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493 行
16 KiB
493 行
16 KiB
// The implementation is based on the demo on "fine pruned tiled lighting" published in GPU Pro 7.
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// https://github.com/wolfgangfengel/GPU-Pro-7
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#pragma kernel TileLightListGen LIGHTLISTGEN=TileLightListGen
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#pragma kernel TileLightListGen_SrcBigTile LIGHTLISTGEN=TileLightListGen_SrcBigTile USE_TWO_PASS_TILED_LIGHTING
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#pragma kernel TileLightListGen_FeatureFlags LIGHTLISTGEN=TileLightListGen_FeatureFlags USE_FEATURE_FLAGS
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#pragma kernel TileLightListGen_SrcBigTile_FeatureFlags LIGHTLISTGEN=TileLightListGen_SrcBigTile_FeatureFlags USE_TWO_PASS_TILED_LIGHTING USE_FEATURE_FLAGS
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//#pragma #pragma enable_d3d11_debug_symbols
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#include "ShaderBase.hlsl"
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#include "LightLoop.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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#pragma only_renderers d3d11 ps4 xboxone vulkan metal
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#define FINE_PRUNING_ENABLED
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#define PERFORM_SPHERICAL_INTERSECTION_TESTS
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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 uint g_isOrthographic;
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uniform int _EnvLightIndexShift;
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uniform int _DecalIndexShift;
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uniform uint g_BaseFeatureFlags;
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Texture2D g_depth_tex : register( t0 );
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StructuredBuffer<float3> g_vBoundsBuffer : register( t1 );
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StructuredBuffer<LightVolumeData> _LightVolumeData : register(t2);
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StructuredBuffer<SFiniteLightBound> g_data : register( t3 );
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#ifdef USE_TWO_PASS_TILED_LIGHTING
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StructuredBuffer<uint> g_vBigTileLightList : register( t4 ); // don't support Buffer yet in unity
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#endif
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#define NR_THREADS 64
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// output buffer
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RWStructuredBuffer<uint> g_vLightList : register( u0 ); // don't support RWBuffer yet in unity
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#define MAX_NR_COARSE_ENTRIES 64
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#define MAX_NR_PRUNED_ENTRIES 24
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groupshared unsigned int coarseList[MAX_NR_COARSE_ENTRIES];
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groupshared unsigned int prunedList[MAX_NR_COARSE_ENTRIES]; // temporarily support room for all 64 while in LDS
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groupshared uint ldsZMin;
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groupshared uint ldsZMax;
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groupshared uint lightOffs;
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#ifdef FINE_PRUNING_ENABLED
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groupshared uint ldsDoesLightIntersect[2];
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#endif
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groupshared int ldsNrLightsFinal;
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groupshared int ldsCategoryListCount[LIGHTCATEGORY_COUNT];
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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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#ifdef USE_FEATURE_FLAGS
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groupshared uint ldsFeatureFlags;
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RWStructuredBuffer<uint> g_TileFeatureFlags;
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#endif
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//float GetLinearDepth(float3 vP)
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//{
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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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float GetLinearDepth(float zDptBufSpace) // 0 is near 1 is far
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{
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// for perspective projection m22 is zero and m23 is +1/-1 (depends on left/right hand proj)
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// however this function must also work for orthographic projection so we keep it like this.
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float m22 = g_mInvScrProjection[2].z, m23 = g_mInvScrProjection[2].w;
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float m32 = g_mInvScrProjection[3].z, m33 = g_mInvScrProjection[3].w;
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return (m22*zDptBufSpace+m23) / (m32*zDptBufSpace+m33);
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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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bool isOrthographic = g_isOrthographic!=0;
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float fSx = g_mScrProjection[0].x;
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float fSy = g_mScrProjection[1].y;
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float fCx = isOrthographic ? g_mScrProjection[0].w : g_mScrProjection[0].z;
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float fCy = isOrthographic ? g_mScrProjection[1].w : g_mScrProjection[1].z;
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#if USE_LEFT_HAND_CAMERA_SPACE
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bool useLeftHandVersion = true;
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#else
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bool useLeftHandVersion = isOrthographic;
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#endif
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float s = useLeftHandVersion ? 1 : (-1);
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float2 p = float2( (s*v2ScrPos.x-fCx)/fSx, (s*v2ScrPos.y-fCy)/fSy);
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return float3(isOrthographic ? p.xy : (fLinDepth*p.xy), fLinDepth);
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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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int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate);
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#endif
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#ifdef FINE_PRUNING_ENABLED
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void FinePruneLights(uint threadID, int iNrCoarseLights, uint2 viTilLL, float4 vLinDepths);
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#endif
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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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if(t<MAX_NR_COARSE_ENTRIES)
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prunedList[t]=0;
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uint iWidth = g_viDimensions.x;
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uint iHeight = g_viDimensions.y;
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uint nrTilesX = (iWidth+15)/16;
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uint nrTilesY = (iHeight+15)/16;
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uint nrTiles = nrTilesX * nrTilesY; // Precompute?
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// build tile scr boundary
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const uint uFltMax = 0x7f7fffff; // FLT_MAX as a uint
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if(t==0)
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{
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ldsZMin = uFltMax;
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ldsZMax = 0;
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lightOffs = 0;
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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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uint2 viTilLL = 16*tileIDX;
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// establish min and max depth first
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float dpt_mi=asfloat(uFltMax), dpt_ma=0.0;
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float4 vLinDepths;
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{
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// Fetch depths and calculate min/max
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UNITY_UNROLL
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for(int i = 0; i < 4; i++)
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{
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int idx = i * NR_THREADS + t;
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uint2 uCrd = min( uint2(viTilLL.x+(idx&0xf), viTilLL.y+(idx>>4)), uint2(iWidth-1, iHeight-1) );
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const float fDepth = FetchDepth(g_depth_tex, uCrd);
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vLinDepths[i] = GetLinearDepth(fDepth);
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if(fDepth<VIEWPORT_SCALE_Z) // if not skydome
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{
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dpt_mi = min(fDepth, dpt_mi);
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dpt_ma = max(fDepth, dpt_ma);
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}
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}
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InterlockedMax(ldsZMax, asuint(dpt_ma));
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InterlockedMin(ldsZMin, asuint(dpt_mi));
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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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float3 vTileLL = float3(viTilLL.x/(float) iWidth, viTilLL.y/(float) iHeight, asfloat(ldsZMin));
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float3 vTileUR = float3((viTilLL.x+16)/(float) iWidth, (viTilLL.y+16)/(float) iHeight, asfloat(ldsZMax));
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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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#ifdef USE_TWO_PASS_TILED_LIGHTING
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const uint log2BigTileToTileRatio = firstbithigh(64) - firstbithigh(16);
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int NrBigTilesX = (nrTilesX+((1<<log2BigTileToTileRatio)-1))>>log2BigTileToTileRatio;
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const int bigTileIdx = (tileIDX.y>>log2BigTileToTileRatio)*NrBigTilesX + (tileIDX.x>>log2BigTileToTileRatio); // map the idx to 64x64 tiles
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int nrBigTileLights = g_vBigTileLightList[MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE*bigTileIdx+0];
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for(int l0=(int) t; l0<(int) nrBigTileLights; l0 += NR_THREADS)
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{
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int l = g_vBigTileLightList[MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE*bigTileIdx+l0+1];
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#else
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for(int l=(int) t; l<(int) g_iNrVisibLights; l += NR_THREADS)
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{
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#endif
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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>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_COARSE_ENTRIES) coarseList[uIndex] = l; // add to light list
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}
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}
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#ifdef FINE_PRUNING_ENABLED
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if(t<2) ldsDoesLightIntersect[t] = 0;
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#endif
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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_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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#ifndef FINE_PRUNING_ENABLED
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{
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if((int)t<iNrCoarseLights) prunedList[t] = coarseList[t];
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if(t==0) ldsNrLightsFinal=iNrCoarseLights;
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}
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#else
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{
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// initializes ldsNrLightsFinal with the number of accepted lights.
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// all accepted entries delivered in prunedList[].
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FinePruneLights(t, iNrCoarseLights, viTilLL, vLinDepths);
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}
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#endif
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//
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if(t<LIGHTCATEGORY_COUNT) ldsCategoryListCount[t]=0;
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#ifdef USE_FEATURE_FLAGS
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if(t==0) ldsFeatureFlags=0;
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#endif
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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 nrLightsCombinedList = min(ldsNrLightsFinal,MAX_NR_COARSE_ENTRIES);
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for(int i=t; i<nrLightsCombinedList; i+=NR_THREADS)
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{
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InterlockedAdd(ldsCategoryListCount[_LightVolumeData[prunedList[i]].lightCategory], 1);
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#ifdef USE_FEATURE_FLAGS
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InterlockedOr(ldsFeatureFlags, _LightVolumeData[prunedList[i]].featureFlags);
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#endif
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}
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// sort lights (gives a more efficient execution in both deferred and tiled forward lighting).
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#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL)
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SORTLIST(prunedList, nrLightsCombinedList, MAX_NR_COARSE_ENTRIES, t, NR_THREADS);
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//MERGESORTLIST(prunedList, coarseList, nrLightsCombinedList, t, NR_THREADS);
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#endif
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#ifdef USE_FEATURE_FLAGS
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if(t == 0)
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{
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uint featureFlags = ldsFeatureFlags | g_BaseFeatureFlags;
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// In case of back
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if(ldsZMax < ldsZMin) // is background pixel
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{
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// 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
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featureFlags = 0;
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}
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g_TileFeatureFlags[tileIDX.y * nrTilesX + tileIDX.x] = featureFlags;
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}
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#endif
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// write lights to global buffers
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int localOffs=0;
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int offs = tileIDX.y*nrTilesX + tileIDX.x;
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// All our cull data are in the same list, but at render time envLights are separated so we need to shift the index
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// to make it work correctly
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int shiftIndex[LIGHTCATEGORY_COUNT];
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ZERO_INITIALIZE_ARRAY(int, shiftIndex, LIGHTCATEGORY_COUNT);
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shiftIndex[LIGHTCATEGORY_COUNT - 2] = _EnvLightIndexShift;
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shiftIndex[LIGHTCATEGORY_COUNT - 1] = _DecalIndexShift;
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for(int category=0; category<LIGHTCATEGORY_COUNT; category++)
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{
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int nrLightsFinal = ldsCategoryListCount[category];
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int nrLightsFinalClamped = nrLightsFinal<MAX_NR_PRUNED_ENTRIES ? nrLightsFinal : MAX_NR_PRUNED_ENTRIES;
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const int nrDWords = ((nrLightsFinalClamped+1)+1)>>1;
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for(int l=(int) t; l<(int) nrDWords; l += NR_THREADS)
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{
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// We remap the prunedList index to the original LightData / EnvLightData indices
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uint uLow = l==0 ? nrLightsFinalClamped : prunedList[max(0,2 * l - 1 + localOffs)] - shiftIndex[category];
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uint uHigh = prunedList[2 * l + 0 + localOffs] - shiftIndex[category];
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g_vLightList[16*offs + l] = (uLow&0xffff) | (uHigh<<16);
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}
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localOffs += nrLightsFinal;
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offs += (nrTilesX*nrTilesY);
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}
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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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if(threadID==0) lightOffsSph = 0;
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// make a copy of coarseList in prunedList.
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int l;
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for(l=threadID; l<iNrCoarseLights; l+=NR_THREADS)
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prunedList[l]=coarseList[l];
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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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#if USE_LEFT_HAND_CAMERA_SPACE
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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 = 8*onePixDiagDist; // scale by half a tile
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for(l=threadID; l<iNrCoarseLights; l+=NR_THREADS)
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{
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SFiniteLightBound lightData = g_data[prunedList[l]];
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if( DoesSphereOverlapTile(V, halfTileSizeAtZDistOne, lightData.center.xyz, lightData.radius, g_isOrthographic!=0) )
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{
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unsigned int uIndex;
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InterlockedAdd(lightOffsSph, 1, uIndex);
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coarseList[uIndex]=prunedList[l]; // read from the original copy of coarseList which is backed up in prunedList
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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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return lightOffsSph;
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}
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#endif
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#ifdef FINE_PRUNING_ENABLED
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// initializes ldsNrLightsFinal with the number of accepted lights.
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// all accepted entries delivered in prunedList[].
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void FinePruneLights(uint threadID, int iNrCoarseLights, uint2 viTilLL, float4 vLinDepths)
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{
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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 uLightsFlags[2] = {0,0};
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int l=0;
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// need this outer loop even on xb1 and ps4 since direct lights and
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// reflection lights are kept in separate regions.
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while(l<iNrCoarseLights)
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{
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// fetch light
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int idxCoarse = l<iNrCoarseLights ? coarseList[l] : 0;
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uint uLightVolume = l<iNrCoarseLights ? _LightVolumeData[idxCoarse].lightVolume : 0;
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// spot
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while(l<iNrCoarseLights && uLightVolume==LIGHTVOLUMETYPE_CONE)
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{
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LightVolumeData lightData = _LightVolumeData[idxCoarse];
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// TODO: Change by SebL
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const bool bIsSpotDisc = true; // (lightData.flags&IS_CIRCULAR_SPOT_SHAPE) != 0;
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// serially check 4 pixels
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uint uVal = 0;
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for(int i=0; i<4; i++)
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{
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int idx = t + i*NR_THREADS;
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uint2 uPixLoc = min(uint2(viTilLL.x+(idx&0xf), viTilLL.y+(idx>>4)), uint2(iWidth-1, iHeight-1));
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float3 vVPos = GetViewPosFromLinDepth(uPixLoc + float2(0.5,0.5), vLinDepths[i]);
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// check pixel
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float3 fromLight = vVPos-lightData.lightPos.xyz;
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float distSq = dot(fromLight,fromLight);
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const float fSclProj = dot(fromLight, lightData.lightAxisZ.xyz); // spotDir = lightData.lightAxisZ.xyz
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float2 V = abs( float2( dot(fromLight, lightData.lightAxisX.xyz), dot(fromLight, lightData.lightAxisY.xyz) ) );
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float fDist2D = bIsSpotDisc ? length(V) : max(V.x,V.y);
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if( all( float2(lightData.radiusSq, fSclProj) > float2(distSq, fDist2D*lightData.cotan) ) ) uVal = 1;
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}
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uLightsFlags[l<32 ? 0 : 1] |= (uVal<<(l&31));
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++l; idxCoarse = l<iNrCoarseLights ? coarseList[l] : 0;
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uLightVolume = l<iNrCoarseLights ? _LightVolumeData[idxCoarse].lightVolume : 0;
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}
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// sphere
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while(l<iNrCoarseLights && uLightVolume==LIGHTVOLUMETYPE_SPHERE)
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{
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LightVolumeData lightData = _LightVolumeData[idxCoarse];
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// serially check 4 pixels
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uint uVal = 0;
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for(int i=0; i<4; i++)
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{
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int idx = t + i*NR_THREADS;
|
|
|
|
uint2 uPixLoc = min(uint2(viTilLL.x+(idx&0xf), viTilLL.y+(idx>>4)), uint2(iWidth-1, iHeight-1));
|
|
float3 vVPos = GetViewPosFromLinDepth(uPixLoc + float2(0.5,0.5), vLinDepths[i]);
|
|
|
|
// check pixel
|
|
float3 vLp = lightData.lightPos.xyz;
|
|
float3 toLight = vLp - vVPos;
|
|
float distSq = dot(toLight,toLight);
|
|
|
|
if(lightData.radiusSq>distSq) uVal = 1;
|
|
}
|
|
|
|
uLightsFlags[l<32 ? 0 : 1] |= (uVal<<(l&31));
|
|
++l; idxCoarse = l<iNrCoarseLights ? coarseList[l] : 0;
|
|
uLightVolume = l<iNrCoarseLights ? _LightVolumeData[idxCoarse].lightVolume : 0;
|
|
}
|
|
|
|
// Box
|
|
while(l<iNrCoarseLights && uLightVolume==LIGHTVOLUMETYPE_BOX)
|
|
{
|
|
LightVolumeData lightData = _LightVolumeData[idxCoarse];
|
|
|
|
// serially check 4 pixels
|
|
uint uVal = 0;
|
|
for(int i=0; i<4; i++)
|
|
{
|
|
int idx = t + i*NR_THREADS;
|
|
|
|
uint2 uPixLoc = min(uint2(viTilLL.x+(idx&0xf), viTilLL.y+(idx>>4)), uint2(iWidth-1, iHeight-1));
|
|
float3 vVPos = GetViewPosFromLinDepth(uPixLoc + float2(0.5,0.5), vLinDepths[i]);
|
|
|
|
// check pixel
|
|
float3 toLight = lightData.lightPos.xyz - vVPos;
|
|
|
|
float3 dist = float3( dot(toLight, lightData.lightAxisX), dot(toLight, lightData.lightAxisY), dot(toLight, lightData.lightAxisZ) );
|
|
dist = (abs(dist) - lightData.boxInnerDist) * lightData.boxInvRange; // not as efficient as it could be
|
|
if( max(max(dist.x, dist.y), dist.z)<1 ) uVal = 1; // but allows us to not write out OuterDists
|
|
}
|
|
|
|
uLightsFlags[l<32 ? 0 : 1] |= (uVal<<(l&31));
|
|
++l; idxCoarse = l<iNrCoarseLights ? coarseList[l] : 0;
|
|
uLightVolume = l<iNrCoarseLights ? _LightVolumeData[idxCoarse].lightVolume : 0;
|
|
}
|
|
|
|
// in case we have some corrupt data make sure we terminate
|
|
if(uLightVolume >=LIGHTVOLUMETYPE_COUNT) ++l;
|
|
}
|
|
|
|
InterlockedOr(ldsDoesLightIntersect[0], uLightsFlags[0]);
|
|
InterlockedOr(ldsDoesLightIntersect[1], uLightsFlags[1]);
|
|
if(t==0) ldsNrLightsFinal = 0;
|
|
|
|
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL)
|
|
GroupMemoryBarrierWithGroupSync();
|
|
#endif
|
|
|
|
if(t<(uint) iNrCoarseLights && (ldsDoesLightIntersect[t<32 ? 0 : 1]&(1<<(t&31)))!=0 )
|
|
{
|
|
unsigned int uInc = 1;
|
|
unsigned int uIndex;
|
|
InterlockedAdd(ldsNrLightsFinal, uInc, uIndex);
|
|
if(uIndex<MAX_NR_COARSE_ENTRIES) prunedList[uIndex] = coarseList[t]; // we allow up to 64 pruned lights while stored in LDS.
|
|
}
|
|
}
|
|
#endif
|