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[BC6H] Added BC6H compression

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Frédéric Vauchelles 7 年前
当前提交
5a04f3fb
共有 8 个文件被更改,包括 419 次插入0 次删除
  1. 2
      ScriptableRenderPipeline/Core/ShaderLibrary/Fibonacci.hlsl
  2. 57
      ScriptableRenderPipeline/Core/ShaderLibrary/Sampling.hlsl
  3. 103
      ScriptableRenderPipeline/Core/BC6H.cs
  4. 13
      ScriptableRenderPipeline/Core/BC6H.cs.meta
  5. 48
      ScriptableRenderPipeline/Core/Resources/BC6H.compute
  6. 10
      ScriptableRenderPipeline/Core/Resources/BC6H.compute.meta
  7. 176
      ScriptableRenderPipeline/Core/ShaderLibrary/BC6H.hlsl
  8. 10
      ScriptableRenderPipeline/Core/ShaderLibrary/BC6H.hlsl.meta

2
ScriptableRenderPipeline/Core/ShaderLibrary/Fibonacci.hlsl


#ifndef UNITY_FIBONACCI_INCLUDED
#define UNITY_FIBONACCI_INCLUDED
#include "Common.hlsl"
// Computes a point using the Fibonacci sequence of length N.
// Input: Fib[N - 1], Fib[N - 2], and the index 'i' of the point.
// Ref: Efficient Quadrature Rules for Illumination Integrals

57
ScriptableRenderPipeline/Core/ShaderLibrary/Sampling.hlsl


return TransformGLtoDX(SphericalToCartesian(phi, cosTheta));
}
// Convert a texel position into normalized position [-1..1]x[-1..1]
float2 CubemapTexelToNVC(uint2 unPositionTS, uint cubemapSize)
{
return 2.0 * float2(unPositionTS) / float(max(cubemapSize - 1, 1)) - 1.0;
}
// Map cubemap face to world vector basis
static const float3 CUBEMAP_FACE_BASIS_MAPPING[6][3] =
{
//XPOS face
{
float3(0.0, 0.0, -1.0),
float3(0.0, -1.0, 0.0),
float3(1.0, 0.0, 0.0)
},
//XNEG face
{
float3(0.0, 0.0, 1.0),
float3(0.0, -1.0, 0.0),
float3(-1.0, 0.0, 0.0)
},
//YPOS face
{
float3(1.0, 0.0, 0.0),
float3(0.0, 0.0, 1.0),
float3(0.0, 1.0, 0.0)
},
//YNEG face
{
float3(1.0, 0.0, 0.0),
float3(0.0, 0.0, -1.0),
float3(0.0, -1.0, 0.0)
},
//ZPOS face
{
float3(1.0, 0.0, 0.0),
float3(0.0, -1.0, 0.0),
float3(0.0, 0.0, 1.0)
},
//ZNEG face
{
float3(-1.0, 0.0, 0.0),
float3(0.0, -1.0, 0.0),
float3(0.0, 0.0, -1.0)
}
};
// Convert a normalized cubemap face position into a direction
float3 CubemapTexelToDirection(float2 positionTS, uint faceId)
{
float3 dir = CUBEMAP_FACE_BASIS_MAPPING[faceId][0] * positionTS.x
+ CUBEMAP_FACE_BASIS_MAPPING[faceId][1] * positionTS.y
+ CUBEMAP_FACE_BASIS_MAPPING[faceId][2];
return normalize(dir);
}
//-----------------------------------------------------------------------------
// Sampling function
// Reference : http://www.cs.virginia.edu/~jdl/bib/globillum/mis/shirley96.pdf + PBRT

103
ScriptableRenderPipeline/Core/BC6H.cs


using UnityEngine.Assertions;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering
{
public class BC6H
{
public static BC6H DefaultInstance;
static readonly int _Source = Shader.PropertyToID("_Source");
static readonly int _Target = Shader.PropertyToID("_Target");
static readonly int _MipIndex = Shader.PropertyToID("_MipIndex");
static readonly int[] __Tmp_RT =
{
Shader.PropertyToID("__Tmp_RT0"),
Shader.PropertyToID("__Tmp_RT1"),
Shader.PropertyToID("__Tmp_RT2"),
Shader.PropertyToID("__Tmp_RT3"),
Shader.PropertyToID("__Tmp_RT4"),
Shader.PropertyToID("__Tmp_RT5"),
Shader.PropertyToID("__Tmp_RT6"),
Shader.PropertyToID("__Tmp_RT7"),
Shader.PropertyToID("__Tmp_RT8"),
Shader.PropertyToID("__Tmp_RT9"),
Shader.PropertyToID("__Tmp_RT10"),
Shader.PropertyToID("__Tmp_RT11"),
Shader.PropertyToID("__Tmp_RT12"),
Shader.PropertyToID("__Tmp_RT13")
};
readonly ComputeShader m_Shader;
readonly int m_KEncodeFastCubemapMip;
public BC6H(ComputeShader shader)
{
Assert.IsNotNull(shader);
m_Shader = shader;
m_KEncodeFastCubemapMip = m_Shader.FindKernel("KEncodeFastCubemapMip");
uint x, y, z;
m_Shader.GetKernelThreadGroupSizes(m_KEncodeFastCubemapMip, out x, out y, out z);
}
// Only use mode11 of BC6H encoding
public void EncodeFastCubemap(CommandBuffer cmb, RenderTargetIdentifier source, int sourceSize, RenderTargetIdentifier target, int fromMip, int toMip)
{
var maxMip = Mathf.Max(0, (int)(Mathf.Log(sourceSize) / Mathf.Log(2)) - 2);
fromMip = (int)Mathf.Clamp(fromMip, 0, maxMip);
toMip = (int)Mathf.Min(maxMip, Mathf.Max(toMip, fromMip));
// Convert TextureCube source to Texture2DArray
var d = new RenderTextureDescriptor
{
autoGenerateMips = false,
bindMS = false,
colorFormat = RenderTextureFormat.ARGBInt,
depthBufferBits = 0,
dimension = TextureDimension.Tex2DArray,
enableRandomWrite = true,
msaaSamples = 1,
volumeDepth = 6,
sRGB = false,
useMipMap = false,
};
cmb.SetComputeTextureParam(m_Shader, m_KEncodeFastCubemapMip, _Source, source);
for (var mip = fromMip; mip <= toMip; ++mip)
{
var size = (sourceSize >> mip) >> 2;
d.width = size;
d.height = size;
cmb.GetTemporaryRT(__Tmp_RT[mip], d);
}
for (var mip = fromMip; mip <= toMip; ++mip)
{
var size = (sourceSize >> mip) >> 2;
cmb.SetComputeTextureParam(m_Shader, m_KEncodeFastCubemapMip, _Target, __Tmp_RT[mip]);
cmb.SetComputeIntParam(m_Shader, _MipIndex, mip);
cmb.DispatchCompute(m_Shader, m_KEncodeFastCubemapMip, size, size, 6);
}
for (var mip = fromMip; mip <= toMip; ++mip)
{
for (var faceId = 0; faceId < 6; ++faceId)
cmb.CopyTexture(__Tmp_RT[mip], faceId, 0, target, faceId, mip);
}
for (var mip = fromMip; mip <= toMip; ++mip)
cmb.ReleaseTemporaryRT(__Tmp_RT[mip]);
}
}
public static class BC6HExtensions
{
public static void BC6HEncodeFastCubemap(this CommandBuffer cmb, RenderTargetIdentifier source, int sourceSize, RenderTargetIdentifier target, int fromMip, int toMip)
{
BC6H.DefaultInstance.EncodeFastCubemap(cmb, source, sourceSize, target, fromMip, toMip);
}
}
}

13
ScriptableRenderPipeline/Core/BC6H.cs.meta


fileFormatVersion: 2
guid: ef7e375d470b6404a9e355690703502b
timeCreated: 1507290672
licenseType: Pro
MonoImporter:
externalObjects: {}
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48
ScriptableRenderPipeline/Core/Resources/BC6H.compute


#include "../ShaderLibrary/BC6H.hlsl"
#include "../ShaderLibrary/Sampling.hlsl"
TextureCube<float4> _Source;
RWTexture2DArray<uint4> _Target;
int _MipIndex;
SamplerState s_point_clamp;
static const uint2 kOffsets[] =
{
uint2(0, 0), uint2(1, 0), uint2(2, 0), uint2(3, 0),
uint2(0, 1), uint2(1, 1), uint2(2, 1), uint2(3, 1),
uint2(0, 2), uint2(1, 2), uint2(2, 2), uint2(3, 2),
uint2(0, 3), uint2(1, 3), uint2(2, 3), uint2(3, 3),
};
#pragma kernel KEncodeFastCubemapMip
[numthreads(1, 1, 1)]
void KEncodeFastCubemapMip(uint3 groupId : SV_GroupID, uint3 groupThreadId : SV_GroupThreadID, uint3 dispatchThreadId : SV_DispatchThreadID)
{
uint width = 0;
uint height = 0;
_Source.GetDimensions(width, height);
int size = width >> _MipIndex;
// Load 4x4 pixel block
float3 texels[16];
uint2 topLeftSourceID = dispatchThreadId.xy << 2;
uint faceId = dispatchThreadId.z;
float2 nvc;
float3 dir;
for (uint i = 0u; i < 16; ++i)
{
nvc = CubemapTexelToNVC(topLeftSourceID + kOffsets[i], size);
dir = CubemapTexelToDirection(nvc, faceId);
texels[i] = _Source.SampleLevel(s_point_clamp, dir, _MipIndex).rgb;
}
uint4 block = uint4(0, 0, 0, 0);
float blockMSLE = 0;
EncodeMode11(block, blockMSLE, texels);
_Target[dispatchThreadId] = block;
}

10
ScriptableRenderPipeline/Core/Resources/BC6H.compute.meta


fileFormatVersion: 2
guid: b69b95b3420fd904e8530b79f665a1f8
timeCreated: 1507123133
licenseType: Pro
ComputeShaderImporter:
externalObjects: {}
currentAPIMask: 4
userData:
assetBundleName:
assetBundleVariant:

176
ScriptableRenderPipeline/Core/ShaderLibrary/BC6H.hlsl


// Ref: https://github.com/knarkowicz/GPURealTimeBC6H/blob/master/bin/compress.hlsl
// Doc: https://msdn.microsoft.com/en-us/library/windows/desktop/hh308952(v=vs.85).aspx
#include "Common.hlsl"
// Measure compression error
float CalcMSLE(float3 a, float3 b)
{
float3 err = log2(( b + 1.0f) / (a + 1.0f ));
err = err * err;
return err.x + err.y + err.z;
}
// Quantification Helpers
float3 Quantize7(float3 x)
{
return (f32tof16(x) * 128.0f) / (0x7bff + 1.0f);
}
float3 Quantize9(float3 x)
{
return (f32tof16(x) * 512.0f) / (0x7bff + 1.0f);
}
float3 Quantize10(float3 x)
{
return (f32tof16(x) * 1024.0f) / (0x7bff + 1.0f);
}
float3 Unquantize7(float3 x)
{
return (x * 65536.0f + 0x8000) / 128.0f;
}
float3 Unquantize9(float3 x)
{
return (x * 65536.0f + 0x8000) / 512.0f;
}
float3 Unquantize10(float3 x)
{
return (x * 65536.0f + 0x8000) / 1024.0f;
}
// BC6H Helpers
// Compute index of a texel projected against endpoints
uint ComputeIndex3( float texelPos, float endPoint0Pos, float endPoint1Pos )
{
float r = ( texelPos - endPoint0Pos ) / ( endPoint1Pos - endPoint0Pos );
return (uint) clamp( r * 6.98182f + 0.00909f + 0.5f, 0.0f, 7.0f );
}
uint ComputeIndex4( float texelPos, float endPoint0Pos, float endPoint1Pos )
{
float r = ( texelPos - endPoint0Pos ) / ( endPoint1Pos - endPoint0Pos );
return (uint) clamp( r * 14.93333f + 0.03333f + 0.5f, 0.0f, 15.0f );
}
void SignExtend( inout float3 v1, uint mask, uint signFlag )
{
int3 v = (int3) v1;
v.x = ( v.x & mask ) | ( v.x < 0 ? signFlag : 0 );
v.y = ( v.y & mask ) | ( v.y < 0 ? signFlag : 0 );
v.z = ( v.z & mask ) | ( v.z < 0 ? signFlag : 0 );
v1 = v;
}
// 2nd step for unquantize
float3 FinishUnquantize( float3 endpoint0Unq, float3 endpoint1Unq, float weight )
{
float3 comp = ( endpoint0Unq * ( 64.0f - weight ) + endpoint1Unq * weight + 32.0f ) * ( 31.0f / 4096.0f );
return f16tof32( uint3( comp ) );
}
// BC6H Modes
void EncodeMode11( inout uint4 block, inout float blockMSLE, float3 texels[ 16 ] )
{
// compute endpoints (min/max RGB bbox)
float3 blockMin = texels[ 0 ];
float3 blockMax = texels[ 0 ];
for ( uint i = 1; i < 16; ++i )
{
blockMin = min( blockMin, texels[ i ] );
blockMax = max( blockMax, texels[ i ] );
}
// refine endpoints in log2 RGB space
float3 refinedBlockMin = blockMax;
float3 refinedBlockMax = blockMin;
for (i = 0; i < 16; ++i )
{
refinedBlockMin = min( refinedBlockMin, texels[ i ] == blockMin ? refinedBlockMin : texels[ i ] );
refinedBlockMax = max( refinedBlockMax, texels[ i ] == blockMax ? refinedBlockMax : texels[ i ] );
}
float3 logBlockMax = log2( blockMax + 1.0f );
float3 logBlockMin = log2( blockMin + 1.0f );
float3 logRefinedBlockMax = log2( refinedBlockMax + 1.0f );
float3 logRefinedBlockMin = log2( refinedBlockMin + 1.0f );
float3 logBlockMaxExt = ( logBlockMax - logBlockMin ) * ( 1.0f / 32.0f );
logBlockMin += min( logRefinedBlockMin - logBlockMin, logBlockMaxExt );
logBlockMax -= min( logBlockMax - logRefinedBlockMax, logBlockMaxExt );
blockMin = exp2( logBlockMin ) - 1.0f;
blockMax = exp2( logBlockMax ) - 1.0f;
float3 blockDir = blockMax - blockMin;
blockDir = blockDir / ( blockDir.x + blockDir.y + blockDir.z );
float3 endpoint0 = Quantize10( blockMin );
float3 endpoint1 = Quantize10( blockMax );
float endPoint0Pos = f32tof16( dot( blockMin, blockDir ) );
float endPoint1Pos = f32tof16( dot( blockMax, blockDir ) );
// check if endpoint swap is required
float fixupTexelPos = f32tof16( dot( texels[ 0 ], blockDir ) );
uint fixupIndex = ComputeIndex4( fixupTexelPos, endPoint0Pos, endPoint1Pos );
if ( fixupIndex > 7 )
{
Swap( endPoint0Pos, endPoint1Pos );
Swap( endpoint0, endpoint1 );
}
// compute indices
uint indices[ 16 ] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
for (i = 0; i < 16; ++i )
{
float texelPos = f32tof16( dot( texels[ i ], blockDir ) );
indices[ i ] = ComputeIndex4( texelPos, endPoint0Pos, endPoint1Pos );
}
// compute compression error (MSLE)
float3 endpoint0Unq = Unquantize10( endpoint0 );
float3 endpoint1Unq = Unquantize10( endpoint1 );
float msle = 0.0f;
for (i = 0; i < 16; ++i )
{
float weight = floor( ( indices[ i ] * 64.0f ) / 15.0f + 0.5f );
float3 texelUnc = FinishUnquantize( endpoint0Unq, endpoint1Unq, weight );
msle += CalcMSLE( texels[ i ], texelUnc );
}
// encode block for mode 11
blockMSLE = msle;
block.x = 0x03;
// endpoints
block.x |= (uint) endpoint0.x << 5;
block.x |= (uint) endpoint0.y << 15;
block.x |= (uint) endpoint0.z << 25;
block.y |= (uint) endpoint0.z >> 7;
block.y |= (uint) endpoint1.x << 3;
block.y |= (uint) endpoint1.y << 13;
block.y |= (uint) endpoint1.z << 23;
block.z |= (uint) endpoint1.z >> 9;
// indices
block.z |= indices[ 0 ] << 1;
block.z |= indices[ 1 ] << 4;
block.z |= indices[ 2 ] << 8;
block.z |= indices[ 3 ] << 12;
block.z |= indices[ 4 ] << 16;
block.z |= indices[ 5 ] << 20;
block.z |= indices[ 6 ] << 24;
block.z |= indices[ 7 ] << 28;
block.w |= indices[ 8 ] << 0;
block.w |= indices[ 9 ] << 4;
block.w |= indices[ 10 ] << 8;
block.w |= indices[ 11 ] << 12;
block.w |= indices[ 12 ] << 16;
block.w |= indices[ 13 ] << 20;
block.w |= indices[ 14 ] << 24;
block.w |= indices[ 15 ] << 28;
}

10
ScriptableRenderPipeline/Core/ShaderLibrary/BC6H.hlsl.meta


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