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Start building out stereo matrix arrays for tiled lighting jobs (WIP)

Stereo-ize the projection (and derived) matrices that get used in BuildGPULightListsCommon.  This is a partial update for the C# side, no shader updates yet.

Also, append the right eye light cull data (bounds + volumes) to the master light list cull data.
/main
Robert Srinivasiah 7 年前
当前提交
91d96ee3
共有 2 个文件被更改,包括 51 次插入17 次删除
  1. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  2. 64
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


renderContext.ExecuteCommandBuffer(cmd);
cmd.Clear();
buildGPULightListsCompleteFence = m_LightLoop.BuildGPULightListsAsyncBegin(hdCamera, renderContext, m_CameraDepthStencilBuffer, m_CameraStencilBufferCopy, startFence, m_SkyManager.IsSkyValid());
buildGPULightListsCompleteFence = m_LightLoop.BuildGPULightListsAsyncBegin(hdCamera, renderContext, m_CameraDepthStencilBuffer, m_CameraStencilBufferCopy, startFence, m_SkyManager.IsSkyValid(), m_FrameSettings);
}
using (new ProfilingSample(cmd, "Render shadows", CustomSamplerId.RenderShadows.GetSampler()))

{
using (new ProfilingSample(cmd, "Build Light list", CustomSamplerId.BuildLightList.GetSampler()))
{
m_LightLoop.BuildGPULightLists(hdCamera, cmd, m_CameraDepthStencilBuffer, m_CameraStencilBufferCopy, m_SkyManager.IsSkyValid());
m_LightLoop.BuildGPULightLists(hdCamera, cmd, m_CameraDepthStencilBuffer, m_CameraStencilBufferCopy, m_SkyManager.IsSkyValid(), m_FrameSettings);
}
}

64
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs


return camera.nonObliqueProjMatrix * Matrix4x4.Scale(new Vector3(1, 1, -1));
}
static Matrix4x4 CameraProjectionStereoLHS(Camera camera, Camera.StereoscopicEye eyeIndex)
{
return camera.GetStereoProjectionMatrix(eyeIndex) * Matrix4x4.Scale(new Vector3(1, 1, -1));
}
public Vector3 GetLightColor(VisibleLight light)
{
return new Vector3(light.finalColor.r, light.finalColor.g, light.finalColor.b);

{
Debug.Assert(m_lightList.rightEyeBounds.Count == m_lightCount);
Debug.Assert(m_lightList.rightEyeLightVolumes.Count == m_lightCount);
// TODO: Is this bad for the GC?
m_lightList.bounds.AddRange(m_lightList.rightEyeBounds);
m_lightList.lightVolumes.AddRange(m_lightList.rightEyeLightVolumes);
}
UpdateDataBuffers();

cmd.DispatchCompute(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, numTilesX, numTilesY, 1);
}
public void BuildGPULightListsCommon(HDCamera hdCamera, CommandBuffer cmd, RenderTargetIdentifier cameraDepthBufferRT, RenderTargetIdentifier stencilTextureRT, bool skyEnabled)
public void BuildGPULightListsCommon(HDCamera hdCamera, CommandBuffer cmd, RenderTargetIdentifier cameraDepthBufferRT, RenderTargetIdentifier stencilTextureRT, bool skyEnabled, FrameSettings frameSettings)
{
var camera = hdCamera.camera;
cmd.BeginSample("Build Light List");

var numBigTilesX = (w + 63) / 64;
var numBigTilesY = (h + 63) / 64;
// camera to screen matrix (and it's inverse)
var proj = CameraProjectionNonObliqueLHS(hdCamera);
var projscr = temp * proj;
var invProjscr = projscr.inverse;
// camera to screen matrix (and it's inverse)
var projArr = new Matrix4x4[2];
var projscrArr = new Matrix4x4[2];
var invProjscrArr = new Matrix4x4[2];
if (frameSettings.enableStereo)
{
for (int eyeIndex = 0; eyeIndex < 2; eyeIndex++)
{
projArr[eyeIndex] = CameraProjectionStereoLHS(hdCamera.camera, (Camera.StereoscopicEye)eyeIndex);
projscrArr[eyeIndex] = temp * projArr[eyeIndex];
invProjscrArr[eyeIndex] = projscrArr[eyeIndex].inverse;
}
}
else
{
projArr[0] = CameraProjectionNonObliqueLHS(hdCamera);
projscrArr[0] = temp * projArr[0];
invProjscrArr[0] = projscrArr[0].inverse;
}
// generate screen-space AABBs (used for both fptl and clustered).
if (m_lightCount != 0)
{

temp.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
var projh = temp * proj;
//var projh = temp * proj;
var projh = temp * projArr[0];
// TODO: Array these
cmd.SetComputeIntParam(buildScreenAABBShader, HDShaderIDs.g_isOrthographic, isOrthographic ? 1 : 0);
cmd.SetComputeIntParam(buildScreenAABBShader, HDShaderIDs.g_iNrVisibLights, m_lightCount);

cmd.SetComputeIntParams(buildPerBigTileLightListShader, HDShaderIDs.g_viDimensions, s_TempIntArray);
cmd.SetComputeIntParam(buildPerBigTileLightListShader, HDShaderIDs._EnvLightIndexShift, m_lightList.lights.Count);
cmd.SetComputeIntParam(buildPerBigTileLightListShader, HDShaderIDs.g_iNrVisibLights, m_lightCount);
cmd.SetComputeMatrixParam(buildPerBigTileLightListShader, HDShaderIDs.g_mScrProjection, projscr);
cmd.SetComputeMatrixParam(buildPerBigTileLightListShader, HDShaderIDs.g_mInvScrProjection, invProjscr);
//cmd.SetComputeMatrixParam(buildPerBigTileLightListShader, HDShaderIDs.g_mScrProjection, projscr);
//cmd.SetComputeMatrixParam(buildPerBigTileLightListShader, HDShaderIDs.g_mInvScrProjection, invProjscr);
cmd.SetComputeMatrixParam(buildPerBigTileLightListShader, HDShaderIDs.g_mScrProjection, projscrArr[0]);
cmd.SetComputeMatrixParam(buildPerBigTileLightListShader, HDShaderIDs.g_mInvScrProjection, invProjscrArr[0]);
cmd.SetComputeFloatParam(buildPerBigTileLightListShader, HDShaderIDs.g_fNearPlane, camera.nearClipPlane);
cmd.SetComputeFloatParam(buildPerBigTileLightListShader, HDShaderIDs.g_fFarPlane, camera.farClipPlane);
cmd.SetComputeBufferParam(buildPerBigTileLightListShader, s_GenListPerBigTileKernel, HDShaderIDs.g_vLightList, s_BigTileLightList);

cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, HDShaderIDs._LightVolumeData, s_LightVolumeDataBuffer);
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, HDShaderIDs.g_data, s_ConvexBoundsBuffer);
cmd.SetComputeMatrixParam(buildPerTileLightListShader, HDShaderIDs.g_mScrProjection, projscr);
cmd.SetComputeMatrixParam(buildPerTileLightListShader, HDShaderIDs.g_mInvScrProjection, invProjscr);
//cmd.SetComputeMatrixParam(buildPerTileLightListShader, HDShaderIDs.g_mScrProjection, projscr);
//cmd.SetComputeMatrixParam(buildPerTileLightListShader, HDShaderIDs.g_mInvScrProjection, invProjscr);
cmd.SetComputeMatrixParam(buildPerTileLightListShader, HDShaderIDs.g_mScrProjection, projscrArr[0]);
cmd.SetComputeMatrixParam(buildPerTileLightListShader, HDShaderIDs.g_mInvScrProjection, invProjscrArr[0]);
cmd.SetComputeTextureParam(buildPerTileLightListShader, s_GenListPerTileKernel, HDShaderIDs.g_depth_tex, cameraDepthBufferRT);
cmd.SetComputeBufferParam(buildPerTileLightListShader, s_GenListPerTileKernel, HDShaderIDs.g_vLightList, s_LightList);
if (m_FrameSettings.lightLoopSettings.enableBigTilePrepass)

}
// Cluster
VoxelLightListGeneration(cmd, hdCamera, projscr, invProjscr, cameraDepthBufferRT);
//VoxelLightListGeneration(cmd, hdCamera, projscr, invProjscr, cameraDepthBufferRT);
VoxelLightListGeneration(cmd, hdCamera, projscrArr[0], invProjscrArr[0], cameraDepthBufferRT);
if (enableFeatureVariants)
{

cmd.EndSample("Build Light List");
}
public void BuildGPULightLists(HDCamera hdCamera, CommandBuffer cmd, RenderTargetIdentifier cameraDepthBufferRT, RenderTargetIdentifier stencilTextureRT, bool skyEnabled)
public void BuildGPULightLists(HDCamera hdCamera, CommandBuffer cmd, RenderTargetIdentifier cameraDepthBufferRT, RenderTargetIdentifier stencilTextureRT, bool skyEnabled, FrameSettings frameSettings)
BuildGPULightListsCommon(hdCamera, cmd, cameraDepthBufferRT, stencilTextureRT, skyEnabled);
BuildGPULightListsCommon(hdCamera, cmd, cameraDepthBufferRT, stencilTextureRT, skyEnabled, frameSettings);
public GPUFence BuildGPULightListsAsyncBegin(HDCamera hdCamera, ScriptableRenderContext renderContext, RenderTargetIdentifier cameraDepthBufferRT, RenderTargetIdentifier stencilTextureRT, GPUFence startFence, bool skyEnabled)
public GPUFence BuildGPULightListsAsyncBegin(HDCamera hdCamera, ScriptableRenderContext renderContext, RenderTargetIdentifier cameraDepthBufferRT, RenderTargetIdentifier stencilTextureRT, GPUFence startFence, bool skyEnabled, FrameSettings frameSettings)
BuildGPULightListsCommon(hdCamera, cmd, cameraDepthBufferRT, stencilTextureRT, skyEnabled);
BuildGPULightListsCommon(hdCamera, cmd, cameraDepthBufferRT, stencilTextureRT, skyEnabled, frameSettings);
GPUFence completeFence = cmd.CreateGPUFence();
renderContext.ExecuteCommandBufferAsync(cmd, ComputeQueueType.Background);
CommandBufferPool.Release(cmd);

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