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#pragma kernel BigTileLightListGen
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition-config/Runtime/ShaderConfig.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightingConvexHullUtils.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/SortingComputeUtils.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightCullUtils.hlsl"
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile _ GENERATE_VOLUMETRIC_BIGTILE
#define EXACT_EDGE_TESTS
#define PERFORM_SPHERICAL_INTERSECTION_TESTS
// is not actually used for anything in this kernel
#define USE_OBLIQUE_MODE
#define MAX_NR_BIGTILE_LIGHTS (MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE-1)
StructuredBuffer<float4> g_vBoundsBuffer : register( t1 );
StructuredBuffer<LightVolumeData> _LightVolumeData : register(t2);
StructuredBuffer<SFiniteLightBound> g_data : register( t3 );
#ifdef PLATFORM_LANE_COUNT // We can infer the size of a wave. This is currently not possible on non-consoles, so we have to fallback to a sensible default in those cases.
#define NR_THREADS PLATFORM_LANE_COUNT
#else
#define NR_THREADS 64 // default to 64 threads per group on other platforms..
#endif
// output buffer
RWStructuredBuffer<uint> g_vLightList : register( u0 ); // don't support RWBuffer yet in unity
#if defined(GENERATE_VOLUMETRIC_BIGTILE)
// Output buffer for volumetric big tiles
RWStructuredBuffer<uint> g_vVolumetricLightList;
groupshared unsigned int volumetricLightCounts[NR_THREADS];
#endif
// 2kB (room for roughly 30 wavefronts)
groupshared unsigned int lightsListLDS[MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE];
groupshared uint lightOffs;
// TODO: Remove this function and g_mInvScrProjectionArr from constants.
// Only usage of that constant.
float GetLinearDepth(float2 pixXY, float zDptBufSpace, uint eyeIndex) // 0 is near 1 is far
{
float4x4 g_mInvScrProjection = g_mInvScrProjectionArr[eyeIndex];
#ifdef USE_OBLIQUE_MODE
float2 res2 = mul(g_mInvScrProjection, float4(pixXY, zDptBufSpace, 1.0)).zw;
return res2.x / res2.y;
#else
// 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);
#endif
}
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) );
}
#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
void SphericalIntersectionTests(uint threadID, int iNrCoarseLights, float2 screenCoordinate, uint eyeIndex);
#endif
#ifdef EXACT_EDGE_TESTS
void CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR, uint eyeIndex);
#endif
bool LightAffectVolumetric(uint lightIndex)
{
uint flags = _LightVolumeData[lightIndex].featureFlags;
bool supportedLightShape = flags == LIGHTFEATUREFLAGS_PUNCTUAL || flags == LIGHTFEATUREFLAGS_DIRECTIONAL;
bool affectVolumetric = _LightVolumeData[lightIndex].affectVolumetric != 0;
return affectVolumetric && supportedLightShape;
}
[numthreads(NR_THREADS, 1, 1)]
void BigTileLightListGen(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID)
{
uint eyeIndex = u3GroupID.z;
uint2 tileIDX = u3GroupID.xy;
uint t=threadID;
uint iWidth = g_viDimensions.x;
uint iHeight = g_viDimensions.y;
uint nrBigTilesX = (iWidth+63)/64;
uint nrBigTilesY = (iHeight+63)/64;
if(t==0) lightOffs = 0;
#if NR_THREADS > PLATFORM_LANE_COUNT
GroupMemoryBarrierWithGroupSync();
#endif
// Raw pixel coordinates of tile
uint2 viTilLL = 64*tileIDX;
uint2 viTilUR = min( viTilLL+uint2(64,64), uint2(iWidth, iHeight) ); // not width and height minus 1 since viTilUR represents the end of the tile corner.
// 'Normalized' coordinates of tile, for use with AABB bounds in g_vBoundsBuffer
float2 vTileLL = float2(viTilLL.x/(float) iWidth, viTilLL.y/(float) iHeight);
float2 vTileUR = float2(viTilUR.x/(float) iWidth, viTilUR.y/(float) iHeight);
// build coarse list using AABB
for(int l=(int) t; l<(int) g_iNrVisibLights; l += NR_THREADS)
{
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_BIGTILE_LIGHTS) lightsListLDS[uIndex] = l; // add to light list
}
}
#if NR_THREADS > PLATFORM_LANE_COUNT || defined(SHADER_API_XBOXONE) || defined(SHADER_API_GAMECORE) || defined(SHADER_API_SWITCH) // not sure why XB1 and Switch need the barrier (it will not be correct without)
GroupMemoryBarrierWithGroupSync();
#endif
uint iNrCoarseLights = min(lightOffs,MAX_NR_BIGTILE_LIGHTS);
#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
SphericalIntersectionTests( t, iNrCoarseLights, float2(min(viTilLL.xy+uint2(64/2,64/2), uint2(iWidth-1, iHeight-1))), eyeIndex );
#endif
#ifdef EXACT_EDGE_TESTS
CullByExactEdgeTests(t, iNrCoarseLights, viTilLL.xy, viTilUR.xy, eyeIndex);
#endif
// sort lights
SORTLIST(lightsListLDS, iNrCoarseLights, MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE, t, NR_THREADS);
if(t==0) lightOffs = 0;
GroupMemoryBarrierWithGroupSync();
uint i;
for(i=t; i<iNrCoarseLights; i+=NR_THREADS) if(lightsListLDS[i]<(uint)g_iNrVisibLights) InterlockedAdd(lightOffs, 1);
GroupMemoryBarrierWithGroupSync();
iNrCoarseLights = lightOffs;
uint offs = tileIDX.y*nrBigTilesX + tileIDX.x + (eyeIndex * nrBigTilesX * nrBigTilesY);
for(i = t; i * 2 < iNrCoarseLights + 1; i += NR_THREADS / 2)
{
uint id = i * 2;
uint lightIndexOrCount0 = iNrCoarseLights; // Count
if (id > 0) // cannot use ternary operator here (it would evaluate both sides and fetch invalid indices, causing crash on some GPUs)
{
lightIndexOrCount0 = lightsListLDS[id - 1]; // Index0
}
uint lightIndex1 = 0; // Index1
if (id < iNrCoarseLights) // cannot use ternary operator here (it would evaluate both sides and fetch invalid indices, causing crash on some GPUs)
{
lightIndex1 = lightsListLDS[id];
}
// Pack 2 light indices into a single bigtile value
g_vLightList[MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE * offs / 2 + i] = (lightIndexOrCount0 & 0xFFFF) | (lightIndex1 << 16);
}
#if defined(GENERATE_VOLUMETRIC_BIGTILE)
uint bucketSize = MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE / NR_THREADS;
uint bucketCount = MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE / bucketSize;
if (t < bucketCount)
{
// Pack light indices affecting volumetric fog in bucket of MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE / NR_THREADS (8 by default)
uint localVolumetricLightCount = 0;
for (i = 0; i < bucketSize; i++)
{
uint id = t * bucketSize + i;
if (id >= iNrCoarseLights)
break;
uint lightIndex = lightsListLDS[id];
if (LightAffectVolumetric(lightIndex))
{
lightsListLDS[t * bucketSize + localVolumetricLightCount] = lightIndex;
localVolumetricLightCount++;
}
}
// Keep the volumetric light count in the bucket (volumetricLightCounts will be overwritten with the write offset)
volumetricLightCounts[t] = localVolumetricLightCount;
GroupMemoryBarrierWithGroupSync();
if (t == 0)
{
// for each bucket, write the packed light indices back to the volumetric bigtile buffer
uint packedLightData = 0;
uint volumetricLightCounter = 0;
uint firstLightIndex = -1;
uint bigTileOffset = MAX_NR_BIG_TILE_LIGHTS_PLUS_ONE * offs / 2;
for (i = 0; i < bucketCount; i++)
{
if (i * bucketSize >= iNrCoarseLights)
break;
for (uint j = 0; j < volumetricLightCounts[i]; j++)
{
uint lightIndex = lightsListLDS[i * bucketSize + j];
volumetricLightCounter++;
if (firstLightIndex == -1)
firstLightIndex = lightIndex;
packedLightData |= lightIndex << ((volumetricLightCounter & 1) * 16);
if (volumetricLightCounter & 1)
{
g_vVolumetricLightList[bigTileOffset + volumetricLightCounter / 2] = packedLightData;
packedLightData = 0;
}
}
}
// In case a single light index remains in the packed data, we flush it to the bigtile buffer
if (volumetricLightCounter != 0 && !(volumetricLightCounter & 1))
g_vVolumetricLightList[bigTileOffset + volumetricLightCounter / 2] = packedLightData;
if (firstLightIndex == -1)
firstLightIndex = 0;
g_vVolumetricLightList[bigTileOffset] = volumetricLightCounter | (firstLightIndex << 16);
}
}
#endif
}
#ifdef PERFORM_SPHERICAL_INTERSECTION_TESTS
void 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 = 32*onePixDiagDist; // scale by half a tile
for(int l=threadID; l<iNrCoarseLights; l+=NR_THREADS)
{
const int boundIndex = GenerateLightCullDataIndex(lightsListLDS[l], g_iNrVisibLights, eyeIndex);
SFiniteLightBound lgtDat = g_data[boundIndex];
if( !DoesSphereOverlapTile(V, halfTileSizeAtZDistOne, lgtDat.center.xyz, lgtDat.radius, g_isOrthographic!=0) )
lightsListLDS[l]=UINT_MAX;
}
#if NR_THREADS > PLATFORM_LANE_COUNT
GroupMemoryBarrierWithGroupSync();
#endif
}
#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)));
}
void CullByExactEdgeTests(uint threadID, int iNrCoarseLights, uint2 viTilLL, uint2 viTilUR, uint eyeIndex)
{
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++)
{
const uint idxCoarse = lightsListLDS[l];
const int bufIdxCoarse = GenerateLightCullDataIndex(idxCoarse, g_iNrVisibLights, eyeIndex);
bool canEnter = idxCoarse<(uint) g_iNrVisibLights;
if(canEnter) canEnter = _LightVolumeData[bufIdxCoarse].lightVolume != LIGHTVOLUMETYPE_SPHERE; // don't bother doing edge tests for sphere lights since these have camera aligned bboxes.
UNITY_BRANCH if(canEnter)
{
SFiniteLightBound lgtDat = g_data[bufIdxCoarse];
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, g_fFarPlane, 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, g_fFarPlane, 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) lightsListLDS[l]=UINT_MAX;
}
}
}
#if NR_THREADS > PLATFORM_LANE_COUNT
GroupMemoryBarrierWithGroupSync();
#endif
}
#endif