#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch switch2 #pragma kernel Main #pragma multi_compile _ MSAA2X MSAA4X MSAA8X #pragma multi_compile _ COARSE_STENCIL #pragma multi_compile _ RESOLVE #if defined(MSAA2X) # define NUM_SAMPLES 2 #elif defined(MSAA4X) # define NUM_SAMPLES 4 #elif defined(MSAA8X) # define NUM_SAMPLES 8 #else # define NUM_SAMPLES 1 #endif #if (NUM_SAMPLES > 1) # define MSAA #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #ifdef MSAA TEXTURE2D_X_MSAA(uint2, _StencilTexture); RW_TEXTURE2D_X(uint2, _OutputStencilBuffer); #else TYPED_TEXTURE2D_X(uint2, _StencilTexture); #endif // TODO: Wasting 3 bytes here per entry, but still better than a texture as can be scalar read. // We could sub-index the right byte inside the uint, but it takes extra ALU and won't save bandwidth (just memory) // For now the extra memory cost is acceptable (3 bytes * 1/64th of a render target). // Note that using RawBuffers seems to have problem, so using structured buffers for now, but is worth revisiting if the perf difference is a concern. RWStructuredBuffer _CoarseStencilBuffer; #ifdef PLATFORM_SUPPORTS_WAVE_INTRINSICS #define USE_INTRINSICS (PLATFORM_LANE_COUNT == 64) #else #define USE_INTRINSICS 0 #endif #if USE_INTRINSICS == 0 groupshared uint coarseStencilValue; #endif [numthreads(64, 1, 1)] void Main(uint3 groupId : SV_GroupID, uint groupThreadIndex : SV_GroupIndex) { UNITY_XR_ASSIGN_VIEW_INDEX(groupId.z); // The best shot at resolving is being overly conservative, hence the OR operator. This is by nature inaccurate, but there is no way to blend MSAA sub-samples properly and we need to pick the lesser evil. uint resolvedStencil = 0; uint2 pixelCoord = (groupId.xy << 3) + uint2(groupThreadIndex & 0x7, groupThreadIndex >> 3); if (pixelCoord.x < (uint)_ScreenSize.x && pixelCoord.y < (uint)_ScreenSize.y) { UNITY_UNROLL for (uint i = 0; i < NUM_SAMPLES; i++) { uint2 sampledStencil; #ifndef MSAA sampledStencil = LOAD_TEXTURE2D_X(_StencilTexture, pixelCoord.xy); #else sampledStencil = LOAD_TEXTURE2D_X_MSAA(_StencilTexture, pixelCoord.xy, i); #endif resolvedStencil |= GetStencilValue(sampledStencil); // In not MSAA cases the | is the same as assigning given that NUM_SAMPLES is 1 } } #if defined(RESOLVE) && defined(MSAA) _OutputStencilBuffer[COORD_TEXTURE2D_X(pixelCoord.xy)] = uint2(resolvedStencil, resolvedStencil); #endif #ifdef COARSE_STENCIL #if USE_INTRINSICS // Need to workaround a warning incorrectly triggered when on Xbox One, so instead of using WaveIsFirstLane() // we check the groupThreadIndex as in the non intrinsic version. uint coarseStencilValue = WaveActiveBitOr(resolvedStencil); #else if (groupThreadIndex == 0) coarseStencilValue = 0; GroupMemoryBarrierWithGroupSync(); InterlockedOr(coarseStencilValue, resolvedStencil); GroupMemoryBarrierWithGroupSync(); #endif //This temp is needed outside the if(groupThreadIndex == 0) condition to workaround a DXC DXIL codegen // issue https://github.com/microsoft/DirectXShaderCompiler/issues/2743 until it's fixed uint perThreadCoarseStencilValue = coarseStencilValue; if (groupThreadIndex == 0) { uint addressIndex = Get1DAddressFromPixelCoord(groupId.xy, _CoarseStencilBufferSize.xy, groupId.z); _CoarseStencilBuffer[addressIndex] = perThreadCoarseStencilValue; } #endif }