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@keptsecret after you merge master again, you'll probably have the UI mess up and show changed from the merge commit, so close and reopen again

karimsayedre and others added 27 commits November 13, 2025 15:04
# Conflicts:
#	31_HLSLPathTracer/app_resources/hlsl/common.hlsl
#	31_HLSLPathTracer/app_resources/hlsl/render.comp.hlsl
#	31_HLSLPathTracer/app_resources/hlsl/render_common.hlsl
#	31_HLSLPathTracer/app_resources/hlsl/render_rwmc_common.hlsl
#	31_HLSLPathTracer/app_resources/hlsl/scene.hlsl
#	31_HLSLPathTracer/main.cpp
…lights

# Conflicts:
#	31_HLSLPathTracer/app_resources/hlsl/render.comp.hlsl
#	31_HLSLPathTracer/app_resources/hlsl/scene.hlsl
#	31_HLSLPathTracer/main.cpp
Comment on lines 164 to 167
for (uint32_t virtualThreadBase = glsl::gl_WorkGroupID().x * WorkgroupSize; virtualThreadBase < 1920*1080; virtualThreadBase += glsl::gl_NumWorkGroups().x * WorkgroupSize) // not sure why 1280*720 doesn't cover draw surface
{
virtualThreadIndex = virtualThreadBase + glsl::gl_LocalInvocationIndex().x;
const int32_t2 coords = (int32_t2)math::Morton<uint32_t>::decode2d(virtualThreadIndex);
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you must have a bug here, check whether the image you store to is 720p and not 1080p, you should be querying the size from the image.

my hunch here is that you've messed up the math::Morton<uint32_t>::decode2d and you're computing the same pixel multiple times

btw you can use Morton only locally within a workgroup to translate the 64 workgroup invocations int a 8,8 offset.

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5 participants