TG
Size: a a a
TG
VK
TG
float4 main(float f : TEXCOORD0, uint2 i : TEXCOORD1) : SV_Target {смари как классно получается
float4 v;
v[i.x] = f;
return v[i.y].xxxx;
}
// Could not retrieve the shader metadata
s_mov_b32 vcc_hi, #0x0000000d
s_mov_b32 m0, s0
v_interp_mov_f32 v6, p0, attr1.x
v_interp_mov_f32 v2, p0, attr1.y
v_interp_p1_f32 v7, v0, attr0.x
v_interp_p2_f32 v7, v1, attr0.x
v_cmp_eq_u32 vcc, 0, v6
v_cndmask_b32 v4, 0, v7, vcc
v_cmp_eq_u32 vcc, 1, v6
v_cndmask_b32 v5, 0, v7, vcc
v_cmp_eq_u32 vcc, 2, v6
v_cndmask_b32 v3, 0, v7, vcc
v_cmp_eq_u32 vcc, 3, v6
v_cndmask_b32 v6, 0, v7, vcc
v_cmp_eq_u32 vcc, 1, v2
v_cndmask_b32 v4, v4, v5, vcc
v_cmp_eq_u32 vcc, 2, v2
v_cndmask_b32 v3, v4, v3, vcc
v_cmp_eq_u32 vcc, 3, v2
v_cndmask_b32 v2, v3, v6, vcc
v_cvt_pkrtz_f16_f32 v2, v2, v2
exp mrt0, v2, v2 compr vm done
s_endpgm
d
d
AT
A geometry shader is used to generate bounding boxes. While color buffer writes are disabled our boxes are still rasterized and tested against the current depth-buffer. Those fragments which pass the depth-test, indicate that our bounding box is visible, and therefore flag the object in a visibility buffer: visible[objectid] = 1. Prior the operation that buffer is cleared to zero. This method typically yields better results than HiZ as the bounding boxes are tested more accurately as their orientation and dimension is better represented.
AD
AD
AD
D
Уд
Уд
Уд
AM
TG
AK
AK
OK
OK
AK