- Normal render target (R16G16B16A16_SNORM) as MRT SV_TARGET1 in all 3 pixel shaders (voxelPS, voxelTopingPS, voxelSmoothPS) for future RT shadow/AO - BLAS extraction compute shader (voxelBLASExtractCS.hlsl): converts PackedQuad StructuredBuffer to float3 position buffer for DXR BLAS input - Blocky BLAS: single BLAS from all GPU-meshed quads (~1.5M triangles) - Smooth BLAS: single BLAS from smooth vertex buffer directly - TLAS: 2 instances (blocky + smooth), identity transforms, CreateBuffer2 with callback to avoid UpdateBuffer on RAY_TRACING flagged buffers - Fix: Wicked always accesses index_buffer in CreateRaytracingAccelerationStructure via to_internal() even for non-indexed geometry — provide dummy valid buffer |
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|---|---|---|
| .. | ||
| voxelBLASExtractCS.hlsl | ||
| voxelCommon.hlsli | ||
| voxelCullCS.hlsl | ||
| voxelMeshCS.hlsl | ||
| voxelPS.hlsl | ||
| voxelSmoothCentroidCS.hlsl | ||
| voxelSmoothCS.hlsl | ||
| voxelSmoothPS.hlsl | ||
| voxelSmoothVS.hlsl | ||
| voxelTopingPS.hlsl | ||
| voxelTopingVS.hlsl | ||
| voxelVS.hlsl | ||