+CDP works with deferred shading
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@@ -184,7 +184,7 @@ struct Uniform
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__device__ inline Uniform()
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{
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#if 1
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#if 0
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if (programIndex == 0)
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data = new T[N];
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ptr[0] = __shfl(ptr[0], 0);
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@@ -200,7 +200,7 @@ struct Uniform
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}
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__device__ inline ~Uniform()
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{
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#if 1
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#if 0
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if (programIndex == 0)
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delete data;
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#else
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@@ -730,20 +730,21 @@ ShadeTile(
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///////////////////////////////////////////////////////////////////////////
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// Static decomposition
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extern "C" __global__ void
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__global__ void
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RenderTile( int num_groups_x, int num_groups_y,
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const InputHeader *inputHeaderPtr,
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const InputDataArrays *inputDataPtr,
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const InputHeader inputHeaderPtr[],
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const InputDataArrays inputDataPtr[],
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int visualizeLightCount,
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// Output
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unsigned int8 framebuffer_r[],
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unsigned int8 framebuffer_g[],
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unsigned int8 framebuffer_b[]) {
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if (taskIndex >= taskCount) return;
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const InputHeader &inputHeader = *inputHeaderPtr;
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const InputDataArrays &inputData = *inputDataPtr;
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#if 1
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const InputHeader inputHeader = *inputHeaderPtr;
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const InputDataArrays inputData = *inputDataPtr;
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int32 group_y = taskIndex / num_groups_x;
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int32 group_x = taskIndex % num_groups_x;
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@@ -794,3 +795,28 @@ RenderTile( int num_groups_x, int num_groups_y,
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}
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extern "C"
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__global__ void
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RenderStatic(InputHeader inputHeaderPtr[],
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InputDataArrays inputDataPtr[],
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int visualizeLightCount,
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// Output
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unsigned int8 framebuffer_r[],
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unsigned int8 framebuffer_g[],
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unsigned int8 framebuffer_b[]) {
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const InputHeader &inputHeader = *inputHeaderPtr;
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const InputDataArrays &inputData = *inputDataPtr;
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int num_groups_x = (inputHeader.framebufferWidth +
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MIN_TILE_WIDTH - 1) / MIN_TILE_WIDTH;
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int num_groups_y = (inputHeader.framebufferHeight +
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MIN_TILE_HEIGHT - 1) / MIN_TILE_HEIGHT;
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int num_groups = num_groups_x * num_groups_y;
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// Launch a task to render each tile, each of which is MIN_TILE_WIDTH
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// by MIN_TILE_HEIGHT pixels.
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RenderTile<<<dim3(num_groups_x,num_groups_y), 128>>>(num_groups_x, num_groups_y,
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inputHeaderPtr, inputDataPtr, visualizeLightCount,
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framebuffer_r, framebuffer_g, framebuffer_b);
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}
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