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#pragma kernel TileLightListGen_NoDepthRT LIGHTLISTGEN=TileLightListGen_NoDepthRT
#pragma kernel TileLightListGen_DepthRT LIGHTLISTGEN=TileLightListGen_DepthRT ENABLE_DEPTH_TEXTURE_BACKPLANE
#pragma kernel TileLightListGen_DepthRT_MSAA LIGHTLISTGEN=TileLightListGen_DepthRT_MSAA ENABLE_DEPTH_TEXTURE_BACKPLANE MSAA_ENABLED
#pragma kernel TileLightListGen_NoDepthRT_SrcBigTile LIGHTLISTGEN=TileLightListGen_NoDepthRT_SrcBigTile USE_TWO_PASS_TILED_LIGHTING
#pragma kernel TileLightListGen_DepthRT_SrcBigTile LIGHTLISTGEN=TileLightListGen_DepthRT_SrcBigTile ENABLE_DEPTH_TEXTURE_BACKPLANE USE_TWO_PASS_TILED_LIGHTING
#pragma kernel TileLightListGen_DepthRT_MSAA_SrcBigTile LIGHTLISTGEN=TileLightListGen_DepthRT_MSAA_SrcBigTile ENABLE_DEPTH_TEXTURE_BACKPLANE MSAA_ENABLED USE_TWO_PASS_TILED_LIGHTING
#pragma kernel ClearAtomic
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "ShaderBase.hlsl"
#include "LightLoop.cs.hlsl"
#include "LightingConvexHullUtils.hlsl"
#include "LightCullUtils.hlsl"
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL)
#include "SortingComputeUtils.hlsl"
#endif
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//#define EXACT_EDGE_TESTS
#define PERFORM_SPHERICAL_INTERSECTION_TESTS
#define CONV_HULL_TEST_ENABLED
CBUFFER_START(UnityLightListClustered)
int g_iNrVisibLights;
float4x4 g_mInvScrProjectionArr[2];
float4x4 g_mScrProjectionArr[2];
uint g_isOrthographic;
int _EnvLightIndexShift;
int _DecalIndexShift;
int _DensityVolumeIndexShift;
float g_fClustScale;
float g_fClustBase;
float g_fNearPlane;
float g_fFarPlane;
int g_iLog2NumClusters; // numClusters = (1<<g_iLog2NumClusters)
float4 g_screenSize;
int g_iNumSamplesMSAA;
CBUFFER_END
// ClusteredUtils.hlsl is dependent on the constants declared in UnityLightListClustered :/
// g_fClustBase, g_fNearPlane, g_fFarPlane, g_iLog2NumClusters
#include "ClusteredUtils.hlsl"
#ifdef MSAA_ENABLED
Texture2DMS<float> g_depth_tex : register( t0 );
#else
Texture2D g_depth_tex : register( t0 );
#endif
StructuredBuffer<float3> g_vBoundsBuffer : register( t1 );
StructuredBuffer<LightVolumeData> _LightVolumeData : register(t2);
StructuredBuffer<SFiniteLightBound> g_data : register( t3 );
#ifdef USE_TWO_PASS_TILED_LIGHTING
StructuredBuffer<uint> g_vBigTileLightList : register( t4 ); // don't support Buffer yet in unity
#endif
#define NR_THREADS 64
RWStructuredBuffer<uint> g_vLayeredLightList : register( u0 ); // don't support RWBuffer yet in unity
RWStructuredBuffer<uint> g_LayeredOffset : register( u1 ); // don't support RWBuffer yet in unity
RWStructuredBuffer<uint> g_LayeredSingleIdxBuffer : register( u2 ); // don't support RWBuffer yet in unity
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
RWStructuredBuffer<float> g_logBaseBuffer : register( u3 ); // don't support RWBuffer yet in unity
#endif
#define MAX_NR_COARSE_ENTRIES 128
groupshared unsigned int coarseList[MAX_NR_COARSE_ENTRIES];
groupshared unsigned int clusterIdxs[MAX_NR_COARSE_ENTRIES/2];
groupshared float4 lightPlanes[4*6]; // Each plane is defined by a float4. 6 planes per light, 4 lights (24 planes)
groupshared uint lightOffs;
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
groupshared uint ldsZMax;
#endif
#ifdef EXACT_EDGE_TESTS
groupshared uint ldsIsLightInvisible;
groupshared uint lightOffs2;
#endif
#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
groupshared uint lightOffsSph;
#endif
float GetLinearDepth(float zDptBufSpace, uint eyeIndex) // 0 is near 1 is far
{
float4x4 g_mInvScrProjection = g_mInvScrProjectionArr[eyeIndex];
// for perspective projection m22 is zero and m23 is +1/-1 (depends on left/right hand proj)
// however this function must also work for orthographic projection so we keep it like this.
float m22 = g_mInvScrProjection[2].z, m23 = g_mInvScrProjection[2].w;
float m32 = g_mInvScrProjection[3].z, m33 = g_mInvScrProjection[3].w;
return (m22*zDptBufSpace+m23) / (m32*zDptBufSpace+m33);
//float3 vP = float3(0.0f,0.0f,zDptBufSpace);
//float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0));
//return v4Pres.z / v4Pres.w;
}
float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth, uint eyeIndex)
{
float4x4 g_mScrProjection = g_mScrProjectionArr[eyeIndex];
bool isOrthographic = g_isOrthographic!=0;
float fSx = g_mScrProjection[0].x;
float fSy = g_mScrProjection[1].y;
float fCx = isOrthographic ? g_mScrProjection[0].w : g_mScrProjection[0].z;
float fCy = isOrthographic ? g_mScrProjection[1].w : g_mScrProjection[1].z;
#if USE_LEFT_HAND_CAMERA_SPACE
bool useLeftHandVersion = true;
#else
bool useLeftHandVersion = isOrthographic;
#endif
float s = useLeftHandVersion ? 1 : (-1);
float2 p = float2( (s*v2ScrPos.x-fCx)/fSx, (s*v2ScrPos.y-fCy)/fSy);
return float3(isOrthographic ? p.xy : (fLinDepth*p.xy), fLinDepth);
}
float GetOnePixDiagWorldDistAtDepthOne(uint eyeIndex)
{
float4x4 g_mScrProjection = g_mScrProjectionArr[eyeIndex];
float fSx = g_mScrProjection[0].x;
float fSy = g_mScrProjection[1].y;
return length( float2(1.0/fSx,1.0/fSy) );
}
// SphericalIntersectionTests and CullByExactEdgeTests are close to the versions
// in lightlistbuild-bigtile.compute. But would need more re-factoring than needed
// right now.
#ifdef EXACT_EDGE_TESTS
int CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR, float fTileFarPlane, uint eyeIndex);
#endif
#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate, uint eyeIndex);
#endif
// returns 1 for intersection and 0 for none
float4 FetchPlane(int l, int p, uint eyeIndex);
bool CheckIntersection(int l, int k, uint2 viTilLL, uint2 viTilUR, float suggestedBase, uint eyeIndex)
{
// If this light's screen space depth bounds intersect this cluster...simple cluster test
// TODO: Unify this code with the code in CheckIntersectionBasic...
unsigned int val = (clusterIdxs[l>>1]>>(16*(l&1)))&0xffff;
bool bIsHit = ((val>>0)&0xff)<=((uint) k) && ((uint) k)<=((val>>8)&0xff);
if(bIsHit)
{
#ifdef CONV_HULL_TEST_ENABLED
float depthAtNearZ = ClusterIdxToZ(k, suggestedBase);
float depthAtFarZ = ClusterIdxToZ(k+1, suggestedBase);
for(int p=0; p<6; p++)
{
float4 plane = lightPlanes[6*(l&3)+p];
bool bAllInvisib = true;
for(int i=0; i<8; i++)
{
float x = (i&1)==0 ? viTilLL.x : viTilUR.x;
float y = (i&2)==0 ? viTilLL.y : viTilUR.y;
float z = (i&4)==0 ? depthAtNearZ : depthAtFarZ;
float3 vP = GetViewPosFromLinDepth( float2(x, y), z, eyeIndex);
// Test each corner of the cluster against the light bounding box planes
bAllInvisib = bAllInvisib && dot(plane, float4(vP,1.0))>0;
}
if(bAllInvisib) bIsHit = false;
}
#endif
}
return bIsHit;
}
// l is the coarse light index, k is the cluster index
bool CheckIntersectionBasic(int l, int k)
{
unsigned int val = (clusterIdxs[l>>1]>>(16*(l&1)))&0xffff;
return ((val>>0)&0xff)<=((uint) k) && ((uint) k)<=((val>>8)&0xff);
}
[numthreads(NR_THREADS, 1, 1)]
void LIGHTLISTGEN(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID)
{
uint eyeIndex = u3GroupID.z;
uint2 tileIDX = u3GroupID.xy;
uint t=threadID;
const uint log2TileSize = firstbithigh(TILE_SIZE_CLUSTERED);
uint nrTilesX = ((uint)g_screenSize.x +(TILE_SIZE_CLUSTERED-1))>>log2TileSize;
uint nrTilesY = ((uint)g_screenSize.y +(TILE_SIZE_CLUSTERED-1))>>log2TileSize;
// Screen space coordinates of clustered tile
uint2 viTilLL = TILE_SIZE_CLUSTERED*tileIDX;
uint2 viTilUR = min( viTilLL+uint2(TILE_SIZE_CLUSTERED,TILE_SIZE_CLUSTERED), uint2(g_screenSize.x, g_screenSize.y) ); // not width and height minus 1 since viTilUR represents the end of the tile corner.
if(t==0)
{
lightOffs = 0;
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
ldsZMax = 0;
#endif
}
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL)
GroupMemoryBarrierWithGroupSync();
#endif
float dpt_ma=1.0;
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
// establish min and max depth first
dpt_ma=0.0;
for(int idx=t; idx<(TILE_SIZE_CLUSTERED*TILE_SIZE_CLUSTERED); idx+=NR_THREADS)
{
// XRTODO: We need to stereo-ize access to g_depth_tex for texture arrays.
uint2 uPixCrd = min( uint2(viTilLL.x+(idx&(TILE_SIZE_CLUSTERED-1)), viTilLL.y+(idx>>log2TileSize)), uint2(g_screenSize.x-1, g_screenSize.y-1) );
// TODO: For stereo double-wide, I need a proper way to insert the second eye width offset. Right now, I can just
// use g_screenSize.x, but that's kinda cheating.
// Additionally, we're going to have a method to select between a doublewide texture or texture array. Doubling
// the kernels seems like a bad idea. We could branch our texture read to switch between different texture declarations.
uint stereoDWOffset = eyeIndex * g_screenSize.x;
uPixCrd.x += stereoDWOffset;
#ifdef MSAA_ENABLED
for(int i=0; i<g_iNumSamplesMSAA; i++)
{
const float fDpth = FetchDepthMSAA(g_depth_tex, uPixCrd, i);
#else
const float fDpth = FetchDepth(g_depth_tex, uPixCrd);
#endif
if(fDpth<VIEWPORT_SCALE_Z) // if not skydome
{
dpt_ma = max(fDpth, dpt_ma);
}
#ifdef MSAA_ENABLED
}
#endif
}
// Why is this a uint? Doesn't InterlockedMax support shared mem floats?
InterlockedMax(ldsZMax, asuint(dpt_ma) );
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL)
GroupMemoryBarrierWithGroupSync();
#endif
dpt_ma = asfloat(ldsZMax);
if(dpt_ma<=0.0) dpt_ma = VIEWPORT_SCALE_Z; // assume sky pixel
#endif
// 'Normalized' coordinates of tile, for use with AABB bounds in g_vBoundsBuffer
float2 vTileLL = float2(viTilLL.x/g_screenSize.x, viTilLL.y/g_screenSize.y);
float2 vTileUR = float2(viTilUR.x/g_screenSize.x, viTilUR.y/g_screenSize.y);
// build coarse list using AABB
#ifdef USE_TWO_PASS_TILED_LIGHTING
const uint log2BigTileToClustTileRatio = firstbithigh(64) - log2TileSize;
int NrBigTilesX = (nrTilesX + ((1<<log2BigTileToClustTileRatio)-1)) >> log2BigTileToClustTileRatio;
int NrBigTilesY = (nrTilesY + ((1<<log2BigTileToClustTileRatio)-1)) >> log2BigTileToClustTileRatio;
const int bigTileBase = eyeIndex * NrBigTilesX * NrBigTilesY;
const int bigTileIdx = bigTileBase + ((tileIDX.y>>log2BigTileToClustTileRatio)*NrBigTilesX) + (tileIDX.x>>log2BigTileToClustTileRatio); // map the idx to 64x64 tiles
int nrBigTileLights = g_vBigTileLightList[MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE*bigTileIdx+0];
for(int l0=(int) t; l0<(int) nrBigTileLights; l0 += NR_THREADS)
{
int l = g_vBigTileLightList[MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE*bigTileIdx+l0+1];
#else
for(int l=(int) t; l<(int) g_iNrVisibLights; l += NR_THREADS)
{
#endif
// TODO: Seems kinda funny that we repeat this exact code here, bigtile, and FPTL...
const ScreenSpaceBoundsIndices boundsIndices = GenerateScreenSpaceBoundsIndices(l, g_iNrVisibLights, eyeIndex);
const float2 vMi = g_vBoundsBuffer[boundsIndices.min].xy;
const float2 vMa = g_vBoundsBuffer[boundsIndices.max].xy;
if( all(vMa>vTileLL) && all(vMi<vTileUR))
{
unsigned int uInc = 1;
unsigned int uIndex;
InterlockedAdd(lightOffs, uInc, uIndex);
if(uIndex<MAX_NR_COARSE_ENTRIES) coarseList[uIndex] = l; // add to light list
}
}
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL)
GroupMemoryBarrierWithGroupSync();
#endif
int iNrCoarseLights = min(lightOffs,MAX_NR_COARSE_ENTRIES);
#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
iNrCoarseLights = SphericalIntersectionTests( t, iNrCoarseLights, float2(min(viTilLL.xy+uint2(TILE_SIZE_CLUSTERED/2,TILE_SIZE_CLUSTERED/2), uint2(g_screenSize.x-1, g_screenSize.y-1))), eyeIndex );
#endif
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
#if USE_LEFT_HAND_CAMERA_SPACE
float fTileFarPlane = GetLinearDepth(dpt_ma, eyeIndex);
#else // USE_LEFT_HAND_CAMERA_SPACE
float fTileFarPlane = -GetLinearDepth(dpt_ma, eyeIndex);
#endif
float suggestedBase = SuggestLogBase50(fTileFarPlane);
#else // ENABLE_DEPTH_TEXTURE_BACKPLANE
float fTileFarPlane = g_fFarPlane;
float suggestedBase = g_fClustBase;
#endif
#ifdef EXACT_EDGE_TESTS
iNrCoarseLights = CullByExactEdgeTests(t, iNrCoarseLights, viTilLL.xy, viTilUR.xy, fTileFarPlane, eyeIndex);
#endif
// sort lights (gives a more efficient execution in both deferred and tiled forward lighting).
// NOTE: Why not sort on console?
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL)
SORTLIST(coarseList, iNrCoarseLights, MAX_NR_COARSE_ENTRIES, t, NR_THREADS);
#endif
//////////// cell specific code
{
// TODO: We should write some encode/decode functions to help put cluster indices into the shared mem buffer,
// and extract them later. The code that reads from clusterIdx is hairy.
for(int l=(int) t; l<((iNrCoarseLights+1)>>1); l += NR_THREADS)
{
const int l0 = coarseList[2*l+0], l1 = coarseList[min(2*l+1,iNrCoarseLights-1)];
const ScreenSpaceBoundsIndices l0Bounds = GenerateScreenSpaceBoundsIndices(l0, g_iNrVisibLights, eyeIndex);
const ScreenSpaceBoundsIndices l1Bounds = GenerateScreenSpaceBoundsIndices(l1, g_iNrVisibLights, eyeIndex);
const unsigned int clustIdxMi0 = (const unsigned int)min(255, SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l0Bounds.min].z, eyeIndex), suggestedBase));
const unsigned int clustIdxMa0 = (const unsigned int)min(255, SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l0Bounds.max].z, eyeIndex), suggestedBase));
const unsigned int clustIdxMi1 = (const unsigned int)min(255, SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l1Bounds.min].z, eyeIndex), suggestedBase));
const unsigned int clustIdxMa1 = (const unsigned int)min(255, SnapToClusterIdx(GetLinearDepth(g_vBoundsBuffer[l1Bounds.max].z, eyeIndex), suggestedBase));
clusterIdxs[l] = (clustIdxMa1<<24) | (clustIdxMi1<<16) | (clustIdxMa0<<8) | (clustIdxMi0<<0);
}
}
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL)
GroupMemoryBarrierWithGroupSync();
#endif
int nrClusters = (1<<g_iLog2NumClusters);
//////////////////////////////////////////////////////////
uint start = 0;
int i=(int) t;
int iSpaceAvail = 0;
int iSum = 0;
if(i<nrClusters)
{
// Each thread checks it's respective cluster against all coarse lights for intersection.
// At the end, 'iSum' represents the number of lights that intersect this cluster!
for(int l=0; l<iNrCoarseLights; l++)
{
iSum += (CheckIntersectionBasic(l, i) ? 1 : 0);
}
// We have a limit to the number of lights we will track in a cluster (128). This is how much memory we
// want to allocate out of g_LayeredSingleIdxBuffer.
iSpaceAvail = min(iSum,MAX_NR_COARSE_ENTRIES); // combined storage for both direct lights and reflection
InterlockedAdd(g_LayeredSingleIdxBuffer[0], (uint) iSpaceAvail, start); // alloc list memory
}
// All our cull data are in the same list, but at render time envLights are separated so we need to shift the index
// to make it work correctly
int shiftIndex[LIGHTCATEGORY_COUNT];
ZERO_INITIALIZE_ARRAY(int, shiftIndex, LIGHTCATEGORY_COUNT);
// NOTE: Why is this indexed like this?
shiftIndex[LIGHTCATEGORY_COUNT - 3] = _EnvLightIndexShift;
shiftIndex[LIGHTCATEGORY_COUNT - 2] = _DecalIndexShift;
shiftIndex[LIGHTCATEGORY_COUNT - 1] = _DensityVolumeIndexShift;
int categoryListCount[LIGHTCATEGORY_COUNT]; // number of direct lights, reflection probes, decals and density volumes
ZERO_INITIALIZE_ARRAY(int, categoryListCount, LIGHTCATEGORY_COUNT);
uint offs = start;
for(int ll=0; ll<iNrCoarseLights; ll+=4)
{
int p = i>>2;
int m = i&3;
if(i<24) lightPlanes[6*m+p] = FetchPlane(min(iNrCoarseLights-1,ll+m), p, eyeIndex);
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL)
GroupMemoryBarrierWithGroupSync();
#endif
for(int l=ll; l<min(iNrCoarseLights,(ll+4)); l++)
{
if(offs<(start+iSpaceAvail) && i<nrClusters && CheckIntersection(l, i, viTilLL.xy, viTilUR.xy, suggestedBase, eyeIndex) )
{
const int lightVolIndex = GenerateLightCullDataIndex(coarseList[l], g_iNrVisibLights, eyeIndex);
uint lightCategory = _LightVolumeData[lightVolIndex].lightCategory;
++categoryListCount[lightCategory];
g_vLayeredLightList[offs++] = coarseList[l] - shiftIndex[lightCategory];
}
}
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL)
GroupMemoryBarrierWithGroupSync();
#endif
}
uint localOffs=0;
offs = GenerateLayeredOffsetBufferIndex(0, tileIDX, i, nrTilesX, nrTilesY, nrClusters, eyeIndex);
for(int category=0; category<LIGHTCATEGORY_COUNT; category++)
{
int numLights = min(categoryListCount[category],31); // only allow 5 bits
if(i<nrClusters)
{
g_LayeredOffset[offs] = (start+localOffs) | (((uint) numLights)<<27);
offs += (nrClusters*nrTilesX*nrTilesY);
localOffs += categoryListCount[category]; // use unclamped count for localOffs
}
}
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
const uint logBaseIndex = GenerateLogBaseBufferIndex(tileIDX, nrTilesX, nrTilesY, eyeIndex);
if(threadID==0) g_logBaseBuffer[logBaseIndex] = suggestedBase;
#endif
}
float4 FetchPlane(int l, int p, uint eyeIndex)
{
const int lightBoundIndex = GenerateLightCullDataIndex(coarseList[l], g_iNrVisibLights, eyeIndex);
SFiniteLightBound lgtDat = g_data[lightBoundIndex];
const float3 boxX = lgtDat.boxAxisX.xyz;
const float3 boxY = lgtDat.boxAxisY.xyz;
const float3 boxZ = -lgtDat.boxAxisZ.xyz; // flip axis (so it points away from the light direction for a spot-light)
const float3 center = lgtDat.center.xyz;
const float radius = lgtDat.radius;
const float2 scaleXY = lgtDat.scaleXY;
return GetHullPlaneEq(boxX, boxY, boxZ, center, scaleXY, p);
}
#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
int SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate, uint eyeIndex)
{
#if USE_LEFT_HAND_CAMERA_SPACE
float3 V = GetViewPosFromLinDepth( screenCoordinate, 1.0, eyeIndex);
#else
float3 V = GetViewPosFromLinDepth( screenCoordinate, -1.0, eyeIndex);
#endif
float onePixDiagDist = GetOnePixDiagWorldDistAtDepthOne(eyeIndex);
float halfTileSizeAtZDistOne = (TILE_SIZE_CLUSTERED/2)*onePixDiagDist; // scale by half a tile
for(int l=threadID; l<iNrCoarseLights; l+=NR_THREADS)
{
const int lightBoundIndex = GenerateLightCullDataIndex(coarseList[l], g_iNrVisibLights, eyeIndex);
SFiniteLightBound lgtDat = g_data[lightBoundIndex];
if( !DoesSphereOverlapTile(V, halfTileSizeAtZDistOne, lgtDat.center.xyz, lgtDat.radius, g_isOrthographic!=0) )
coarseList[l]=UINT_MAX;
}
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL)
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]!=UINT_MAX)
coarseList[offs++] = coarseList[l];
}
lightOffsSph = offs;
}
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL)
GroupMemoryBarrierWithGroupSync();
#endif
return lightOffsSph;
}
#endif
#ifdef EXACT_EDGE_TESTS
float3 GetTileVertex(uint2 viTilLL, uint2 viTilUR, int i, float fTileFarPlane, uint eyeIndex)
{
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;
#if !USE_LEFT_HAND_CAMERA_SPACE
z = -z;
#endif
return GetViewPosFromLinDepth( float2(x, y), z, eyeIndex);
}
void GetFrustEdge(out float3 vP0, out float3 vE0, const int e0, uint2 viTilLL, uint2 viTilUR, float fTileFarPlane, uint eyeIndex)
{
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, eyeIndex);
#if USE_LEFT_HAND_CAMERA_SPACE
float3 edgeSectionZero = g_isOrthographic==0 ? vP0 : float3(0.0,0.0,1.0);
#else
float3 edgeSectionZero = g_isOrthographic==0 ? vP0 : float3(0.0,0.0,-1.0);
#endif
vE0 = iSection == 0 ? edgeSectionZero : (((iSwizzle & 0x2) == 0 ? 1.0f : (-1.0f)) * ((int)(iSwizzle & 0x1) == (iSwizzle >> 1) ? float3(1, 0, 0) : float3(0, 1, 0)));
}
int CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR, float fTileFarPlane, uint eyeIndex)
{
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(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL)
GroupMemoryBarrierWithGroupSync();
#endif
const int lightCullIndex = GenerateLightCullDataIndex(coarseList[l], g_iNrVisibLights, eyeIndex);
UNITY_BRANCH if (_LightVolumeData[lightCullIndex].lightVolume != LIGHTVOLUMETYPE_SPHERE) // don't bother doing edge tests for sphere lights since these have camera aligned bboxes.
{
SFiniteLightBound lgtDat = g_data[lightCullIndex];
const float3 boxX = lgtDat.boxAxisX.xyz;
const float3 boxY = lgtDat.boxAxisY.xyz;
const float3 boxZ = -lgtDat.boxAxisZ.xyz; // flip axis (so it points away from the light direction for a spot-light)
const float3 center = lgtDat.center.xyz;
const float2 scaleXY = lgtDat.scaleXY;
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, boxX, boxY, boxZ, center, scaleXY);
float3 vP1, vE1;
GetFrustEdge(vP1, vE1, e1, viTilLL, viTilUR, fTileFarPlane, eyeIndex);
// 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(boxX, boxY, boxZ, center, scaleXY, 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, eyeIndex);
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(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL)
GroupMemoryBarrierWithGroupSync();
#endif
if(threadID==0 && ldsIsLightInvisible==0)
{
coarseList[lightOffs2++] = coarseList[l];
}
}
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_PSSL)
GroupMemoryBarrierWithGroupSync();
#endif
return lightOffs2;
}
#endif
[numthreads(1, 1, 1)]
void ClearAtomic(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID)
{
g_LayeredSingleIdxBuffer[0]=0;
}