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Clean and comment some code

/RenderPassXR_Sandbox
sebastienlagarde 8 年前
当前提交
adeee295
共有 6 个文件被更改,包括 24 次插入12 次删除
  1. 3
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewTiles.shader
  2. 12
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/builddispatchindirect.compute
  3. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/lightlistbuild.compute
  4. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/materialflags.compute
  5. 9
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/shadeopaque.compute
  6. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl

3
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewTiles.shader


n += count;
}
}
if(n == 0) n = -1;
if (n == 0)
n = -1;
#else
n = input.variant;
#endif

12
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/builddispatchindirect.compute


uint tileY = (dispatchThreadId + 0.5f) / (float)g_NumTilesX; // Integer division is extremely expensive, so we better avoid it
uint tileX = dispatchThreadId - tileY * g_NumTilesX;
uint variant = FeatureFlagsToTileVariant(featureFlags);
uint offset;
InterlockedAdd(g_DispatchIndirectBuffer[variant * 3 + 0], 1, offset);
g_TileList[variant * g_NumTiles + offset] = (tileY << 16) | tileX;
// Check if there is no light or no material (mean we are sky/background pixel) / Both test as we can enable/disable light/material classification
if ((featureFlags & LIGHT_FEATURE_MASK_FLAGS) != 0 && (featureFlags & MATERIAL_FEATURE_MASK_FLAGS) != 0)
{
uint variant = FeatureFlagsToTileVariant(featureFlags);
uint offset;
InterlockedAdd(g_DispatchIndirectBuffer[variant * 3 + 0], 1, offset);
g_TileList[variant * g_NumTiles + offset] = (tileY << 16) | tileX;
}
}

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/lightlistbuild.compute


if(t == 0)
{
uint featureFlags = ldsFeatureFlags | g_BaseFeatureFlags;
// In case of back
featureFlags &= ~(LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_AREA | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | 0xFFFFF); // list of features that are not enabled on background
// There is no stencil usage with compute path, featureFlags set to 0 is use to have fast rejection of tile in this case. It will still execute but will do nothing
featureFlags = 0;
}
g_TileFeatureFlags[tileIDX.y * nrTilesX + tileIDX.x] = featureFlags;

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/materialflags.compute


}
GroupMemoryBarrierWithGroupSync();
uint materialFeatureFlags = g_BaseFeatureFlags;
uint materialFeatureFlags = g_BaseFeatureFlags; // Contain all lightFeatures or 0 (depends if we enable light classification or not)
[unroll]
for(int i = 0; i < 4; i++)
{

if (FetchDepth(g_depth_tex, uCrd) < VIEWPORT_SCALE_Z)
if (FetchDepth(g_depth_tex, uCrd) < VIEWPORT_SCALE_Z) // This test is we are the sky/background or not
{
PositionInputs posInput = GetPositionInput(uCrd, invScreenSize);
FETCH_GBUFFER(gbuffer, _GBufferTexture, posInput.unPositionSS);

{
#ifdef USE_OR
g_TileFeatureFlags[tileIDX.y * nrTilesX + tileIDX.x] |= ldsFeatureFlags;
#else
#else // Use in case we have disabled light classification
g_TileFeatureFlags[tileIDX.y * nrTilesX + tileIDX.x] = ldsFeatureFlags;
#endif
}

9
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/shadeopaque.compute


float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).x;
// TODO: add an early-out using HiZ/HiS or our light tile data.
if (depth == 0) { return; }
// For indirect case: we can still overlap inside a tile with the sky/background, reject it
// Can't rely on stencil as we are in compute shader
// TODO : if we have depth bounds test we could remove such a test ?
if (depth == UNITY_RAW_FAR_CLIP_VALUE)
{
return;
}
UpdatePositionInput(depth, _InvViewProjMatrix, _ViewProjMatrix, posInput);
float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


/* 13 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_AREA | MATERIALFEATUREFLAGS_LIT_UNUSED0,
/* 14 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | MATERIALFEATUREFLAGS_LIT_UNUSED0,
///* 15 */ LIGHT_FEATURE_MASK_FLAGS | MATERIALFEATUREFLAGS_LIT_UNUSED0
/* 15 */ 0xFFFFFFFF // LIGHT_FEATURE_MASK_FLAGS | MATERIAL_FEATURE_MASK_FLAGS, // Catch all case, but should not be needed
/* 15 */ LIGHT_FEATURE_MASK_FLAGS | MATERIAL_FEATURE_MASK_FLAGS, // Catch all case with MATERIAL_FEATURE_MASK_FLAGS is needed in case we disable material classification
};
uint FeatureFlagsToTileVariant(uint featureFlags)

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