public struct CullViewOne view as CullView in the shader declares it.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The counts ride along with the view rather than living in a uniform block, and that is what lets one dispatch answer for every view at once: a dispatch covering all of them has no single object count to put in a push constant, and a block written per view would mean a dispatch per view.
Fields and properties (14)
public CullView.PlaneArray PlanesThe inward-facing planes as (normal.xyz, d), in BoundingFrustum's order: near, far, left, right, top, bottom.
public Vector3 PositionWhere the view is, which is what the distance cutoff measures from.
public float MaximumDistanceObjects beyond this are culled whatever the frustum says. Zero disables it.
public uint StagesLowThe low half of the view's Bits.
public uint StagesHighThe high half of it.
public uint ObjectCountHow many object slots the store holds.
public uint WordCountHow many words this view's answer occupies, which is also the stride between views.
public Matrix4x4 OccluderProjectionThe matrix the depth pyramid this view is tested against was rendered with.
public uint OccluderLevelsHow many levels the pyramid has, so a chosen level can be clamped to one that exists.
public uint FlagsOccluders when this view has a pyramid to test against.
public float ErrorScalescreenHeight / (2 tan(fov / 2)) — what an object-space error is multiplied by to reach pixels, once divided by the distance.
public float ErrorThresholdHow many pixels of deviation a cluster may have before it is refined.
public float SoftwareThresholdHow wide a cluster may be on screen, in pixels, before it goes to the hardware raster.
public CullView.Padding3 TailTwelve bytes of tail padding the shader declares and never reads.
Used by (12)
- ClusterRoutingTestsVixen.Rendering.Tests
- ClusterTraversalAcceptsTestsVixen.Rendering.Tests
- ClusterTraversalGroupTestsVixen.Rendering.Tests
- GpuClusterCullingVixen.Rendering
- GpuClusterCullingTestsVixen.Rendering.Tests
- GpuClusterVisibilityVixen.Rendering
- GpuCullingVixen.Rendering
- GpuVisibilityGroupVixen.Rendering
- GpuVisibilityGroupTestsVixen.Rendering.Tests
- SkinnedClusterTestsVixen.Rendering.Tests
- ViewCullingDeviceTestsVixen.Graphics.Golden.Tests
- VirtualGeometryFrameTestsVixen.Rendering.Tests