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109 lines
3.6 KiB
109 lines
3.6 KiB
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch switch2
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#pragma kernel Main
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#pragma multi_compile _ MSAA2X MSAA4X MSAA8X
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#pragma multi_compile _ COARSE_STENCIL
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#pragma multi_compile _ RESOLVE
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#if defined(MSAA2X)
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# define NUM_SAMPLES 2
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#elif defined(MSAA4X)
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# define NUM_SAMPLES 4
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#elif defined(MSAA8X)
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# define NUM_SAMPLES 8
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#else
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# define NUM_SAMPLES 1
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#endif
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#if (NUM_SAMPLES > 1)
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# define MSAA
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#endif
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#ifdef MSAA
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TEXTURE2D_X_MSAA(uint2, _StencilTexture);
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RW_TEXTURE2D_X(uint2, _OutputStencilBuffer);
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#else
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TYPED_TEXTURE2D_X(uint2, _StencilTexture);
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#endif
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// TODO: Wasting 3 bytes here per entry, but still better than a texture as can be scalar read.
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// We could sub-index the right byte inside the uint, but it takes extra ALU and won't save bandwidth (just memory)
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// For now the extra memory cost is acceptable (3 bytes * 1/64th of a render target).
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// 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.
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RWStructuredBuffer<uint> _CoarseStencilBuffer;
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#ifdef PLATFORM_SUPPORTS_WAVE_INTRINSICS
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#define USE_INTRINSICS (PLATFORM_LANE_COUNT == 64)
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#else
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#define USE_INTRINSICS 0
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#endif
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#if USE_INTRINSICS == 0
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groupshared uint coarseStencilValue;
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#endif
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[numthreads(64, 1, 1)]
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void Main(uint3 groupId : SV_GroupID, uint groupThreadIndex : SV_GroupIndex)
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{
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UNITY_XR_ASSIGN_VIEW_INDEX(groupId.z);
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// 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.
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uint resolvedStencil = 0;
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uint2 pixelCoord = (groupId.xy << 3) + uint2(groupThreadIndex & 0x7, groupThreadIndex >> 3);
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if (pixelCoord.x < (uint)_ScreenSize.x && pixelCoord.y < (uint)_ScreenSize.y)
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{
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UNITY_UNROLL
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for (uint i = 0; i < NUM_SAMPLES; i++)
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{
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uint2 sampledStencil;
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#ifndef MSAA
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sampledStencil = LOAD_TEXTURE2D_X(_StencilTexture, pixelCoord.xy);
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#else
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sampledStencil = LOAD_TEXTURE2D_X_MSAA(_StencilTexture, pixelCoord.xy, i);
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#endif
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resolvedStencil |= GetStencilValue(sampledStencil); // In not MSAA cases the | is the same as assigning given that NUM_SAMPLES is 1
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}
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}
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#if defined(RESOLVE) && defined(MSAA)
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_OutputStencilBuffer[COORD_TEXTURE2D_X(pixelCoord.xy)] = uint2(resolvedStencil, resolvedStencil);
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#endif
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#ifdef COARSE_STENCIL
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#if USE_INTRINSICS
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// Need to workaround a warning incorrectly triggered when on Xbox One, so instead of using WaveIsFirstLane()
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// we check the groupThreadIndex as in the non intrinsic version.
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uint coarseStencilValue = WaveActiveBitOr(resolvedStencil);
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#else
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if (groupThreadIndex == 0)
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coarseStencilValue = 0;
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GroupMemoryBarrierWithGroupSync();
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InterlockedOr(coarseStencilValue, resolvedStencil);
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GroupMemoryBarrierWithGroupSync();
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#endif
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//This temp is needed outside the if(groupThreadIndex == 0) condition to workaround a DXC DXIL codegen
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// issue https://github.com/microsoft/DirectXShaderCompiler/issues/2743 until it's fixed
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uint perThreadCoarseStencilValue = coarseStencilValue;
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if (groupThreadIndex == 0)
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{
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uint addressIndex = Get1DAddressFromPixelCoord(groupId.xy, _CoarseStencilBufferSize.xy, groupId.z);
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_CoarseStencilBuffer[addressIndex] = perThreadCoarseStencilValue;
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}
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#endif
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}
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