Class LightTilesOverlay
Namespace: ValveResourceFormat.Renderer
Assembly: Renderer.dll
Fullscreen overlay for the LightTiles and EnvmapTiles render modes, reading the tile masks directly rather than through the per fragment heat map.
public class LightTilesOverlayInheritance
Remarks
The heat map only colours shaded fragments, so it shows the grid folded onto geometry, and under subgroup ops it reports the subgroup's union rather than the tile's own list. This covers the whole screen and ignores the depth bin, which makes it ground truth for what the producer marked.
Constructors
LightTilesOverlay(RendererContext)
Fullscreen overlay for the LightTiles and EnvmapTiles render modes, reading the tile masks directly rather than through the per fragment heat map.
public LightTilesOverlay(RendererContext rendererContext)Parameters
rendererContext RendererContext
Remarks
The heat map only colours shaded fragments, so it shows the grid folded onto geometry, and under subgroup ops it reports the subgroup's union rather than the tile's own list. This covers the whole screen and ignores the depth bin, which makes it ground truth for what the producer marked.
Fields
Alpha
Blend weight the overlay is drawn with, low enough to read the scene underneath.
public const float Alpha = 0.2Field Value
Methods
BatchFor(int)
Returns which batch renderMode asks for. Looked up rather than cached: render mode ids are assigned while shaders are parsed, which can happen after this type loads.
public static LightTilesOverlay.Batch BatchFor(int renderMode)Parameters
renderMode int
The active render mode's shader id.
Returns
Render(StorageBuffer?, uint, uint)
Draws the overlay over whatever is already in the bound framebuffer.
public void Render(StorageBuffer? cullBits, uint tileBase, uint words)Parameters
cullBits StorageBuffer?
The cull bits buffer, or null when culling is off.
tileBase uint
First word of the batch's tile region.
words uint
Mask words per tile. Zero draws nothing.

