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666 行
20 KiB
666 行
20 KiB
#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 ClearAtomic
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#include "..\common\ShaderBase.h"
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#include "LightDefinitions.cs.hlsl"
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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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uniform int g_iNrVisibLights;
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uniform float4x4 g_mInvScrProjection;
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uniform float4x4 g_mScrProjection;
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uniform float g_fClustScale;
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uniform float g_fClustBase;
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uniform float g_fNearPlane;
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uniform float g_fFarPlane;
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uniform int g_iLog2NumClusters; // numClusters = (1<<g_iLog2NumClusters)
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#include "ClusteredUtils.h"
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#ifdef MSAA_ENABLED
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Texture2DMS<float> g_depth_tex : register( t0 );
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#else
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Texture2D g_depth_tex : register( t0 );
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#endif
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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_vLayeredLightList : register( u0 );
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RWBuffer<uint> g_LayeredOffset : register( u1 );
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RWBuffer<uint> g_LayeredSingleIdxBuffer : register( u2 );
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#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
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RWBuffer<float> g_logBaseBuffer : register( u3 );
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#endif
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#define MAX_NR_COARSE_ENTRIES 64
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groupshared unsigned int coarseList[MAX_NR_COARSE_ENTRIES];
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groupshared unsigned int clusterIdxs[MAX_NR_COARSE_ENTRIES/2];
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groupshared float4 lightPlanes[4*6];
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groupshared uint lightOffs;
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#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
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groupshared int ldsZMax;
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#endif
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#ifdef EXACT_EDGE_TESTS
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groupshared uint ldsIsLightInvisible;
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groupshared uint lightOffs2;
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#endif
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#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
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groupshared uint lightOffsSph;
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#endif
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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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#ifdef LEFT_HAND_COORDINATES
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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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void sortLightList(int localThreadID, int n);
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#ifdef EXACT_EDGE_TESTS
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int CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR, float fTileFarPlane);
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#endif
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#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
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int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate);
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#endif
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// returns 1 for intersection and 0 for none
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float4 GetPlaneEq(const float3 vBoxX, const float3 vBoxY, const float3 vBoxZ, const float3 vCen, const float2 vScaleXZ, const int sideIndex);
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float4 FetchPlane(int l, int p);
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bool CheckIntersection(int l, int k, uint2 viTilLL, uint2 viTilUR, float suggestedBase)
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{
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unsigned int val = (clusterIdxs[l>>1]>>(16*(l&1)))&0xffff;
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bool bIsHit = ((val>>0)&0xff)<=((uint) k) && ((uint) k)<=((val>>8)&0xff);
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if(bIsHit)
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{
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#ifdef CONV_HULL_TEST_ENABLED
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float depthAtNearZ = ClusterIdxToZ(k, suggestedBase);
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float depthAtFarZ = ClusterIdxToZ(k+1, suggestedBase);
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for(int p=0; p<6; p++)
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{
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float4 plane = lightPlanes[6*(l&3)+p];
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bool bAllInvisib = true;
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for(int i=0; i<8; i++)
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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 ? depthAtNearZ : depthAtFarZ;
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float3 vP = GetViewPosFromLinDepth( float2(x, y), z);
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bAllInvisib = bAllInvisib && dot(plane, float4(vP,1.0))>0;
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}
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if(bAllInvisib) bIsHit = false;
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}
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#endif
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}
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return bIsHit;
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}
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bool CheckIntersectionBasic(int l, int k)
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{
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unsigned int val = (clusterIdxs[l>>1]>>(16*(l&1)))&0xffff;
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return ((val>>0)&0xff)<=((uint) k) && ((uint) k)<=((val>>8)&0xff);
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}
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[numthreads(NR_THREADS, 1, 1)]
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void LIGHTLISTGEN(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;
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uint iHeight;
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#ifdef MSAA_ENABLED
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uint iNumSamplesMSAA;
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g_depth_tex.GetDimensions(iWidth, iHeight, iNumSamplesMSAA);
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#else
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g_depth_tex.GetDimensions(iWidth, iHeight);
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#endif
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uint nrTilesX = (iWidth+15)/16;
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uint nrTilesY = (iHeight+15)/16;
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uint2 viTilLL = 16*tileIDX;
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uint2 viTilUR = min( viTilLL+uint2(16,16), uint2(iWidth-1, iHeight-1) );
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if(t==0)
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{
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lightOffs = 0;
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#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
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ldsZMax = 0;
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#endif
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}
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#if !defined(XBONE) && !defined(PLAYSTATION4)
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GroupMemoryBarrierWithGroupSync();
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#endif
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float dpt_ma=1.0;
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#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
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// establish min and max depth first
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dpt_ma=0.0;
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for(int idx=t; idx<256; idx+=NR_THREADS)
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{
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uint2 uPixCrd = min( uint2(viTilLL.x+(idx&0xf), viTilLL.y+(idx>>4)), uint2(iWidth-1, iHeight-1) );
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#ifdef MSAA_ENABLED
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for(int i=0; i<iNumSamplesMSAA; i++)
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{
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const float fDpth = FetchDepthMSAA(g_depth_tex, uPixCrd, i);
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#else
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const float fDpth = FetchDepth(g_depth_tex, uPixCrd);
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#endif
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if(fDpth<VIEWPORT_SCALE_Z) // if not skydome
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{
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dpt_ma = max(fDpth, dpt_ma);
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}
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#ifdef MSAA_ENABLED
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}
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#endif
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}
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InterlockedMax(ldsZMax, asuint(dpt_ma) );
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#if !defined(XBONE) && !defined(PLAYSTATION4)
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GroupMemoryBarrierWithGroupSync();
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#endif
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dpt_ma = asfloat(ldsZMax);
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#endif
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float3 vTileLL = float3(viTilLL.x/(float) iWidth, viTilLL.y/(float) iHeight, 0.0);
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float3 vTileUR = float3((viTilLL.x+16)/(float) iWidth, (viTilLL.y+16)/(float) iHeight, 1.0);
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vTileUR.xy = min(vTileUR.xy,float2(1.0,1.0)).xy;
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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 float3 vMi = g_vBoundsBuffer[l];
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const float3 vMa = g_vBoundsBuffer[l+g_iNrVisibLights];
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if( all(vMa.xy>vTileLL.xy) && all(vMi.xy<vTileUR.xy))
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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_COARSE_ENTRIES) coarseList[uIndex] = l; // add to light list
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}
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}
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#if !defined(XBONE) && !defined(PLAYSTATION4)
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GroupMemoryBarrierWithGroupSync();
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#endif
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int iNrCoarseLights = lightOffs<MAX_NR_COARSE_ENTRIES ? lightOffs : MAX_NR_COARSE_ENTRIES;
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#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
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iNrCoarseLights = SphericalIntersectionTests( t, iNrCoarseLights, float2(min(viTilLL.xy+uint2(16/2,16/2), uint2(iWidth-1, iHeight-1))) );
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#endif
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#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
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#ifdef LEFT_HAND_COORDINATES
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float fTileFarPlane = GetLinearDepth(dpt_ma);
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#else
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float fTileFarPlane = -GetLinearDepth(dpt_ma);
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#endif
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float suggestedBase = SuggestLogBase50(fTileFarPlane);
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#else
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float fTileFarPlane = g_fFarPlane;
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float suggestedBase = g_fClustBase;
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#endif
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#ifdef EXACT_EDGE_TESTS
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iNrCoarseLights = CullByExactEdgeTests(t, iNrCoarseLights, viTilLL.xy, viTilUR.xy, fTileFarPlane);
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#endif
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// sort lights
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#if !defined(XBONE) && !defined(PLAYSTATION4)
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sortLightList((int) t, iNrCoarseLights);
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#endif
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//////////// cell specific code
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{
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for(int l=(int) t; l<((iNrCoarseLights+1)>>1); l += NR_THREADS)
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{
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const int l0 = coarseList[2*l+0], l1 = coarseList[min(2*l+1,iNrCoarseLights)];
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const unsigned int clustIdxMi0 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l0].z), suggestedBase));
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const unsigned int clustIdxMa0 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l0+g_iNrVisibLights].z), suggestedBase));
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const unsigned int clustIdxMi1 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l1].z), suggestedBase));
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const unsigned int clustIdxMa1 = (const unsigned int) min(255,SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l1+g_iNrVisibLights].z), suggestedBase));
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clusterIdxs[l] = (clustIdxMa1<<24) | (clustIdxMi1<<16) | (clustIdxMa0<<8) | (clustIdxMi0<<0);
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}
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}
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#if !defined(XBONE) && !defined(PLAYSTATION4)
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GroupMemoryBarrierWithGroupSync();
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#endif
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int nrClusters = (1<<g_iLog2NumClusters);
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//////////////////////////////////////////////////////////
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uint start = 0;
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int i=(int) t;
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int iSpaceAvail = 0;
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int iSum = 0;
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if(i<nrClusters)
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{
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for(int l=0; l<iNrCoarseLights; l++)
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{
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iSum += (CheckIntersectionBasic(l, i) ? 1 : 0);
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}
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iSpaceAvail = min(iSum,MAX_NR_COARSE_ENTRIES); // combined storage for both direct lights and reflection
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InterlockedAdd(g_LayeredSingleIdxBuffer[0], iSpaceAvail, start); // alloc list memory
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}
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int modelListCount[NR_LIGHT_MODELS]={0,0}; // direct light count and reflection lights
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uint offs = start;
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for(int ll=0; ll<iNrCoarseLights; ll+=4)
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{
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int p = i>>2;
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int m = i&3;
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if(i<24) lightPlanes[6*m+p] = FetchPlane(min(iNrCoarseLights-1,ll+m), p);
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#if !defined(XBONE) && !defined(PLAYSTATION4)
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GroupMemoryBarrierWithGroupSync();
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#endif
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for(int l=ll; l<min(iNrCoarseLights,(ll+4)); l++)
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{
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if(offs<(start+iSpaceAvail) && i<nrClusters && CheckIntersection(l, i, viTilLL.xy, viTilUR.xy, suggestedBase) )
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{
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uint lightModel = g_vLightData[ coarseList[l] ].uLightModel;
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++modelListCount[ lightModel==REFLECTION_LIGHT ? 1 : 0];
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g_vLayeredLightList[offs++] = coarseList[l]; // reflection lights will be last since we sorted
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}
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}
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#if !defined(XBONE) && !defined(PLAYSTATION4)
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GroupMemoryBarrierWithGroupSync();
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#endif
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}
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uint localOffs=0;
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offs = i*nrTilesX*nrTilesY + tileIDX.y*nrTilesX + tileIDX.x;
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for(int m=0; m<NR_LIGHT_MODELS; m++)
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{
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int numLights = min(modelListCount[m],31); // only allow 5 bits
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if(i<nrClusters)
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{
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g_LayeredOffset[offs] = (start+localOffs) | (((uint) numLights)<<27);
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offs += (nrClusters*nrTilesX*nrTilesY);
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localOffs += modelListCount[m]; // use unclamped count for localOffs
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}
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}
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#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
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g_logBaseBuffer[tileIDX.y*nrTilesX + tileIDX.x] = suggestedBase;
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#endif
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}
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// NOTE! returns 1 when value_in==0
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unsigned int LimitPow2AndClamp(unsigned int value_in, unsigned int maxValue)
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{
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unsigned int value = 1;
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while(value<value_in && (value<<1)<=maxValue)
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value<<=1;
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return value;
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}
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void sortLightList(int localThreadID, int length)
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{
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// closest pow2 integer greater than or equal to length
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const int N = (const int) LimitPow2AndClamp((unsigned int) length, MAX_NR_COARSE_ENTRIES); // N is 1 when length is zero but will still not enter first for-loop
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// bitonic sort can only handle arrays with a power of two length. Fill remaining entries with greater than possible index.
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for(int t=length+localThreadID; t<N; t+=NR_THREADS) { coarseList[t]=MAX_NR_COARSE_ENTRIES; } // impossible index
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GroupMemoryBarrierWithGroupSync();
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for(int k=2; k<=N; k=2*k)
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{
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for(int j=k>>1; j>0; j=j>>1)
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{
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for(int i=localThreadID; i<N; i+=NR_THREADS)
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{
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int ixj=i^j;
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if((ixj)>i)
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{
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const unsigned int Avalue = coarseList[i];
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const unsigned int Bvalue = coarseList[ixj];
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const bool mustSwap = ((i&k)!=0^(Avalue>Bvalue)) && Avalue!=Bvalue;
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if(mustSwap)
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{
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coarseList[i]=Bvalue;
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coarseList[ixj]=Avalue;
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}
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}
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}
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GroupMemoryBarrierWithGroupSync();
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}
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}
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}
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float4 GetPlaneEq(const float3 vBoxX, const float3 vBoxY, const float3 vBoxZ, const float3 vCen, const float2 vScaleXY, const int sideIndex)
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{
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const int iAbsSide = (sideIndex == 0 || sideIndex == 1) ? 0 : ((sideIndex == 2 || sideIndex == 3) ? 1 : 2);
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const float fS = (sideIndex & 1) != 0 ? 1 : (-1);
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float3 vA = fS*(iAbsSide == 0 ? vBoxX : (iAbsSide == 1 ? (-vBoxY) : vBoxZ));
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float3 vB = fS*(iAbsSide == 0 ? (-vBoxY) : (iAbsSide == 1 ? (-vBoxX) : (-vBoxY)));
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float3 vC = iAbsSide == 0 ? vBoxZ : (iAbsSide == 1 ? vBoxZ : (-vBoxX));
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bool bIsTopQuad = iAbsSide == 2 && (sideIndex & 1) != 0; // in this case all 4 verts get scaled.
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bool bIsSideQuad = (iAbsSide == 0 || iAbsSide == 1); // if side quad only two verts get scaled (impacts q1 and q2)
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if (bIsTopQuad) { vB *= vScaleXY.y; vC *= vScaleXY.x; }
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float3 vA2 = vA;
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float3 vB2 = vB;
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if (bIsSideQuad) { vA2 *= (iAbsSide == 0 ? vScaleXY.x : vScaleXY.y); vB2 *= (iAbsSide == 0 ? vScaleXY.y : vScaleXY.x); }
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float3 p0 = vCen + (vA + vB - vC); // vCen + vA is center of face when vScaleXY is 1.0
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float3 vN = cross( vB2, 0.5*(vA-vA2) - vC );
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#ifdef LEFT_HAND_COORDINATES
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vN = -vN;
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#endif
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return float4(vN, -dot(vN,p0));
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}
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float4 FetchPlane(int l, int p)
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{
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SFiniteLightBound lgtDat = g_data[coarseList[l]];
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const float3 vBoxX = lgtDat.vBoxAxisX.xyz;
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const float3 vBoxY = lgtDat.vBoxAxisY.xyz;
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const float3 vBoxZ = -lgtDat.vBoxAxisZ.xyz; // flip an axis to make it right handed since Determinant(worldToView)<0
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const float3 vCen = lgtDat.vCen.xyz;
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const float fRadius = lgtDat.fRadius;
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const float2 vScaleXY = lgtDat.vScaleXY;
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return GetPlaneEq(vBoxX, vBoxY, vBoxZ, vCen, vScaleXY, p);
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}
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#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
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int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate)
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|
{
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#ifdef LEFT_HAND_COORDINATES
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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 worldDistAtDepthOne = 8*onePixDiagDist; // scale by half a tile
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|
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int iNrVisib = 0;
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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[coarseList[l]];
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const float3 vCen = lgtDat.vCen.xyz;
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float fRad = lgtDat.fRadius;
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#if 1
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float3 maxZdir = float3(-vCen.z*vCen.x, -vCen.z*vCen.y, vCen.x*vCen.x + vCen.y*vCen.y); // cross(vCen,cross(Zaxis,vCen))
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float len = length(maxZdir);
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float scalarProj = len>0.0001 ? (maxZdir.z/len) : len; // since len>=(maxZdir.z/len) we can use len as an approximate value when len<=epsilon
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float fOffs = scalarProj*fRad;
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#else
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float fOffs = fRad; // more false positives due to larger radius but works too
|
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#endif
|
|
|
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#ifdef LEFT_HAND_COORDINATES
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fRad = fRad + (vCen.z+fOffs)*worldDistAtDepthOne;
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#else
|
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fRad = fRad + (vCen.z-fOffs)*worldDistAtDepthOne;
|
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#endif
|
|
|
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float a = dot(V,V);
|
|
float CdotV = dot(vCen,V);
|
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float c = dot(vCen,vCen) - fRad*fRad;
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|
|
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float fDescDivFour = CdotV*CdotV - a*c;
|
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if(!(c<0 || (fDescDivFour>0 && CdotV>0))) // if ray misses bounding sphere
|
|
coarseList[l]=0xffffffff;
|
|
}
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|
|
#if !defined(XBONE) && !defined(PLAYSTATION4)
|
|
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(XBONE) && !defined(PLAYSTATION4)
|
|
GroupMemoryBarrierWithGroupSync();
|
|
#endif
|
|
|
|
return lightOffsSph;
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef EXACT_EDGE_TESTS
|
|
float3 GetHullVertex(const float3 vBoxX, const float3 vBoxY, const float3 vBoxZ, const float3 vCen, const float2 vScaleXY, const int p)
|
|
{
|
|
const bool bIsTopVertex = (p&4)!=0;
|
|
float3 vScales = float3( ((p&1)!=0 ? 1.0f : (-1.0f))*(bIsTopVertex ? vScaleXY.x : 1.0), ((p&2)!=0 ? 1.0f : (-1.0f))*(bIsTopVertex ? vScaleXY.y : 1.0), (p&4)!=0 ? 1.0f : (-1.0f) );
|
|
return (vScales.x*vBoxX + vScales.y*vBoxY + vScales.z*vBoxZ) + vCen;
|
|
}
|
|
|
|
void GetHullEdge(out int idx0, out int idx_twin, out float3 vP0, out float3 vE0, const int e0, const float3 vBoxX, const float3 vBoxY, const float3 vBoxZ, const float3 vCen, const float2 vScaleXY)
|
|
{
|
|
int iAxis = e0>>2;
|
|
int iSwizzle = e0&0x3;
|
|
bool bIsSwizzleOneOrTwo = ((iSwizzle-1)&0x2)==0;
|
|
|
|
const int i0 = iAxis==0 ? (2*iSwizzle+0) : ( iAxis==1 ? (iSwizzle+(iSwizzle&2)) : iSwizzle);
|
|
const int i1 = i0 + (1<<iAxis);
|
|
const bool bSwap = iAxis==0 ? (!bIsSwizzleOneOrTwo) : (iAxis==1 ? false : bIsSwizzleOneOrTwo);
|
|
|
|
idx0 = bSwap ? i1 : i0;
|
|
idx_twin = bSwap ? i0 : i1;
|
|
float3 p0 = GetHullVertex(vBoxX, vBoxY, vBoxZ, vCen, vScaleXY, idx0);
|
|
float3 p1 = GetHullVertex(vBoxX, vBoxY, vBoxZ, vCen, vScaleXY, idx_twin);
|
|
|
|
vP0 = p0;
|
|
vE0 = p1-p0;
|
|
}
|
|
|
|
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;
|
|
#ifndef LEFT_HAND_COORDINATES
|
|
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(XBONE) && !defined(PLAYSTATION4)
|
|
GroupMemoryBarrierWithGroupSync();
|
|
#endif
|
|
const int idxCoarse = coarseList[l];
|
|
[branch]if(g_vLightData[idxCoarse].uLightType!=SPHERE_LIGHT) // don't bother doing edge tests for sphere lights since these have camera aligned bboxes.
|
|
{
|
|
SFiniteLightBound lgtDat = g_data[idxCoarse];
|
|
|
|
const float3 vBoxX = lgtDat.vBoxAxisX.xyz;
|
|
const float3 vBoxY = lgtDat.vBoxAxisY.xyz;
|
|
const float3 vBoxZ = -lgtDat.vBoxAxisZ.xyz; // flip an axis to make it right handed since Determinant(worldToView)<0
|
|
const float3 vCen = lgtDat.vCen.xyz;
|
|
const float2 vScaleXY = lgtDat.vScaleXY;
|
|
|
|
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, vBoxX, vBoxY, vBoxZ, vCen, vScaleXY);
|
|
|
|
|
|
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(vBoxX, vBoxY, vBoxZ, vCen, vScaleXY, 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(XBONE) && !defined(PLAYSTATION4)
|
|
GroupMemoryBarrierWithGroupSync();
|
|
#endif
|
|
if(threadID==0 && ldsIsLightInvisible==0)
|
|
{
|
|
coarseList[lightOffs2++] = coarseList[l];
|
|
}
|
|
}
|
|
#if !defined(XBONE) && !defined(PLAYSTATION4)
|
|
GroupMemoryBarrierWithGroupSync();
|
|
#endif
|
|
return lightOffs2;
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
[numthreads(1, 1, 1)]
|
|
void ClearAtomic(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID)
|
|
{
|
|
g_LayeredSingleIdxBuffer[0]=0;
|
|
}
|