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Remove utilities function SetMatrixCS, SetMatrixArrayCS, SetVectorArrayCS and replace by correct API call

/RenderPassXR_Sandbox
sebastienlagarde 8 年前
当前提交
801b76ed
共有 5 个文件被更改,包括 33 次插入108 次删除
  1. 62
      Assets/ScriptableRenderPipeline/Fptl/FptlLighting.cs
  2. 18
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  3. 18
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  4. 41
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs
  5. 2
      ProjectSettings/ProjectVersion.txt

62
Assets/ScriptableRenderPipeline/Fptl/FptlLighting.cs


var invProjscr = projscr.inverse;
cmd.SetComputeIntParam(deferredComputeShader, "g_iNrVisibLights", numLights);
SetMatrixCS(cmd, deferredComputeShader, "g_mScrProjection", projscr);
SetMatrixCS(cmd, deferredComputeShader, "g_mInvScrProjection", invProjscr);
SetMatrixCS(cmd, deferredComputeShader, "g_mViewToWorld", camera.cameraToWorldMatrix);
cmd.SetComputeMatrixParam(deferredComputeShader, "g_mScrProjection", projscr);
cmd.SetComputeMatrixParam(deferredComputeShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeMatrixParam(deferredComputeShader, "g_mViewToWorld", camera.cameraToWorldMatrix);
if (bUseClusteredForDeferred)

cmd.SetComputeBufferParam(deferredComputeShader, kernel, "g_dirLightData", s_DirLightList);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, "uavOutput", new RenderTargetIdentifier(s_CameraTarget));
SetMatrixArrayCS(cmd, deferredComputeShader, "g_matWorldToShadow", m_MatWorldToShadow);
SetVectorArrayCS(cmd, deferredComputeShader, "g_vDirShadowSplitSpheres", m_DirShadowSplitSpheres);
cmd.SetComputeMatrixArrayParam(deferredComputeShader, "g_matWorldToShadow", m_MatWorldToShadow);
cmd.SetComputeVectorArrayParam(deferredComputeShader, "g_vDirShadowSplitSpheres", m_DirShadowSplitSpheres);
cmd.SetComputeVectorParam(deferredComputeShader, "g_vShadow3x3PCFTerms0", m_Shadow3X3PCFTerms[0]);
cmd.SetComputeVectorParam(deferredComputeShader, "g_vShadow3x3PCFTerms1", m_Shadow3X3PCFTerms[1]);
cmd.SetComputeVectorParam(deferredComputeShader, "g_vShadow3x3PCFTerms2", m_Shadow3X3PCFTerms[2]);

loop.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
private static void SetMatrixCS(CommandBuffer cmd, ComputeShader shadercs, string name, Matrix4x4 mat)
{
var data = new float[16];
for (int c = 0; c < 4; c++)
for (int r = 0; r < 4; r++)
data[4 * c + r] = mat[r, c];
cmd.SetComputeFloatParams(shadercs, name, data);
}
private static void SetMatrixArrayCS(CommandBuffer cmd, ComputeShader shadercs, string name, Matrix4x4[] matArray)
{
int numMatrices = matArray.Length;
var data = new float[numMatrices * 16];
for (int n = 0; n < numMatrices; n++)
for (int c = 0; c < 4; c++)
for (int r = 0; r < 4; r++)
data[16 * n + 4 * c + r] = matArray[n][r, c];
cmd.SetComputeFloatParams(shadercs, name, data);
}
private static void SetVectorArrayCS(CommandBuffer cmd, ComputeShader shadercs, string name, Vector4[] vecArray)
{
int numVectors = vecArray.Length;
var data = new float[numVectors * 4];
for (int n = 0; n < numVectors; n++)
for (int i = 0; i < 4; i++)
data[4 * n + i] = vecArray[n][i];
cmd.SetComputeFloatParams(shadercs, name, data);
}
static Matrix4x4 GetFlipMatrix()

cmd.DispatchCompute(buildPerVoxelLightListShader, s_ClearVoxelAtomicKernel, 1, 1, 1);
cmd.SetComputeIntParam(buildPerVoxelLightListShader, "g_iNrVisibLights", numLights);
SetMatrixCS(cmd, buildPerVoxelLightListShader, "g_mScrProjection", projscr);
SetMatrixCS(cmd, buildPerVoxelLightListShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeMatrixParam(buildPerVoxelLightListShader, "g_mScrProjection", projscr);
cmd.SetComputeMatrixParam(buildPerVoxelLightListShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeIntParam(buildPerVoxelLightListShader, "g_iLog2NumClusters", k_Log2NumClusters);

var invProjh = projh.inverse;
cmd.SetComputeIntParam(buildScreenAABBShader, "g_iNrVisibLights", numLights);
SetMatrixCS(cmd, buildScreenAABBShader, "g_mProjection", projh);
SetMatrixCS(cmd, buildScreenAABBShader, "g_mInvProjection", invProjh);
cmd.SetComputeMatrixParam(buildScreenAABBShader, "g_mProjection", projh);
cmd.SetComputeMatrixParam(buildScreenAABBShader, "g_mInvProjection", invProjh);
cmd.SetComputeBufferParam(buildScreenAABBShader, s_GenAABBKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer);
cmd.DispatchCompute(buildScreenAABBShader, s_GenAABBKernel, (numLights + 7) / 8, 1, 1);
}

{
cmd.SetComputeIntParams(buildPerBigTileLightListShader, "g_viDimensions", new int[2] { w, h });
cmd.SetComputeIntParam(buildPerBigTileLightListShader, "g_iNrVisibLights", numLights);
SetMatrixCS(cmd, buildPerBigTileLightListShader, "g_mScrProjection", projscr);
SetMatrixCS(cmd, buildPerBigTileLightListShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeMatrixParam(buildPerBigTileLightListShader, "g_mScrProjection", projscr);
cmd.SetComputeMatrixParam(buildPerBigTileLightListShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeFloatParam(buildPerBigTileLightListShader, "g_fNearPlane", camera.nearClipPlane);
cmd.SetComputeFloatParam(buildPerBigTileLightListShader, "g_fFarPlane", camera.farClipPlane);
cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, "g_vLightList", s_BigTileLightList);

{
cmd.SetComputeIntParams(buildPerTileLightListShader, "g_viDimensions", new int[2] { w, h });
cmd.SetComputeIntParam(buildPerTileLightListShader, "g_iNrVisibLights", numLights);
SetMatrixCS(cmd, buildPerTileLightListShader, "g_mScrProjection", projscr);
SetMatrixCS(cmd, buildPerTileLightListShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeMatrixParam(buildPerTileLightListShader, "g_mScrProjection", projscr);
cmd.SetComputeMatrixParam(buildPerTileLightListShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeTextureParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_depth_tex", new RenderTargetIdentifier(s_CameraDepthTexture));
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_vLightList", s_LightList);
if (enableBigTilePrepass) cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_vBigTileLightList", s_BigTileLightList);

18
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


public void SetupComputeShader(ComputeShader cs, CommandBuffer cmd)
{
Utilities.SetMatrixCS(cmd, cs, "_ViewMatrix", viewMatrix);
Utilities.SetMatrixCS(cmd, cs, "_InvViewMatrix", viewMatrix.inverse);
Utilities.SetMatrixCS(cmd, cs, "_ProjMatrix", projMatrix);
Utilities.SetMatrixCS(cmd, cs, "_InvProjMatrix", projMatrix.inverse);
Utilities.SetMatrixCS(cmd, cs, "_ViewProjMatrix", viewProjMatrix);
Utilities.SetMatrixCS(cmd, cs, "_InvViewProjMatrix", viewProjMatrix.inverse);
cmd.SetComputeVectorParam( cs, "_InvProjParam", invProjParam);
cmd.SetComputeVectorParam( cs, "_ScreenSize", screenSize);
Utilities.SetMatrixCS(cmd, cs, "_PrevViewProjMatrix", prevViewProjMatrix);
cmd.SetComputeMatrixParam(cs, "_ViewMatrix", viewMatrix);
cmd.SetComputeMatrixParam(cs, "_InvViewMatrix", viewMatrix.inverse);
cmd.SetComputeMatrixParam(cs, "_ProjMatrix", projMatrix);
cmd.SetComputeMatrixParam(cs, "_InvProjMatrix", projMatrix.inverse);
cmd.SetComputeMatrixParam(cs, "_ViewProjMatrix", viewProjMatrix);
cmd.SetComputeMatrixParam(cs, "_InvViewProjMatrix", viewProjMatrix.inverse);
cmd.SetComputeVectorParam(cs, "_InvProjParam", invProjParam);
cmd.SetComputeVectorParam(cs, "_ScreenSize", screenSize);
cmd.SetComputeMatrixParam(cs, "_PrevViewProjMatrix", prevViewProjMatrix);
}
}

18
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


cmd.SetComputeIntParam(buildPerVoxelLightListShader, "_EnvLightIndexShift", m_lightList.lights.Count);
cmd.SetComputeIntParam(buildPerVoxelLightListShader, "g_iNrVisibLights", m_lightCount);
Utilities.SetMatrixCS(cmd, buildPerVoxelLightListShader, "g_mScrProjection", projscr);
Utilities.SetMatrixCS(cmd, buildPerVoxelLightListShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeMatrixParam(buildPerVoxelLightListShader, "g_mScrProjection", projscr);
cmd.SetComputeMatrixParam(buildPerVoxelLightListShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeIntParam(buildPerVoxelLightListShader, "g_iLog2NumClusters", k_Log2NumClusters);

cmd.SetComputeIntParam(buildScreenAABBShader, "g_iNrVisibLights", m_lightCount);
cmd.SetComputeBufferParam(buildScreenAABBShader, s_GenAABBKernel, "g_data", s_ConvexBoundsBuffer);
Utilities.SetMatrixCS(cmd, buildScreenAABBShader, "g_mProjection", projh);
Utilities.SetMatrixCS(cmd, buildScreenAABBShader, "g_mInvProjection", invProjh);
cmd.SetComputeMatrixParam(buildScreenAABBShader, "g_mProjection", projh);
cmd.SetComputeMatrixParam(buildScreenAABBShader, "g_mInvProjection", invProjh);
cmd.SetComputeBufferParam(buildScreenAABBShader, s_GenAABBKernel, "g_vBoundsBuffer", s_AABBBoundsBuffer);
cmd.DispatchCompute(buildScreenAABBShader, s_GenAABBKernel, (m_lightCount + 7) / 8, 1, 1);
}

cmd.SetComputeIntParams(buildPerBigTileLightListShader, "g_viDimensions", w, h);
cmd.SetComputeIntParam(buildPerBigTileLightListShader, "_EnvLightIndexShift", m_lightList.lights.Count);
cmd.SetComputeIntParam(buildPerBigTileLightListShader, "g_iNrVisibLights", m_lightCount);
Utilities.SetMatrixCS(cmd, buildPerBigTileLightListShader, "g_mScrProjection", projscr);
Utilities.SetMatrixCS(cmd, buildPerBigTileLightListShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeMatrixParam(buildPerBigTileLightListShader, "g_mScrProjection", projscr);
cmd.SetComputeMatrixParam(buildPerBigTileLightListShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeFloatParam(buildPerBigTileLightListShader, "g_fNearPlane", camera.nearClipPlane);
cmd.SetComputeFloatParam(buildPerBigTileLightListShader, "g_fFarPlane", camera.farClipPlane);
cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, "g_vLightList", s_BigTileLightList);

cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "_LightVolumeData", s_LightVolumeDataBuffer);
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_data", s_ConvexBoundsBuffer);
Utilities.SetMatrixCS(cmd, buildPerTileLightListShader, "g_mScrProjection", projscr);
Utilities.SetMatrixCS(cmd, buildPerTileLightListShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeMatrixParam(buildPerTileLightListShader, "g_mScrProjection", projscr);
cmd.SetComputeMatrixParam(buildPerTileLightListShader, "g_mInvScrProjection", invProjscr);
cmd.SetComputeTextureParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_depth_tex", cameraDepthBufferRT);
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, "g_vLightList", s_LightList);
if (m_TileSettings.enableBigTilePrepass)

hdCamera.SetupComputeShader(shadeOpaqueShader, cmd);
Utilities.SetMatrixCS(cmd, shadeOpaqueShader, "g_mInvScrProjection", Shader.GetGlobalMatrix("g_mInvScrProjection"));
cmd.SetComputeMatrixParam(shadeOpaqueShader, "g_mInvScrProjection", Shader.GetGlobalMatrix("g_mInvScrProjection"));
cmd.SetComputeIntParam(shadeOpaqueShader, "_UseTileLightList", Shader.GetGlobalInt("_UseTileLightList"));
cmd.SetComputeVectorParam(shadeOpaqueShader, "_Time", Shader.GetGlobalVector("_Time"));

41
Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs


name = _name;
cmd.BeginSample(name);
}
public void Dispose()
{
Dispose(true);

var gpuVP = gpuProj * worldToViewMatrix * Matrix4x4.Scale(new Vector3(1.0f, 1.0f, -1.0f)); // Need to scale -1.0 on Z to match what is being done in the camera.wolrdToCameraMatrix API.
return gpuVP;
}
// TEMP: These functions should be implemented C++ side, for now do it in C#
static List<float> m_FloatListdata = new List<float>();
public static void SetMatrixCS(CommandBuffer cmd, ComputeShader shadercs, string name, Matrix4x4 mat)
{
m_FloatListdata.Clear();
for (int c = 0; c < 4; c++)
for (int r = 0; r < 4; r++)
m_FloatListdata.Add(mat[r, c]);
cmd.SetComputeFloatParams(shadercs, name, m_FloatListdata);
}
public static void SetMatrixArrayCS(CommandBuffer cmd, ComputeShader shadercs, string name, Matrix4x4[] matArray)
{
int numMatrices = matArray.Length;
m_FloatListdata.Clear();
for (int n = 0; n < numMatrices; n++)
for (int c = 0; c < 4; c++)
for (int r = 0; r < 4; r++)
m_FloatListdata.Add(matArray[n][r, c]);
cmd.SetComputeFloatParams(shadercs, name, m_FloatListdata);
}
public static void SetVectorArrayCS(CommandBuffer cmd, ComputeShader shadercs, string name, Vector4[] vecArray)
{
int numVectors = vecArray.Length;
m_FloatListdata.Clear();
for (int n = 0; n < numVectors; n++)
for (int i = 0; i < 4; i++)
m_FloatListdata.Add(vecArray[n][i]);
cmd.SetComputeFloatParams(shadercs, name, m_FloatListdata);
}
public static void SetKeyword(Material m, string keyword, bool state)

2
ProjectSettings/ProjectVersion.txt


m_EditorVersion: 2017.2.0b1
m_EditorVersion: 2017.3.0a1
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