resource count and type sync with the computeForwardProbes call-insertion for shadergen. probly going to need to cook up a cubearray type

This commit is contained in:
AzaezelX 2019-04-11 12:31:15 -05:00
parent 7f2c57f18b
commit b79cff7530

View file

@ -3167,11 +3167,8 @@ ShaderFeature::Resources ReflectionProbeFeatHLSL::getResources(const MaterialFea
{ {
Resources res; Resources res;
//res.numTex = 4; res.numTex = 5;
//res.numTexReg = 4; res.numTexReg = 5;
res.numTex = 4;
res.numTexReg = 4;
return res; return res;
} }
@ -3183,8 +3180,16 @@ void ReflectionProbeFeatHLSL::setTexData(Material::StageData &stageDat,
{ {
if (stageFeatures.features[MFT_ReflectionProbes]) if (stageFeatures.features[MFT_ReflectionProbes])
{ {
passData.mSamplerNames[texIndex] = "BRDFTexture";
passData.mTexType[texIndex++] = Material::Standard;
// assuming here that it is a scenegraph cubemap // assuming here that it is a scenegraph cubemap
passData.mSamplerNames[texIndex] = "inProbeCubemap"; passData.mSamplerNames[texIndex] = "specularCubemapAR";
passData.mTexType[texIndex++] = Material::SGCube;
passData.mSamplerNames[texIndex] = "irradianceCubemapAR";
passData.mTexType[texIndex++] = Material::SGCube;
passData.mSamplerNames[texIndex] = "skylightSpecularMap";
passData.mTexType[texIndex++] = Material::SGCube;
passData.mSamplerNames[texIndex] = "skylightIrradMap";
passData.mTexType[texIndex++] = Material::SGCube; passData.mTexType[texIndex++] = Material::SGCube;
} }
} }