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#pragma kernel ClearDispatchIndirect
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
RWBuffer<uint> g_DispatchIndirectBuffer : register( u0 ); // Indirect arguments have to be in a _buffer_, not a structured buffer
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs.hlsl"
#ifdef PLATFORM_LANE_COUNT
#define NR_THREADS PLATFORM_LANE_COUNT
#else
#define NR_THREADS 64 // default to 64 threads per group on other platforms..
#endif
[numthreads(NR_THREADS, 1, 1)]
void ClearDispatchIndirect(uint dispatchThreadId : SV_DispatchThreadID)
{
// On iOS, we get a GPU hang/reset based upon the execution of the ClearDispatchIndirect kernel.
// The buffer is created using the 'NUM_FEATURE_VARIANTS' constant but we're dispatching a threadgroup of 64 threads, so we are presumably going out of bounds (Metal GPU errors are not terribly descriptive, but this is a common cause).
// In DirectX out-of-bounds reads are always zero and out-of-bounds writes are are a no op.
if (dispatchThreadId >= NUM_FEATURE_VARIANTS)
return;
g_DispatchIndirectBuffer[dispatchThreadId * 3 + 0] = 0; // ThreadGroupCountX
g_DispatchIndirectBuffer[dispatchThreadId * 3 + 1] = 1; // ThreadGroupCountY
g_DispatchIndirectBuffer[dispatchThreadId * 3 + 2] = 1; // ThreadGroupCountZ
}