWorkOffset[variantIdx]) + inVariantOffset;
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WorkDescs[WorkDescsSortedStart + sortedIndex] = uvec2(workDesc.x, bitfieldInsert(workDesc.y, gl_GlobalInvocationID.x, 12, 20));
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WorkDescs[WorkDescsSortedStart + sortedIndex] = uvec2(workDesc.x, bitfieldInsert(workDesc.y, gl_GlobalInvocationID.x, 11, 21));
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}
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}
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@ -1070,9 +1070,9 @@ layout (location = 1) uniform vec2 InvTextureSize;
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void main()
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{
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uvec2 workDesc = WorkDescs[WorkDescsSortedStart + SortedWorkOffset[CurVariant] + gl_WorkGroupID.z];
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Polygon polygon = Polygons[bitfieldExtract(workDesc.y, 0, 12)];
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Polygon polygon = Polygons[bitfieldExtract(workDesc.y, 0, 11)];
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ivec2 position = ivec2(bitfieldExtract(workDesc.x, 0, 16), bitfieldExtract(workDesc.x, 16, 16)) + ivec2(gl_LocalInvocationID.xy);
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int tileOffset = int(bitfieldExtract(workDesc.y, 12, 20)) * TileSize * TileSize + TileSize * int(gl_LocalInvocationID.y) + int(gl_LocalInvocationID.x);
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int tileOffset = int(bitfieldExtract(workDesc.y, 11, 21)) * TileSize * TileSize + TileSize * int(gl_LocalInvocationID.y) + int(gl_LocalInvocationID.x);
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uint color = 0U;
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if (position.y >= polygon.YTop && position.y < polygon.YBot)
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