// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= VirtualShadowMapPageCacheCommon.ush: =============================================================================*/ #pragma once struct FShadowMapCacheData { // ID of the corresponding virtual shadow map from the previous frame, or INDEX_NONE if // there wasn't one. int PrevVirtualShadowMapId; }; StructuredBuffer ShadowMapCacheData; StructuredBuffer PrevPageFlags; StructuredBuffer PrevPageTable; StructuredBuffer PrevPhysicalPageMetaData; StructuredBuffer PrevDynamicCasterPageFlags; ByteAddressBuffer PrevProjectionData;