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Feature rt transparency #383
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…er into the branch
…es the crashes related to the absence of an any hit shader
…ency & Fixed layered shadows
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Some minor code cleanups that need to happen, take a look at some suggestions as well. Besides the commented code, everything looks pretty good
@@ -266,7 +267,13 @@ namespace wr::d3d12 | |||
geometry_descs[i].Triangles.VertexCount = geom.m_num_vertices; | |||
geometry_descs[i].Triangles.VertexBuffer.StartAddress = geom.vertex_buffer->m_buffer->GetGPUVirtualAddress() + (geom.m_vertices_offset * geom.m_vertex_stride); | |||
geometry_descs[i].Triangles.VertexBuffer.StrideInBytes = geom.m_vertex_stride; | |||
geometry_descs[i].Flags = D3D12_RAYTRACING_GEOMETRY_FLAG_OPAQUE; | |||
geometry_descs[i].Flags = allow_transparency ? D3D12_RAYTRACING_GEOMETRY_FLAG_NONE : D3D12_RAYTRACING_GEOMETRY_FLAG_OPAQUE; |
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i don't like this especially at the end of the block. if we want to merge this you need to show me performance numbers on multiple types of scenes.
- Refactored Reflection, Shadows, AO tasks to use inheritance on the RT Hybrid data - Use of transparency is taken directly from the AS build data, except for path tracing, as that task has an override. - Gave some structure to the imgui layout - Changed Destroy function for the ShaderTable, now correctly set to nullptr, as that is also checked in dispatch rays - Acted on the feedback received from the PR.
…ency # Conflicts: # src/render_tasks/d3d12_rtao_task.hpp
accepted but see comments also don't merge before variable roughness |
…ency # Conflicts: # src/engine_registry.cpp # src/render_tasks/d3d12_rt_reflection_task.hpp # src/render_tasks/d3d12_rt_shadow_task.hpp # src/render_tasks/d3d12_rtao_task.hpp
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benchmarks plz
…ask was preventing the shader tables to be created therefore crashing the renderer in release mode. Fixed that, as well as renaming padding
Added transparency to all pipelines except full raytracing