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Remove coherent sampler since it would be complicated to support in the mGPU case and isn't really necessary for performance anymore #rb Jason.Hoerner #preflight 624b79f09f404234149aec8e [CL 19617353 by chris kulla in ue5-main branch]
30 lines
1.4 KiB
C
30 lines
1.4 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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// Constants for 'SamplerType'
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#define PATHTRACER_SAMPLER_DEFAULT 0
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#define PATHTRACER_SAMPLER_ERROR_DIFFUSION 1
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// Constants for the 'Flags' field of FPathTracingLight
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#define PATHTRACER_FLAG_LIGHTING_CHANNEL_MASK (7 << 0) // Which lighting channel is this light assigned to?
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#define PATHTRACER_FLAG_TRANSMISSION_MASK (1 << 3) // Does the light affect the transmission side?
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#define PATHTRACER_FLAG_NON_INVERSE_SQUARE_FALLOFF_MASK (1 << 4) // Does the light have a non-inverse square decay?
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#define PATHTRACER_FLAG_STATIONARY_MASK (1 << 5) // Only used by GPULightmass
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#define PATHTRACER_FLAG_TYPE_MASK (7 << 6)
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#define PATHTRACING_LIGHT_SKY (0 << 6)
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#define PATHTRACING_LIGHT_DIRECTIONAL (1 << 6)
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#define PATHTRACING_LIGHT_POINT (2 << 6)
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#define PATHTRACING_LIGHT_SPOT (3 << 6)
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#define PATHTRACING_LIGHT_RECT (4 << 6)
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#define PATHTRACER_FLAG_CAST_SHADOW_MASK (1 << 9)
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#define PATHTRACER_FLAG_CAST_VOL_SHADOW_MASK (1 << 10)
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#define PATHTRACER_FLAG_HAS_RECT_TEXTURE_MASK (1 << 11)
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// Constants for the path tracer light grid
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#define PATHTRACER_LIGHT_GRID_SINGULAR_MASK 0x80000000u
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#define PATHTRACER_LIGHT_GRID_LIGHT_COUNT_MASK 0x7FFFFFFFu
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// Constants for the energy conservation texture sizes
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#define PATHTRACER_ENERGY_TABLE_RESOLUTION 32
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