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shader ID refactoring and changed from List<> to [] for some decal data structures to speed up performance

/main
Paul Melamed 6 年前
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8f62c9e6
共有 5 个文件被更改,包括 52 次插入46 次删除
  1. 73
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalSystem.cs
  2. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDCustomSamplerId.cs
  3. 14
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  4. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
  5. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalUtilities.hlsl

73
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalSystem.cs


static public Mesh m_DecalMesh = null;
// clustered draw data
static public List<DecalData> m_DecalDataList = new List<DecalData>();
static public List<SFiniteLightBound> m_Bounds = new List<SFiniteLightBound>();
static public List<LightVolumeData> m_LightVolumes = new List<LightVolumeData>();
static public DecalData[] m_DecalDatas = new DecalData[kDecalBlockSize];
static public SFiniteLightBound[] m_Bounds = new SFiniteLightBound[kDecalBlockSize];
static public LightVolumeData[] m_LightVolumes = new LightVolumeData[kDecalBlockSize];
static public int m_DecalDatasCount = 0;
static public float[] m_BoundingDistances = new float[1];

// current camera
private Camera m_Camera;
static public int m_DecalsVisibleThisFrame = 0;
private class DecalSet
{

private void GetDecalVolumeDataAndBound(Matrix4x4 decalToWorld, Matrix4x4 worldToView)
{
var bound = new SFiniteLightBound();
var lightVolumeData = new LightVolumeData();
var influenceX = decalToWorld.GetColumn(0) * 0.5f;
var influenceY = decalToWorld.GetColumn(1) * 0.5f;

var influenceForwardVS = worldToView.MultiplyVector(influenceZ / influenceExtents.z);
var influencePositionVS = worldToView.MultiplyPoint(pos); // place the mesh pivot in the center
lightVolumeData.lightCategory = (uint)LightCategory.Decal;
lightVolumeData.lightVolume = (uint)LightVolumeType.Box;
lightVolumeData.featureFlags = (uint)LightFeatureFlags.Env;
bound.center = influencePositionVS;
bound.boxAxisX = influenceRightVS * influenceExtents.x;
bound.boxAxisY = influenceUpVS * influenceExtents.y;
bound.boxAxisZ = influenceForwardVS * influenceExtents.z;
bound.scaleXY.Set(1.0f, 1.0f);
bound.radius = influenceExtents.magnitude;
m_Bounds[m_DecalDatasCount].center = influencePositionVS;
m_Bounds[m_DecalDatasCount].boxAxisX = influenceRightVS * influenceExtents.x;
m_Bounds[m_DecalDatasCount].boxAxisY = influenceUpVS * influenceExtents.y;
m_Bounds[m_DecalDatasCount].boxAxisZ = influenceForwardVS * influenceExtents.z;
m_Bounds[m_DecalDatasCount].scaleXY.Set(1.0f, 1.0f);
m_Bounds[m_DecalDatasCount].radius = influenceExtents.magnitude;
lightVolumeData.lightPos = influencePositionVS;
lightVolumeData.lightAxisX = influenceRightVS;
lightVolumeData.lightAxisY = influenceUpVS;
lightVolumeData.lightAxisZ = influenceForwardVS;
lightVolumeData.boxInnerDist = influenceExtents - LightLoop.k_BoxCullingExtentThreshold;
lightVolumeData.boxInvRange.Set(1.0f / LightLoop.k_BoxCullingExtentThreshold.x, 1.0f /LightLoop. k_BoxCullingExtentThreshold.y, 1.0f / LightLoop.k_BoxCullingExtentThreshold.z);
m_Bounds.Add(bound);
m_LightVolumes.Add(lightVolumeData);
m_LightVolumes[m_DecalDatasCount].lightCategory = (uint)LightCategory.Decal;
m_LightVolumes[m_DecalDatasCount].lightVolume = (uint)LightVolumeType.Box;
m_LightVolumes[m_DecalDatasCount].featureFlags = (uint)LightFeatureFlags.Env;
m_LightVolumes[m_DecalDatasCount].lightPos = influencePositionVS;
m_LightVolumes[m_DecalDatasCount].lightAxisX = influenceRightVS;
m_LightVolumes[m_DecalDatasCount].lightAxisY = influenceUpVS;
m_LightVolumes[m_DecalDatasCount].lightAxisZ = influenceForwardVS;
m_LightVolumes[m_DecalDatasCount].boxInnerDist = influenceExtents - LightLoop.k_BoxCullingExtentThreshold;
m_LightVolumes[m_DecalDatasCount].boxInvRange.Set(1.0f / LightLoop.k_BoxCullingExtentThreshold.x, 1.0f /LightLoop. k_BoxCullingExtentThreshold.y, 1.0f / LightLoop.k_BoxCullingExtentThreshold.z);
}
private void AssignCurrentBatches(ref Matrix4x4[] decalToWorldBatch, ref Matrix4x4[] normalToWorldBatch, int batchCount)

normalToWorldBatch[instanceCount].m23 = m_NormalTexIndex;
normalToWorldBatch[instanceCount].m33 = m_MaskTexIndex;
// clustered forward data
DecalData decalData = new DecalData();
decalData.worldToDecal = decalToWorldBatch[instanceCount].inverse;
decalData.normalToWorld = normalToWorldBatch[instanceCount];
m_DecalDataList.Add(decalData);
// clustered forward data
m_DecalDatas[m_DecalDatasCount].worldToDecal = decalToWorldBatch[instanceCount].inverse;
m_DecalDatas[m_DecalDatasCount].normalToWorld = normalToWorldBatch[instanceCount];
m_DecalDatasCount++;
instanceCount++;
if (instanceCount == kDrawIndexedBatchSize)
{

}
}
public int QueryCullResults()
private int QueryCullResults()
{
int totalVisibleDecals = 0;
foreach (var pair in m_DecalSets)

public void EndCull()
{
m_DecalDataList.Clear();
m_DecalsVisibleThisFrame = QueryCullResults();
foreach (var pair in m_DecalSets)
{
pair.Value.EndCull();

public void CreateDrawData()
{
m_DecalDataList.Clear();
m_Bounds.Clear();
m_LightVolumes.Clear();
m_DecalDatasCount = 0;
// reallocate if needed
if (m_DecalsVisibleThisFrame > m_DecalDatas.Length)
{
int newDecalDatasSize = ((m_DecalsVisibleThisFrame + kDecalBlockSize - 1) / kDecalBlockSize) * kDecalBlockSize;
m_DecalDatas = new DecalData[newDecalDatasSize];
m_Bounds = new SFiniteLightBound[newDecalDatasSize];
m_LightVolumes = new LightVolumeData[newDecalDatasSize];
}
foreach (var pair in m_DecalSets)
{
pair.Value.CreateDrawData();

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDCustomSamplerId.cs


DepthPrepass,
TransparentDepthPrepass,
GBuffer,
DBuffer,
DBufferRender,
DBufferPrepareDrawData,
DisplayDebugViewMaterial,
DebugViewMaterialGBuffer,
BlitDebugViewMaterialDebug,

14
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


m_ReflectionProbeCullResults.Cull();
m_DbufferManager.vsibleDecalCount = 0;
if (m_FrameSettings.enableDBuffer)
using (new ProfilingSample(cmd, "DBufferPrepareDrawData", CustomSamplerId.DBufferPrepareDrawData.GetSampler()))
m_DbufferManager.vsibleDecalCount = DecalSystem.instance.QueryCullResults();
DecalSystem.instance.EndCull();
DecalSystem.instance.CreateDrawData();
if (m_FrameSettings.enableDBuffer)
{
DecalSystem.instance.EndCull();
DecalSystem.instance.CreateDrawData();
m_DbufferManager.vsibleDecalCount = DecalSystem.m_DecalsVisibleThisFrame;
}
renderContext.SetupCameraProperties(camera, m_FrameSettings.enableStereo);
PushGlobalParams(hdCamera, cmd, diffusionProfileSettings);

if (!m_FrameSettings.enableDBuffer)
return;
using (new ProfilingSample(cmd, "DBuffer", CustomSamplerId.DBuffer.GetSampler()))
using (new ProfilingSample(cmd, "DBufferRender", CustomSamplerId.DBufferRender.GetSampler()))
{
// We need to copy depth buffer texture if we want to bind it at this stage
CopyDepthBufferIfNeeded(cmd);

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs


m_lightList.bounds.AddRange(DecalSystem.m_Bounds);
m_lightList.lightVolumes.AddRange(DecalSystem.m_LightVolumes);
m_lightCount = m_lightList.lights.Count + m_lightList.envLights.Count + DecalSystem.m_DecalDataList.Count;
m_lightCount = m_lightList.lights.Count + m_lightList.envLights.Count + DecalSystem.m_DecalDatasCount;
Debug.Assert(m_lightList.bounds.Count == m_lightCount);
Debug.Assert(m_lightList.lightVolumes.Count == m_lightCount);

s_LightDatas.SetData(m_lightList.lights);
s_EnvLightDatas.SetData(m_lightList.envLights);
s_shadowDatas.SetData(m_lightList.shadows);
s_DecalDatas.SetData(DecalSystem.m_DecalDataList);
s_DecalDatas.SetData(DecalSystem.m_DecalDatas);
// These two buffers have been set in Rebuild()
s_ConvexBoundsBuffer.SetData(m_lightList.bounds);

cmd.SetGlobalBuffer(HDShaderIDs._EnvLightDatas, s_EnvLightDatas);
cmd.SetGlobalInt(HDShaderIDs._EnvLightCount, m_lightList.envLights.Count);
cmd.SetGlobalBuffer(HDShaderIDs._DecalDatas, s_DecalDatas);
cmd.SetGlobalInt(HDShaderIDs._DecalCount, DecalSystem.m_DecalDataList.Count);
cmd.SetGlobalInt(HDShaderIDs._DecalCount, DecalSystem.m_DecalDatasCount);
cmd.SetGlobalBuffer(HDShaderIDs._ShadowDatas, s_shadowDatas);
cmd.SetGlobalInt(HDShaderIDs._NumTileFtplX, GetNumTileFtplX(hdCamera));

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalUtilities.hlsl


if(_EnableDBuffer)
{
DecalSurfaceData decalSurfaceData;
uint mask = 0;
int mask = 0;
// the code in the macros, gets moved inside the conditionals by the compiler
FETCH_DBUFFER(DBuffer, _DBufferTexture, posInput.positionSS);

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