update max probecount

dx11 has a 2048/6 cap on how many cubemaps can fit in a given array. bump the probe count up to just under that to buy folks head room while we work on revising a more robust solution
This commit is contained in:
AzaezelX 2025-02-19 19:17:19 -06:00
parent 818d76d481
commit c830d20150
2 changed files with 8 additions and 2 deletions

View file

@ -453,6 +453,12 @@ void GFXD3D11CubemapArray::init(const U32 cubemapCount, const U32 cubemapFaceSiz
desc.MiscFlags = miscFlags;
desc.CPUAccessFlags = 0;
if (desc.ArraySize > D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION)
{
AssertFatal(false, avar("CubemapArray size exceeds maximum array size of %d", D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION));
return;
}
HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &mTexture);
if (FAILED(hr))

View file

@ -171,11 +171,11 @@ class RenderProbeMgr : public RenderBinManager
public:
//maximum number of allowed probes
static const U32 PROBE_MAX_COUNT = 250;
static const U32 PROBE_MAX_COUNT = 340;
//maximum number of rendered probes per frame adjust as needed
static const U32 PROBE_MAX_FRAME = 8;
//number of slots to allocate at once in the cubemap array
static const U32 PROBE_ARRAY_SLOT_BUFFER_SIZE = 10;
static const U32 PROBE_ARRAY_SLOT_BUFFER_SIZE = 5;
//These dictate the default resolution size for the probe arrays
static const GFXFormat PROBE_FORMAT = GFXFormatR16G16B16A16F;// GFXFormatR8G8B8A8;// when hdr fixed GFXFormatR16G16B16A16F; look into bc6h compression