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HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..)
HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..)
- Only build light list, not light application for now - untested, crash when big tile are enabled/main
Sebastien Lagarde
8 年前
当前提交
882368f7
共有 16 个文件被更改,包括 1278 次插入 和 277 次删除
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2Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset.meta
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120Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
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2Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs
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2Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePass.cs
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10Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild.compute
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413Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.cs
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21Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.cs.hlsl
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90Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/ClusteredUtils.hlsl
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9Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/ClusteredUtils.hlsl.meta
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267Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute
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9Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute.meta
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553Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild-clustered.compute
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9Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild-clustered.compute.meta
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30Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/ShaderBase.hlsl
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9Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/ShaderBase.hlsl.meta
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9Assets/ScriptableRenderLoop/HDRenderLoop/Shaders.meta
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fileFormatVersion: 2 |
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guid: 2400b74f5ce370c4481e5dc417d03703 |
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timeCreated: 1479395301 |
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timeCreated: 1479691644 |
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licenseType: Pro |
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NativeFormatImporter: |
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userData: |
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#ifndef __CLUSTEREDUTILS_H__ |
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#define __CLUSTEREDUTILS_H__ |
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#ifndef FLT_EPSILON |
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#define FLT_EPSILON 1.192092896e-07f |
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#endif |
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float GetScaleFromBase(float base) |
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{ |
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const float C = (float)(1 << g_iLog2NumClusters); |
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const float geomSeries = (1.0 - pow(base, C)) / (1 - base); // geometric series: sum_k=0^{C-1} base^k |
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return geomSeries / (g_fFarPlane - g_fNearPlane); |
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} |
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int SnapToClusterIdxFlex(float z_in, float suggestedBase, bool logBasePerTile) |
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{ |
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#if USE_LEFTHAND_CAMERASPACE |
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float z = z_in; |
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#else |
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float z = -z_in; |
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#endif |
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float userscale = g_fClustScale; |
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if (logBasePerTile) |
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userscale = GetScaleFromBase(suggestedBase); |
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// using the inverse of the geometric series |
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const float dist = max(0, z - g_fNearPlane); |
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return (int)clamp(log2(dist * userscale * (suggestedBase - 1.0f) + 1) / log2(suggestedBase), 0.0, (float)((1 << g_iLog2NumClusters) - 1)); |
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} |
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int SnapToClusterIdx(float z_in, float suggestedBase) |
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{ |
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#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE |
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bool logBasePerTile = true; // resolved compile time |
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#else |
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bool logBasePerTile = false; |
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#endif |
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return SnapToClusterIdxFlex(z_in, suggestedBase, logBasePerTile); |
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} |
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float ClusterIdxToZFlex(int k, float suggestedBase, bool logBasePerTile) |
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{ |
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float res; |
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float userscale = g_fClustScale; |
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if (logBasePerTile) |
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userscale = GetScaleFromBase(suggestedBase); |
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float dist = (pow(suggestedBase, (float)k) - 1.0) / (userscale * (suggestedBase - 1.0f)); |
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res = dist + g_fNearPlane; |
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#if USE_LEFTHAND_CAMERASPACE |
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return res; |
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#else |
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return -res; |
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#endif |
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} |
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float ClusterIdxToZ(int k, float suggestedBase) |
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{ |
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#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE |
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bool logBasePerTile = true; // resolved compile time |
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#else |
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bool logBasePerTile = false; |
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#endif |
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return ClusterIdxToZFlex(k, suggestedBase, logBasePerTile); |
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} |
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// generate a log-base value such that half of the clusters are consumed from near plane to max. opaque depth of tile. |
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float SuggestLogBase50(float tileFarPlane) |
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{ |
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const float C = (float)(1 << g_iLog2NumClusters); |
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float normDist = clamp((tileFarPlane - g_fNearPlane) / (g_fFarPlane - g_fNearPlane), FLT_EPSILON, 1.0); |
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float suggested_base = pow((1.0 + sqrt(max(0.0, 1.0 - 4.0 * normDist * (1.0 - normDist)))) / (2.0 * normDist), 2.0 / C); // |
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return max(g_fClustBase, suggested_base); |
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} |
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// generate a log-base value such that (approximately) a quarter of the clusters are consumed from near plane to max. opaque depth of tile. |
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float SuggestLogBase25(float tileFarPlane) |
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{ |
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const float C = (float)(1 << g_iLog2NumClusters); |
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float normDist = clamp((tileFarPlane - g_fNearPlane) / (g_fFarPlane - g_fNearPlane), FLT_EPSILON, 1.0); |
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float suggested_base = pow((1 / 2.3) * max(0.0, (0.8 / normDist) - 1), 4.0 / (C * 2)); // approximate inverse of d*x^4 + (-x) + (1-d) = 0 - d is normalized distance |
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return max(g_fClustBase, suggested_base); |
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} |
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#endif |
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fileFormatVersion: 2 |
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guid: 54f8006db9236c148af831b7fcaadc0c |
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timeCreated: 1479691314 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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#pragma kernel BigTileLightListGen |
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#include "../TilePass.cs.hlsl" |
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#include "../LightingConvexHullUtils.hlsl" |
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#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) |
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#include "../SortingComputeUtils.hlsl" |
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#endif |
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#define EXACT_EDGE_TESTS |
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#define PERFORM_SPHERICAL_INTERSECTION_TESTS |
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#define MAX_NR_BIGTILE_LIGHTS (MAX_NR_BIGTILE_LIGHTS_PLUSONE-1) |
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uniform int g_iNrVisibLights; |
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uniform uint2 g_viDimensions; |
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uniform float4x4 g_mInvScrProjection; |
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uniform float4x4 g_mScrProjection; |
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uniform float g_fNearPlane; |
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uniform float g_fFarPlane; |
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StructuredBuffer<float3> g_vBoundsBuffer : register( t1 ); |
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StructuredBuffer<SFiniteLightData> g_vLightData : register( t2 ); |
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StructuredBuffer<SFiniteLightBound> g_data : register( t3 ); |
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#define NR_THREADS 64 |
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// output buffer |
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RWBuffer<uint> g_vLightList : register( u0 ); |
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// 2kB (room for roughly 30 wavefronts) |
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groupshared unsigned int lightsListLDS[MAX_NR_BIGTILE_LIGHTS_PLUSONE]; |
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groupshared uint lightOffs; |
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float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far |
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{ |
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float3 vP = float3(0.0f,0.0f,zDptBufSpace); |
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float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0)); |
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return v4Pres.z / v4Pres.w; |
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} |
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float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth) |
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{ |
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float fSx = g_mScrProjection[0].x; |
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float fCx = g_mScrProjection[0].z; |
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float fSy = g_mScrProjection[1].y; |
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float fCy = g_mScrProjection[1].z; |
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#if USE_LEFTHAND_CAMERASPACE |
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return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 ); |
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#else |
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return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 ); |
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#endif |
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} |
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float GetOnePixDiagWorldDistAtDepthOne() |
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{ |
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float fSx = g_mScrProjection[0].x; |
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float fSy = g_mScrProjection[1].y; |
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return length( float2(1.0/fSx,1.0/fSy) ); |
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} |
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#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS |
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void SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate); |
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#endif |
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#ifdef EXACT_EDGE_TESTS |
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void CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR); |
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#endif |
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[numthreads(NR_THREADS, 1, 1)] |
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void BigTileLightListGen(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) |
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{ |
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uint2 tileIDX = u3GroupID.xy; |
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uint t=threadID; |
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uint iWidth = g_viDimensions.x; |
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uint iHeight = g_viDimensions.y; |
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uint nrBigTilesX = (iWidth+63)/64; |
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uint nrBigTilesY = (iHeight+63)/64; |
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if(t==0) lightOffs = 0; |
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#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) |
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GroupMemoryBarrierWithGroupSync(); |
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#endif |
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uint2 viTilLL = 64*tileIDX; |
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uint2 viTilUR = min( viTilLL+uint2(64,64), uint2(iWidth, iHeight) ); // not width and height minus 1 since viTilUR represents the end of the tile corner. |
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float2 vTileLL = float2(viTilLL.x/(float) iWidth, viTilLL.y/(float) iHeight); |
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float2 vTileUR = float2(viTilUR.x/(float) iWidth, viTilUR.y/(float) iHeight); |
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// build coarse list using AABB |
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for(int l=(int) t; l<(int) g_iNrVisibLights; l += NR_THREADS) |
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{ |
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const float2 vMi = g_vBoundsBuffer[l].xy; |
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const float2 vMa = g_vBoundsBuffer[l+g_iNrVisibLights].xy; |
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if( all(vMa>vTileLL) && all(vMi<vTileUR)) |
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{ |
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unsigned int uInc = 1; |
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unsigned int uIndex; |
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InterlockedAdd(lightOffs, uInc, uIndex); |
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if(uIndex<MAX_NR_BIGTILE_LIGHTS) lightsListLDS[uIndex] = l; // add to light list |
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} |
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} |
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#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) |
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GroupMemoryBarrierWithGroupSync(); |
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#endif |
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int iNrCoarseLights = min(lightOffs,MAX_NR_BIGTILE_LIGHTS); |
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#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS |
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SphericalIntersectionTests( t, iNrCoarseLights, float2(min(viTilLL.xy+uint2(64/2,64/2), uint2(iWidth-1, iHeight-1))) ); |
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#endif |
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#ifdef EXACT_EDGE_TESTS |
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CullByExactEdgeTests(t, iNrCoarseLights, viTilLL.xy, viTilUR.xy); |
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#endif |
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// sort lights |
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SORTLIST(lightsListLDS, iNrCoarseLights, MAX_NR_BIGTILE_LIGHTS_PLUSONE, t, NR_THREADS); |
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lightOffs = 0; |
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GroupMemoryBarrierWithGroupSync(); |
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for(int i=t; i<iNrCoarseLights; i+=NR_THREADS) if(lightsListLDS[i]<g_iNrVisibLights) InterlockedAdd(lightOffs, 1); |
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GroupMemoryBarrierWithGroupSync(); |
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iNrCoarseLights = lightOffs; |
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int offs = tileIDX.y*nrBigTilesX + tileIDX.x; |
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for(int i=t; i<(iNrCoarseLights+1); i+=NR_THREADS) |
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g_vLightList[MAX_NR_BIGTILE_LIGHTS_PLUSONE*offs + i] = t==0 ? iNrCoarseLights : lightsListLDS[i-1]; |
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} |
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#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS |
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void SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate) |
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{ |
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#if USE_LEFTHAND_CAMERASPACE |
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float3 V = GetViewPosFromLinDepth( screenCoordinate, 1.0); |
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#else |
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float3 V = GetViewPosFromLinDepth( screenCoordinate, -1.0); |
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#endif |
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float onePixDiagDist = GetOnePixDiagWorldDistAtDepthOne(); |
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float halfTileSizeAtZDistOne = 32*onePixDiagDist; // scale by half a tile |
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for(int l=threadID; l<iNrCoarseLights; l+=NR_THREADS) |
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{ |
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SFiniteLightBound lgtDat = g_data[lightsListLDS[l]]; |
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if( !DoesSphereOverlapTile(V, halfTileSizeAtZDistOne, lgtDat.center.xyz, lgtDat.radius) ) |
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lightsListLDS[l]=0xffffffff; |
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} |
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#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) |
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GroupMemoryBarrierWithGroupSync(); |
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#endif |
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} |
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#endif |
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#ifdef EXACT_EDGE_TESTS |
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float3 GetTileVertex(uint2 viTilLL, uint2 viTilUR, int i, float fTileFarPlane) |
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{ |
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float x = (i&1)==0 ? viTilLL.x : viTilUR.x; |
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float y = (i&2)==0 ? viTilLL.y : viTilUR.y; |
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float z = (i&4)==0 ? g_fNearPlane : fTileFarPlane; |
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#if !USE_LEFTHAND_CAMERASPACE |
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z = -z; |
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#endif |
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return GetViewPosFromLinDepth( float2(x, y), z); |
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} |
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void GetFrustEdge(out float3 vP0, out float3 vE0, const int e0, uint2 viTilLL, uint2 viTilUR, float fTileFarPlane) |
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{ |
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int iSection = e0>>2; // section 0 is side edges, section 1 is near edges and section 2 is far edges |
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int iSwizzle = e0&0x3; |
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int i=iSwizzle + (2*(iSection&0x2)); // offset by 4 at section 2 |
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vP0 = GetTileVertex(uint2(viTilLL.x, viTilUR.y), uint2(viTilUR.x, viTilLL.y), i, fTileFarPlane); |
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vE0 = iSection==0 ? vP0 : (((iSwizzle&0x2)==0 ? 1.0f : (-1.0f))*((iSwizzle&0x1)==(iSwizzle>>1) ? float3(1,0,0) : float3(0,1,0))); |
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} |
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void CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR) |
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{ |
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const bool bOnlyNeedFrustumSideEdges = true; |
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const int nrFrustEdges = bOnlyNeedFrustumSideEdges ? 4 : 8; // max 8 since we never need to test 4 far edges of frustum since they are identical vectors to near edges and plane is placed at vP0 on light hull. |
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const int totNrEdgePairs = 12*nrFrustEdges; |
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for(int l=0; l<iNrCoarseLights; l++) |
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{ |
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const int idxCoarse = lightsListLDS[l]; |
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[branch]if(idxCoarse<(uint) g_iNrVisibLights && g_vLightData[idxCoarse].lightType!=SPHERE_LIGHT) // don't bother doing edge tests for sphere lights since these have camera aligned bboxes. |
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{ |
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SFiniteLightBound lgtDat = g_data[idxCoarse]; |
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const float3 boxX = lgtDat.boxAxisX.xyz; |
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const float3 boxY = lgtDat.boxAxisY.xyz; |
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const float3 boxZ = -lgtDat.boxAxisZ.xyz; // flip axis (so it points away from the light direction for a spot-light) |
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const float3 center = lgtDat.center.xyz; |
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const float2 scaleXY = lgtDat.scaleXY; |
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for(int i=threadID; i<totNrEdgePairs; i+=NR_THREADS) |
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{ |
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int e0 = (int) (((uint)i)/((uint) nrFrustEdges)); // should become a shift right |
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int e1 = i - e0*nrFrustEdges; |
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int idx_cur=0, idx_twin=0; |
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float3 vP0, vE0; |
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GetHullEdge(idx_cur, idx_twin, vP0, vE0, e0, boxX, boxY, boxZ, center, scaleXY); |
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float3 vP1, vE1; |
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GetFrustEdge(vP1, vE1, e1, viTilLL, viTilUR, g_fFarPlane); |
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// potential separation plane |
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float3 vN = cross(vE0, vE1); |
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int positive=0, negative=0; |
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for(int k=1; k<8; k++) // only need to test 7 verts (technically just 6). |
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{ |
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int j = (idx_cur+k)&0x7; |
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float3 vPh = GetHullVertex(boxX, boxY, boxZ, center, scaleXY, j); |
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float fSignDist = idx_twin==j ? 0.0 : dot(vN, vPh-vP0); |
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if(fSignDist>0) ++positive; else if(fSignDist<0) ++negative; |
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} |
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int resh = (positive>0 && negative>0) ? 0 : (positive>0 ? 1 : (negative>0 ? (-1) : 0)); |
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positive=0; negative=0; |
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for(int j=0; j<8; j++) |
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{ |
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float3 vPf = GetTileVertex(viTilLL, viTilUR, j, g_fFarPlane); |
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float fSignDist = dot(vN, vPf-vP0); |
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if(fSignDist>0) ++positive; else if(fSignDist<0) ++negative; |
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} |
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int resf = (positive>0 && negative>0) ? 0 : (positive>0 ? 1 : (negative>0 ? (-1) : 0)); |
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bool bFoundSepPlane = (resh*resf)<0; |
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if(bFoundSepPlane) lightsListLDS[l]=0xffffffff; |
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} |
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} |
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} |
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#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) |
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GroupMemoryBarrierWithGroupSync(); |
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#endif |
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} |
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#endif |
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fileFormatVersion: 2 |
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guid: 5ee1f9d6e09abe045b2f5e0b784b9072 |
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timeCreated: 1479689024 |
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licenseType: Pro |
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ComputeShaderImporter: |
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currentAPIMask: 4 |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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#pragma kernel TileLightListGen_NoDepthRT LIGHTLISTGEN=TileLightListGen_NoDepthRT |
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#pragma kernel TileLightListGen_DepthRT LIGHTLISTGEN=TileLightListGen_DepthRT ENABLE_DEPTH_TEXTURE_BACKPLANE |
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#pragma kernel TileLightListGen_DepthRT_MSAA LIGHTLISTGEN=TileLightListGen_DepthRT_MSAA ENABLE_DEPTH_TEXTURE_BACKPLANE MSAA_ENABLED |
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#pragma kernel TileLightListGen_NoDepthRT_SrcBigTile LIGHTLISTGEN=TileLightListGen_NoDepthRT_SrcBigTile USE_TWO_PASS_TILED_LIGHTING |
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#pragma kernel TileLightListGen_DepthRT_SrcBigTile LIGHTLISTGEN=TileLightListGen_DepthRT_SrcBigTile ENABLE_DEPTH_TEXTURE_BACKPLANE USE_TWO_PASS_TILED_LIGHTING |
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#pragma kernel TileLightListGen_DepthRT_MSAA_SrcBigTile LIGHTLISTGEN=TileLightListGen_DepthRT_MSAA_SrcBigTile ENABLE_DEPTH_TEXTURE_BACKPLANE MSAA_ENABLED USE_TWO_PASS_TILED_LIGHTING |
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#pragma kernel ClearAtomic |
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#include "../ShaderBase.hlsl" |
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#include "../TilePass.cs.hlsl" |
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#include "../LightingConvexHullUtils.hlsl" |
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#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) |
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#include "../SortingComputeUtils.hlsl" |
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#endif |
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//#define EXACT_EDGE_TESTS |
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#define PERFORM_SPHERICAL_INTERSECTION_TESTS |
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#define CONV_HULL_TEST_ENABLED |
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|
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uniform int g_iNrVisibLights; |
|||
uniform float4x4 g_mInvScrProjection; |
|||
uniform float4x4 g_mScrProjection; |
|||
|
|||
uniform float g_fClustScale; |
|||
uniform float g_fClustBase; |
|||
uniform float g_fNearPlane; |
|||
uniform float g_fFarPlane; |
|||
uniform int g_iLog2NumClusters; // numClusters = (1<<g_iLog2NumClusters) |
|||
|
|||
#include "../ClusteredUtils.hlsl" |
|||
|
|||
|
|||
#ifdef MSAA_ENABLED |
|||
Texture2DMS<float> g_depth_tex : register( t0 ); |
|||
#else |
|||
Texture2D g_depth_tex : register( t0 ); |
|||
#endif |
|||
StructuredBuffer<float3> g_vBoundsBuffer : register( t1 ); |
|||
StructuredBuffer<SFiniteLightData> g_vLightData : register( t2 ); |
|||
StructuredBuffer<SFiniteLightBound> g_data : register( t3 ); |
|||
|
|||
#ifdef USE_TWO_PASS_TILED_LIGHTING |
|||
Buffer<uint> g_vBigTileLightList : register( t4 ); |
|||
#endif |
|||
|
|||
|
|||
#define NR_THREADS 64 |
|||
|
|||
// output buffer |
|||
RWBuffer<uint> g_vLayeredLightList : register( u0 ); |
|||
RWBuffer<uint> g_LayeredOffset : register( u1 ); |
|||
RWBuffer<uint> g_LayeredSingleIdxBuffer : register( u2 ); |
|||
|
|||
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE |
|||
RWBuffer<float> g_logBaseBuffer : register( u3 ); |
|||
#endif |
|||
|
|||
|
|||
#define MAX_NR_COARSE_ENTRIES 128 |
|||
|
|||
groupshared unsigned int coarseList[MAX_NR_COARSE_ENTRIES]; |
|||
groupshared unsigned int clusterIdxs[MAX_NR_COARSE_ENTRIES/2]; |
|||
groupshared float4 lightPlanes[4*6]; |
|||
|
|||
groupshared uint lightOffs; |
|||
|
|||
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE |
|||
groupshared int ldsZMax; |
|||
#endif |
|||
|
|||
#ifdef EXACT_EDGE_TESTS |
|||
groupshared uint ldsIsLightInvisible; |
|||
groupshared uint lightOffs2; |
|||
#endif |
|||
|
|||
#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS |
|||
groupshared uint lightOffsSph; |
|||
#endif |
|||
|
|||
|
|||
float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far |
|||
{ |
|||
float3 vP = float3(0.0f,0.0f,zDptBufSpace); |
|||
float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0)); |
|||
return v4Pres.z / v4Pres.w; |
|||
} |
|||
|
|||
|
|||
float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth) |
|||
{ |
|||
float fSx = g_mScrProjection[0].x; |
|||
float fCx = g_mScrProjection[0].z; |
|||
float fSy = g_mScrProjection[1].y; |
|||
float fCy = g_mScrProjection[1].z; |
|||
|
|||
#if USE_LEFTHAND_CAMERASPACE |
|||
return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 ); |
|||
#else |
|||
return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 ); |
|||
#endif |
|||
} |
|||
|
|||
float GetOnePixDiagWorldDistAtDepthOne() |
|||
{ |
|||
float fSx = g_mScrProjection[0].x; |
|||
float fSy = g_mScrProjection[1].y; |
|||
|
|||
return length( float2(1.0/fSx,1.0/fSy) ); |
|||
} |
|||
|
|||
#ifdef EXACT_EDGE_TESTS |
|||
int CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR, float fTileFarPlane); |
|||
#endif |
|||
#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS |
|||
int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate); |
|||
#endif |
|||
|
|||
|
|||
// returns 1 for intersection and 0 for none |
|||
|
|||
float4 FetchPlane(int l, int p); |
|||
|
|||
|
|||
bool CheckIntersection(int l, int k, uint2 viTilLL, uint2 viTilUR, float suggestedBase) |
|||
{ |
|||
unsigned int val = (clusterIdxs[l>>1]>>(16*(l&1)))&0xffff; |
|||
bool bIsHit = ((val>>0)&0xff)<=((uint) k) && ((uint) k)<=((val>>8)&0xff); |
|||
if(bIsHit) |
|||
{ |
|||
#ifdef CONV_HULL_TEST_ENABLED |
|||
float depthAtNearZ = ClusterIdxToZ(k, suggestedBase); |
|||
float depthAtFarZ = ClusterIdxToZ(k+1, suggestedBase); |
|||
|
|||
for(int p=0; p<6; p++) |
|||
{ |
|||
float4 plane = lightPlanes[6*(l&3)+p]; |
|||
|
|||
bool bAllInvisib = true; |
|||
|
|||
for(int i=0; i<8; i++) |
|||
{ |
|||
float x = (i&1)==0 ? viTilLL.x : viTilUR.x; |
|||
float y = (i&2)==0 ? viTilLL.y : viTilUR.y; |
|||
float z = (i&4)==0 ? depthAtNearZ : depthAtFarZ; |
|||
float3 vP = GetViewPosFromLinDepth( float2(x, y), z); |
|||
|
|||
bAllInvisib = bAllInvisib && dot(plane, float4(vP,1.0))>0; |
|||
} |
|||
|
|||
if(bAllInvisib) bIsHit = false; |
|||
} |
|||
#endif |
|||
} |
|||
|
|||
return bIsHit; |
|||
} |
|||
|
|||
bool CheckIntersectionBasic(int l, int k) |
|||
{ |
|||
unsigned int val = (clusterIdxs[l>>1]>>(16*(l&1)))&0xffff; |
|||
return ((val>>0)&0xff)<=((uint) k) && ((uint) k)<=((val>>8)&0xff); |
|||
} |
|||
|
|||
|
|||
[numthreads(NR_THREADS, 1, 1)] |
|||
void LIGHTLISTGEN(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) |
|||
{ |
|||
uint2 tileIDX = u3GroupID.xy; |
|||
uint t=threadID; |
|||
|
|||
uint iWidth; |
|||
uint iHeight; |
|||
#ifdef MSAA_ENABLED |
|||
uint iNumSamplesMSAA; |
|||
g_depth_tex.GetDimensions(iWidth, iHeight, iNumSamplesMSAA); |
|||
#else |
|||
g_depth_tex.GetDimensions(iWidth, iHeight); |
|||
#endif |
|||
uint nrTilesX = (iWidth+15)/16; |
|||
uint nrTilesY = (iHeight+15)/16; |
|||
|
|||
uint2 viTilLL = 16*tileIDX; |
|||
uint2 viTilUR = min( viTilLL+uint2(16,16), uint2(iWidth, iHeight) ); // not width and height minus 1 since viTilUR represents the end of the tile corner. |
|||
|
|||
if(t==0) |
|||
{ |
|||
lightOffs = 0; |
|||
|
|||
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE |
|||
ldsZMax = 0; |
|||
#endif |
|||
} |
|||
|
|||
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) |
|||
GroupMemoryBarrierWithGroupSync(); |
|||
#endif |
|||
|
|||
float dpt_ma=1.0; |
|||
|
|||
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE |
|||
// establish min and max depth first |
|||
dpt_ma=0.0; |
|||
|
|||
for(int idx=t; idx<256; idx+=NR_THREADS) |
|||
{ |
|||
uint2 uPixCrd = min( uint2(viTilLL.x+(idx&0xf), viTilLL.y+(idx>>4)), uint2(iWidth-1, iHeight-1) ); |
|||
#ifdef MSAA_ENABLED |
|||
for(int i=0; i<iNumSamplesMSAA; i++) |
|||
{ |
|||
const float fDpth = FetchDepthMSAA(g_depth_tex, uPixCrd, i); |
|||
#else |
|||
const float fDpth = FetchDepth(g_depth_tex, uPixCrd); |
|||
#endif |
|||
if(fDpth<VIEWPORT_SCALE_Z) // if not skydome |
|||
{ |
|||
dpt_ma = max(fDpth, dpt_ma); |
|||
} |
|||
#ifdef MSAA_ENABLED |
|||
} |
|||
#endif |
|||
} |
|||
|
|||
InterlockedMax(ldsZMax, asuint(dpt_ma) ); |
|||
|
|||
|
|||
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) |
|||
GroupMemoryBarrierWithGroupSync(); |
|||
#endif |
|||
dpt_ma = asfloat(ldsZMax); |
|||
#endif |
|||
|
|||
float3 vTileLL = float3(viTilLL.x/(float) iWidth, viTilLL.y/(float) iHeight, 0.0); |
|||
float3 vTileUR = float3(viTilUR.x/(float) iWidth, viTilUR.y/(float) iHeight, 1.0); |
|||
|
|||
|
|||
// build coarse list using AABB |
|||
#ifdef USE_TWO_PASS_TILED_LIGHTING |
|||
int NrBigTilesX = (nrTilesX+3)>>2; |
|||
const int bigTileIdx = (tileIDX.y>>2)*NrBigTilesX + (tileIDX.x>>2); // map the idx to 64x64 tiles |
|||
int nrBigTileLights = g_vBigTileLightList[MAX_NR_BIGTILE_LIGHTS_PLUSONE*bigTileIdx+0]; |
|||
for(int l0=(int) t; l0<(int) nrBigTileLights; l0 += NR_THREADS) |
|||
{ |
|||
int l = g_vBigTileLightList[MAX_NR_BIGTILE_LIGHTS_PLUSONE*bigTileIdx+l0+1]; |
|||
#else |
|||
for(int l=(int) t; l<(int) g_iNrVisibLights; l += NR_THREADS) |
|||
{ |
|||
#endif |
|||
const float3 vMi = g_vBoundsBuffer[l]; |
|||
const float3 vMa = g_vBoundsBuffer[l+g_iNrVisibLights]; |
|||
|
|||
if( all(vMa.xy>vTileLL.xy) && all(vMi.xy<vTileUR.xy)) |
|||
{ |
|||
unsigned int uInc = 1; |
|||
unsigned int uIndex; |
|||
InterlockedAdd(lightOffs, uInc, uIndex); |
|||
if(uIndex<MAX_NR_COARSE_ENTRIES) coarseList[uIndex] = l; // add to light list |
|||
} |
|||
} |
|||
|
|||
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) |
|||
GroupMemoryBarrierWithGroupSync(); |
|||
#endif |
|||
|
|||
int iNrCoarseLights = min(lightOffs,MAX_NR_COARSE_ENTRIES); |
|||
|
|||
#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS |
|||
iNrCoarseLights = SphericalIntersectionTests( t, iNrCoarseLights, float2(min(viTilLL.xy+uint2(16/2,16/2), uint2(iWidth-1, iHeight-1))) ); |
|||
#endif |
|||
|
|||
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE |
|||
|
|||
#if USE_LEFTHAND_CAMERASPACE |
|||
float fTileFarPlane = GetLinearDepth(dpt_ma); |
|||
#else |
|||
float fTileFarPlane = -GetLinearDepth(dpt_ma); |
|||
#endif |
|||
float suggestedBase = SuggestLogBase50(fTileFarPlane); |
|||
#else |
|||
float fTileFarPlane = g_fFarPlane; |
|||
float suggestedBase = g_fClustBase; |
|||
#endif |
|||
|
|||
|
|||
#ifdef EXACT_EDGE_TESTS |
|||
iNrCoarseLights = CullByExactEdgeTests(t, iNrCoarseLights, viTilLL.xy, viTilUR.xy, fTileFarPlane); |
|||
#endif |
|||
|
|||
// sort lights (gives a more efficient execution in both deferred and tiled forward lighting). |
|||
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) |
|||
SORTLIST(coarseList, iNrCoarseLights, MAX_NR_COARSE_ENTRIES, t, NR_THREADS); |
|||
#endif |
|||
|
|||
//////////// cell specific code |
|||
{ |
|||
for(int l=(int) t; l<((iNrCoarseLights+1)>>1); l += NR_THREADS) |
|||
{ |
|||
const int l0 = coarseList[2*l+0], l1 = coarseList[min(2*l+1,iNrCoarseLights)]; |
|||
const unsigned int clustIdxMi0 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l0].z), suggestedBase)); |
|||
const unsigned int clustIdxMa0 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l0+g_iNrVisibLights].z), suggestedBase)); |
|||
const unsigned int clustIdxMi1 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l1].z), suggestedBase)); |
|||
const unsigned int clustIdxMa1 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l1+g_iNrVisibLights].z), suggestedBase)); |
|||
|
|||
clusterIdxs[l] = (clustIdxMa1<<24) | (clustIdxMi1<<16) | (clustIdxMa0<<8) | (clustIdxMi0<<0); |
|||
} |
|||
} |
|||
|
|||
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) |
|||
GroupMemoryBarrierWithGroupSync(); |
|||
#endif |
|||
|
|||
int nrClusters = (1<<g_iLog2NumClusters); |
|||
|
|||
|
|||
|
|||
////////////////////////////////////////////////////////// |
|||
|
|||
uint start = 0; |
|||
int i=(int) t; |
|||
int iSpaceAvail = 0; |
|||
int iSum = 0; |
|||
if(i<nrClusters) |
|||
{ |
|||
for(int l=0; l<iNrCoarseLights; l++) |
|||
{ |
|||
iSum += (CheckIntersectionBasic(l, i) ? 1 : 0); |
|||
} |
|||
|
|||
iSpaceAvail = min(iSum,MAX_NR_COARSE_ENTRIES); // combined storage for both direct lights and reflection |
|||
InterlockedAdd(g_LayeredSingleIdxBuffer[0], (uint) iSpaceAvail, start); // alloc list memory |
|||
} |
|||
|
|||
int modelListCount[NR_LIGHT_MODELS]={0,0}; // direct light count and reflection lights |
|||
uint offs = start; |
|||
for(int ll=0; ll<iNrCoarseLights; ll+=4) |
|||
{ |
|||
int p = i>>2; |
|||
int m = i&3; |
|||
if(i<24) lightPlanes[6*m+p] = FetchPlane(min(iNrCoarseLights-1,ll+m), p); |
|||
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) |
|||
GroupMemoryBarrierWithGroupSync(); |
|||
#endif |
|||
|
|||
for(int l=ll; l<min(iNrCoarseLights,(ll+4)); l++) |
|||
{ |
|||
if(offs<(start+iSpaceAvail) && i<nrClusters && CheckIntersection(l, i, viTilLL.xy, viTilUR.xy, suggestedBase) ) |
|||
{ |
|||
uint lightModel = g_vLightData[ coarseList[l] ].lightModel; |
|||
++modelListCount[ lightModel==REFLECTION_LIGHT ? 1 : 0]; |
|||
g_vLayeredLightList[offs++] = coarseList[l]; // reflection lights will be last since we sorted |
|||
} |
|||
} |
|||
|
|||
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) |
|||
GroupMemoryBarrierWithGroupSync(); |
|||
#endif |
|||
} |
|||
|
|||
uint localOffs=0; |
|||
offs = i*nrTilesX*nrTilesY + tileIDX.y*nrTilesX + tileIDX.x; |
|||
for(int m=0; m<NR_LIGHT_MODELS; m++) |
|||
{ |
|||
int numLights = min(modelListCount[m],31); // only allow 5 bits |
|||
if(i<nrClusters) |
|||
{ |
|||
g_LayeredOffset[offs] = (start+localOffs) | (((uint) numLights)<<27); |
|||
offs += (nrClusters*nrTilesX*nrTilesY); |
|||
localOffs += modelListCount[m]; // use unclamped count for localOffs |
|||
} |
|||
} |
|||
|
|||
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE |
|||
g_logBaseBuffer[tileIDX.y*nrTilesX + tileIDX.x] = suggestedBase; |
|||
#endif |
|||
} |
|||
|
|||
|
|||
float4 FetchPlane(int l, int p) |
|||
{ |
|||
SFiniteLightBound lgtDat = g_data[coarseList[l]]; |
|||
|
|||
const float3 boxX = lgtDat.boxAxisX.xyz; |
|||
const float3 boxY = lgtDat.boxAxisY.xyz; |
|||
const float3 boxZ = -lgtDat.boxAxisZ.xyz; // flip axis (so it points away from the light direction for a spot-light) |
|||
const float3 center = lgtDat.center.xyz; |
|||
const float radius = lgtDat.radius; |
|||
const float2 scaleXY = lgtDat.scaleXY; |
|||
|
|||
return GetPlaneEq(boxX, boxY, boxZ, center, scaleXY, p); |
|||
} |
|||
|
|||
|
|||
|
|||
|
|||
|
|||
#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS |
|||
int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate) |
|||
{ |
|||
#if USE_LEFTHAND_CAMERASPACE |
|||
float3 V = GetViewPosFromLinDepth( screenCoordinate, 1.0); |
|||
#else |
|||
float3 V = GetViewPosFromLinDepth( screenCoordinate, -1.0); |
|||
#endif |
|||
|
|||
float onePixDiagDist = GetOnePixDiagWorldDistAtDepthOne(); |
|||
float halfTileSizeAtZDistOne = 8*onePixDiagDist; // scale by half a tile |
|||
|
|||
for(int l=threadID; l<iNrCoarseLights; l+=NR_THREADS) |
|||
{ |
|||
SFiniteLightBound lgtDat = g_data[coarseList[l]]; |
|||
|
|||
if( !DoesSphereOverlapTile(V, halfTileSizeAtZDistOne, lgtDat.center.xyz, lgtDat.radius) ) |
|||
coarseList[l]=0xffffffff; |
|||
} |
|||
|
|||
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) |
|||
GroupMemoryBarrierWithGroupSync(); |
|||
#endif |
|||
|
|||
// to greedy to double buffer coarseList lds on this so serializing removal of gaps. |
|||
if(threadID==0) |
|||
{ |
|||
int offs = 0; |
|||
for(int l=0; l<iNrCoarseLights; l++) |
|||
{ if(coarseList[l]!=0xffffffff) coarseList[offs++] = coarseList[l]; } |
|||
lightOffsSph = offs; |
|||
} |
|||
|
|||
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) |
|||
GroupMemoryBarrierWithGroupSync(); |
|||
#endif |
|||
|
|||
return lightOffsSph; |
|||
} |
|||
#endif |
|||
|
|||
|
|||
|
|||
|
|||
|
|||
|
|||
|
|||
#ifdef EXACT_EDGE_TESTS |
|||
|
|||
float3 GetTileVertex(uint2 viTilLL, uint2 viTilUR, int i, float fTileFarPlane) |
|||
{ |
|||
float x = (i&1)==0 ? viTilLL.x : viTilUR.x; |
|||
float y = (i&2)==0 ? viTilLL.y : viTilUR.y; |
|||
float z = (i&4)==0 ? g_fNearPlane : fTileFarPlane; |
|||
#if !USE_LEFTHAND_CAMERASPACE |
|||
z = -z; |
|||
#endif |
|||
return GetViewPosFromLinDepth( float2(x, y), z); |
|||
} |
|||
|
|||
void GetFrustEdge(out float3 vP0, out float3 vE0, const int e0, uint2 viTilLL, uint2 viTilUR, float fTileFarPlane) |
|||
{ |
|||
int iSection = e0>>2; // section 0 is side edges, section 1 is near edges and section 2 is far edges |
|||
int iSwizzle = e0&0x3; |
|||
|
|||
int i=iSwizzle + (2*(iSection&0x2)); // offset by 4 at section 2 |
|||
vP0 = GetTileVertex(uint2(viTilLL.x, viTilUR.y), uint2(viTilUR.x, viTilLL.y), i, fTileFarPlane); |
|||
vE0 = iSection==0 ? vP0 : (((iSwizzle&0x2)==0 ? 1.0f : (-1.0f))*((iSwizzle&0x1)==(iSwizzle>>1) ? float3(1,0,0) : float3(0,1,0))); |
|||
} |
|||
|
|||
int CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR, float fTileFarPlane) |
|||
{ |
|||
if(threadID==0) lightOffs2 = 0; |
|||
|
|||
const bool bOnlyNeedFrustumSideEdges = true; |
|||
const int nrFrustEdges = bOnlyNeedFrustumSideEdges ? 4 : 8; // max 8 since we never need to test 4 far edges of frustum since they are identical vectors to near edges and plane is placed at vP0 on light hull. |
|||
|
|||
const int totNrEdgePairs = 12*nrFrustEdges; |
|||
for(int l=0; l<iNrCoarseLights; l++) |
|||
{ |
|||
if(threadID==0) ldsIsLightInvisible=0; |
|||
|
|||
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) |
|||
GroupMemoryBarrierWithGroupSync(); |
|||
#endif |
|||
const int idxCoarse = coarseList[l]; |
|||
[branch]if(g_vLightData[idxCoarse].lightType!=SPHERE_LIGHT) // don't bother doing edge tests for sphere lights since these have camera aligned bboxes. |
|||
{ |
|||
SFiniteLightBound lgtDat = g_data[idxCoarse]; |
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|
|||
const float3 boxX = lgtDat.boxAxisX.xyz; |
|||
const float3 boxY = lgtDat.boxAxisY.xyz; |
|||
const float3 boxZ = -lgtDat.boxAxisZ.xyz; // flip axis (so it points away from the light direction for a spot-light) |
|||
const float3 center = lgtDat.center.xyz; |
|||
const float2 scaleXY = lgtDat.scaleXY; |
|||
|
|||
for(int i=threadID; i<totNrEdgePairs; i+=NR_THREADS) |
|||
{ |
|||
int e0 = (int) (((uint)i)/((uint) nrFrustEdges)); // should become a shift right |
|||
int e1 = i - e0*nrFrustEdges; |
|||
|
|||
int idx_cur=0, idx_twin=0; |
|||
float3 vP0, vE0; |
|||
GetHullEdge(idx_cur, idx_twin, vP0, vE0, e0, boxX, boxY, boxZ, center, scaleXY); |
|||
|
|||
|
|||
float3 vP1, vE1; |
|||
GetFrustEdge(vP1, vE1, e1, viTilLL, viTilUR, fTileFarPlane); |
|||
|
|||
// potential separation plane |
|||
float3 vN = cross(vE0, vE1); |
|||
|
|||
int positive=0, negative=0; |
|||
for(int k=1; k<8; k++) // only need to test 7 verts (technically just 6). |
|||
{ |
|||
int j = (idx_cur+k)&0x7; |
|||
float3 vPh = GetHullVertex(boxX, boxY, boxZ, center, scaleXY, j); |
|||
float fSignDist = idx_twin==j ? 0.0 : dot(vN, vPh-vP0); |
|||
if(fSignDist>0) ++positive; else if(fSignDist<0) ++negative; |
|||
} |
|||
int resh = (positive>0 && negative>0) ? 0 : (positive>0 ? 1 : (negative>0 ? (-1) : 0)); |
|||
|
|||
positive=0; negative=0; |
|||
for(int j=0; j<8; j++) |
|||
{ |
|||
float3 vPf = GetTileVertex(viTilLL, viTilUR, j, fTileFarPlane); |
|||
float fSignDist = dot(vN, vPf-vP0); |
|||
if(fSignDist>0) ++positive; else if(fSignDist<0) ++negative; |
|||
} |
|||
int resf = (positive>0 && negative>0) ? 0 : (positive>0 ? 1 : (negative>0 ? (-1) : 0)); |
|||
|
|||
bool bFoundSepPlane = (resh*resf)<0; |
|||
|
|||
if(bFoundSepPlane) InterlockedOr(ldsIsLightInvisible, 1); |
|||
} |
|||
} |
|||
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) |
|||
GroupMemoryBarrierWithGroupSync(); |
|||
#endif |
|||
if(threadID==0 && ldsIsLightInvisible==0) |
|||
{ |
|||
coarseList[lightOffs2++] = coarseList[l]; |
|||
} |
|||
} |
|||
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL) |
|||
GroupMemoryBarrierWithGroupSync(); |
|||
#endif |
|||
return lightOffs2; |
|||
} |
|||
#endif |
|||
|
|||
|
|||
|
|||
[numthreads(1, 1, 1)] |
|||
void ClearAtomic(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) |
|||
{ |
|||
g_LayeredSingleIdxBuffer[0]=0; |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 0bb1b7e0ddcd5c44baf3ddc7456eb196 |
|||
timeCreated: 1479689584 |
|||
licenseType: Pro |
|||
ComputeShaderImporter: |
|||
currentAPIMask: 4 |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
#ifndef __SHADERBASE_H__ |
|||
#define __SHADERBASE_H__ |
|||
|
|||
#ifdef SHADER_API_PSSL |
|||
|
|||
#ifndef Texture2DMS |
|||
#define Texture2DMS MS_Texture2D |
|||
#endif |
|||
|
|||
#ifndef SampleCmpLevelZero |
|||
#define SampleCmpLevelZero SampleCmpLOD0 |
|||
#endif |
|||
|
|||
#ifndef firstbithigh |
|||
#define firstbithigh FirstSetBit_Hi |
|||
#endif |
|||
|
|||
#endif |
|||
|
|||
float FetchDepth(Texture2D depthTexture, uint2 pixCoord) |
|||
{ |
|||
return 1 - depthTexture.Load(uint3(pixCoord.xy, 0)).x; |
|||
} |
|||
|
|||
float FetchDepthMSAA(Texture2DMS<float> depthTexture, uint2 pixCoord, uint sampleIdx) |
|||
{ |
|||
return 1 - depthTexture.Load(uint3(pixCoord.xy, 0), sampleIdx).x; |
|||
} |
|||
|
|||
#endif |
|
|||
fileFormatVersion: 2 |
|||
guid: 3c90176b54c922b4e9cf65c9ec9cb750 |
|||
timeCreated: 1479691479 |
|||
licenseType: Pro |
|||
ShaderImporter: |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: fafbb144d7f66074785b7727293d89c5 |
|||
folderAsset: yes |
|||
timeCreated: 1474297943 |
|||
licenseType: Pro |
|||
DefaultImporter: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
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