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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
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818d76d481
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c830d20150
2 changed files with 8 additions and 2 deletions
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@ -453,6 +453,12 @@ void GFXD3D11CubemapArray::init(const U32 cubemapCount, const U32 cubemapFaceSiz
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desc.MiscFlags = miscFlags;
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desc.MiscFlags = miscFlags;
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desc.CPUAccessFlags = 0;
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desc.CPUAccessFlags = 0;
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if (desc.ArraySize > D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION)
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{
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AssertFatal(false, avar("CubemapArray size exceeds maximum array size of %d", D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION));
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return;
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}
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &mTexture);
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HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &mTexture);
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if (FAILED(hr))
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if (FAILED(hr))
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@ -171,11 +171,11 @@ class RenderProbeMgr : public RenderBinManager
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public:
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public:
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//maximum number of allowed probes
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//maximum number of allowed probes
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static const U32 PROBE_MAX_COUNT = 250;
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static const U32 PROBE_MAX_COUNT = 340;
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//maximum number of rendered probes per frame adjust as needed
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//maximum number of rendered probes per frame adjust as needed
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static const U32 PROBE_MAX_FRAME = 8;
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static const U32 PROBE_MAX_FRAME = 8;
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//number of slots to allocate at once in the cubemap array
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//number of slots to allocate at once in the cubemap array
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static const U32 PROBE_ARRAY_SLOT_BUFFER_SIZE = 10;
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static const U32 PROBE_ARRAY_SLOT_BUFFER_SIZE = 5;
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//These dictate the default resolution size for the probe arrays
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//These dictate the default resolution size for the probe arrays
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static const GFXFormat PROBE_FORMAT = GFXFormatR16G16B16A16F;// GFXFormatR8G8B8A8;// when hdr fixed GFXFormatR16G16B16A16F; look into bc6h compression
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static const GFXFormat PROBE_FORMAT = GFXFormatR16G16B16A16F;// GFXFormatR8G8B8A8;// when hdr fixed GFXFormatR16G16B16A16F; look into bc6h compression
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