// Copyright Epic Games, Inc. All Rights Reserved. #include "NaniteShadeCommon.ush" #ifdef OVERRIDE_RTWRITEMASKPROCESSING_USH #include "/Platform/Private/RTWriteMaskLookup.ush" #endif #ifndef OPTIMIZE_WRITE_MASK #define OPTIMIZE_WRITE_MASK 0 #endif #include "../MortonCode.ush" uint4 ViewRect; #if OPTIMIZE_WRITE_MASK uint ValidWriteMask; #endif uint2 DispatchOffsetTL; uint ShadingBinCount; uint DummyZero; uint SubTileMatch; #define SHADING_BIN_COUNT (SHADING_BIN_PASS == NANITE_SHADING_BIN_COUNT) #define SHADING_BIN_RESERVE (SHADING_BIN_PASS == NANITE_SHADING_BIN_RESERVE) #define SHADING_BIN_SCATTER (SHADING_BIN_PASS == NANITE_SHADING_BIN_SCATTER) #define SHADING_BIN_VALIDATE (SHADING_BIN_PASS == NANITE_SHADING_BIN_VALIDATE) #define BINNING_THREADS_PER_SHADING_TILE (COMPUTE_MATERIAL_GROUP_SIZE / 4) #define GATHER4_OPTIMIZATION 0 #if BINNING_TECHNIQUE == 1 #define SHADING_BIN_TILE_SIZE 32 #else #define SHADING_BIN_TILE_SIZE 8 #endif #define SHADING_BIN_TILE_THREADS (SHADING_BIN_TILE_SIZE * SHADING_BIN_TILE_SIZE) #if VARIABLE_SHADING_RATE uint ShadingRateTileSizeBits; Texture2D ShadingRateImage; #endif #if SHADING_BIN_COUNT || SHADING_BIN_SCATTER Texture2D ShadingMask; SamplerState ShadingMaskSampler; #endif // Headers stored at the beginning, followed by bin data starting at ShadingBinDataByteOffset RWByteAddressBuffer OutShadingBinData; uint ShadingBinDataByteOffset; FNaniteShadingBinMeta GetShadingBinMeta(uint ShadingBin) { return OutShadingBinData.Load(ShadingBin * NANITE_SHADING_BIN_META_BYTES); } FNaniteMaterialFlags GetShadingBinMaterialFlags(uint ShadingBin) { return UnpackNaniteMaterialFlags(GetShadingBinMeta(ShadingBin).MaterialFlags); } #if SHADING_BIN_RESERVE RWStructuredBuffer OutShadingBinAllocator; RWByteAddressBuffer OutShadingBinArgs; StructuredBuffer ShadingBinMeta; #endif #if GATHER_STATS RWStructuredBuffer OutShadingBinStats; #endif #if SHADING_BIN_RESERVE || SHADING_BIN_SCATTER RWStructuredBuffer OutShadingBinScatterMeta; #endif #if SHADING_BIN_COUNT || SHADING_BIN_SCATTER groupshared uint GroupVotedBin; groupshared uint GroupFullTileCount_LooseCount; // 16:16 groupshared uint GroupFullTileOffset; groupshared uint GroupLooseOffset; groupshared uint GroupEarlyOut; uint CalculateBinCoverage(uint4 ShadingBins, uint ActiveMask, uint BinIndex) { uint MatchMask = 0; UNROLL for (uint PixelIndex = 0u; PixelIndex < 4u; ++PixelIndex) { MatchMask |= (ShadingBins[PixelIndex] == BinIndex) ? (1u << PixelIndex) : 0u; } return ActiveMask & MatchMask; } #if OPTIMIZE_WRITE_MASK #ifndef NUM_EXPORTS #define NUM_EXPORTS 1 #endif RWByteAddressBuffer OutCMaskBuffer_0; #if NUM_EXPORTS > 1 RWByteAddressBuffer OutCMaskBuffer_1; #endif #if NUM_EXPORTS > 2 RWByteAddressBuffer OutCMaskBuffer_2; #endif #if NUM_EXPORTS > 3 RWByteAddressBuffer OutCMaskBuffer_3; #endif #if NUM_EXPORTS > 4 RWByteAddressBuffer OutCMaskBuffer_4; #endif #if NUM_EXPORTS > 5 RWByteAddressBuffer OutCMaskBuffer_5; #endif #if NUM_EXPORTS > 6 RWByteAddressBuffer OutCMaskBuffer_6; #endif #if NUM_EXPORTS > 7 RWByteAddressBuffer OutCMaskBuffer_7; #endif #endif uint PackShadingPixel(uint2 TopLeft, uint2 VRSShift, uint WriteMask) { // To handle up to 16k resolutions, we have to exploit that coarse pixels are always aligned and write mask bits depend on VRS mode. // Data layout depending on VRS mode // (0,0) VRSShift.y[31] VRSShift.x[30] WriteMask[29:28] CoarseTopLeft.y[27:14] CoarseTopLeft.x[13:0] // (1,0) VRSShift.y[31] VRSShift.x[30] WriteMask[29:27] CoarseTopLeft.y[26:13] CoarseTopLeft.x[12:0] // (0,1) VRSShift.y[31] VRSShift.x[30] WriteMask[29:27] CoarseTopLeft.y[26:14] CoarseTopLeft.x[13:0] // (1,1) VRSShift.y[31] VRSShift.x[30] WriteMask[29:26] CoarseTopLeft.y[25:13] CoarseTopLeft.x[12:0] checkSlow(VRSShift.x == 0u || (TopLeft.x & 1u) == 0u); checkSlow(VRSShift.y == 0u || (TopLeft.y & 1u) == 0u); checkSlow(WriteMask < (1u << (2 + VRSShift.x + VRSShift.y))); uint PackedElement = WriteMask; PackedElement = ((PackedElement << 14) | TopLeft.y) >> VRSShift.y; // Optionally reduce bits from 14 to 13, with implicit zero bit PackedElement = ((PackedElement << 14) | TopLeft.x) >> VRSShift.x; return (VRSShift.y << 31) | (VRSShift.x << 30) | PackedElement; } uint2 PackShadingQuad(uint2 TopLeft, uint2 VRSShift, uint WriteMask) { uint2 Packed; Packed.x = (VRSShift.y << 29) | (VRSShift.x << 28) | (TopLeft.y << 14) | TopLeft.x; Packed.y = WriteMask; return Packed; } uint SampleCountQuadVRS(uint ShadingRate, uint BinCoverage) { // TODO: Optimize by folding the mask and always doing countbits instead? if (ShadingRate == D3D12_SHADING_RATE_2X2) { return (BinCoverage != 0); } else if (ShadingRate == D3D12_SHADING_RATE_2X1) { return ((BinCoverage & 0x3) != 0) + ((BinCoverage & 0xC) != 0); } else if (ShadingRate == D3D12_SHADING_RATE_1X2) { return ((BinCoverage & 0x5) != 0) + ((BinCoverage & 0xA) != 0); } else { return countbits(BinCoverage); } } uint ConvertQuadCoverageMaskToWriteMask(uint Coverage) { uint WriteMask = Coverage; // 0000 0000 0000 WZYX WriteMask = WriteMask | (WriteMask << 3); // 0000 0000 0WZY ?ZYX WriteMask = WriteMask | (WriteMask << 6); // 000W ZY?Z Y?ZY ?ZYX return WriteMask & 0x1111u; // 000W 000Z 000Y 000X } void UpdateVRSActiveAndWriteMasks(uint4 ShadingBins, uint2 VRSShift, inout uint QuadActiveMask, inout uint WriteMasks) { // Mask out any pixel that doesn't need to be evaluated at the current shading rate // and add it to the write mask of the pixel that should scatter write it instead. const bool bHalfX = (VRSShift.x != 0u); const bool bHalfY = (VRSShift.y != 0u); const bool bHalfXY = bHalfX && bHalfY; if (bHalfX && ShadingBins.x == ShadingBins.y) { ShadingBins.y = 0xFFFFFFFEu; QuadActiveMask &= ~2u; WriteMasks |= 0x0002; } if (bHalfY && ShadingBins.x == ShadingBins.z) { ShadingBins.z = 0xFFFFFFFDu; QuadActiveMask &= ~4u; WriteMasks |= 0x0004; } if (bHalfXY && ShadingBins.x == ShadingBins.w) { ShadingBins.w = 0xFFFFFFFCu; QuadActiveMask &= ~8u; WriteMasks |= 0x0008; } if (bHalfXY && ShadingBins.y == ShadingBins.z) { ShadingBins.z = 0xFFFFFFFDu; QuadActiveMask &= ~4u; WriteMasks |= 0x0040; } if (bHalfY && ShadingBins.y == ShadingBins.w) { ShadingBins.w = 0xFFFFFFFCu; QuadActiveMask &= ~8u; WriteMasks |= 0x0080; } if (bHalfX && ShadingBins.z == ShadingBins.w) { ShadingBins.w = 0xFFFFFFFCu; QuadActiveMask &= ~8u; WriteMasks |= 0x0800; } } bool IsFullTile(uint WaveLaneIndex, uint ShadingTileFirstThread, uint PixelCount) { BRANCH if (WaveGetLaneCount() >= BINNING_THREADS_PER_SHADING_TILE) { const uint2 Ballot = WaveBallot(PixelCount == 4); const uint ShadingTileMask = BitFieldExtractU32(WaveLaneIndex >= 32 ? Ballot.y : Ballot.x, BINNING_THREADS_PER_SHADING_TILE, ShadingTileFirstThread); return (countbits(ShadingTileMask) == BINNING_THREADS_PER_SHADING_TILE); } return false; } void AllocateElements(uint Bin, uint ThreadIndex, uint QuadFullTileCount, uint QuadLooseCount, bool bQuadMode, bool bSingleWave, inout uint FullTileDataOffset, inout uint LooseDataOffset) { uint WaveFullTileCount; uint WaveLooseCount; uint WaveFullTileCount_LooseCount; uint PrefixFullTileCount_LooseCount; BRANCH if (bQuadMode) { WaveFullTileCount = WaveActiveCountBits(QuadFullTileCount != 0); WaveLooseCount = WaveActiveCountBits(QuadLooseCount != 0); FullTileDataOffset = WavePrefixCountBits(QuadFullTileCount != 0); LooseDataOffset = WavePrefixCountBits(QuadLooseCount != 0); WaveFullTileCount_LooseCount = (WaveLooseCount << 16) | WaveFullTileCount; PrefixFullTileCount_LooseCount = (LooseDataOffset << 16) | FullTileDataOffset; } else { const uint FullTileCount_LooseCount = (QuadLooseCount << 16) | QuadFullTileCount; PrefixFullTileCount_LooseCount = WavePrefixSum(FullTileCount_LooseCount); WaveFullTileCount_LooseCount = WaveReadLaneAt(PrefixFullTileCount_LooseCount + FullTileCount_LooseCount, WaveGetLaneCount() - 1u); WaveFullTileCount = (WaveFullTileCount_LooseCount & 0xFFFFu); WaveLooseCount = (WaveFullTileCount_LooseCount >> 16); FullTileDataOffset = (PrefixFullTileCount_LooseCount & 0xFFFFu); LooseDataOffset = (PrefixFullTileCount_LooseCount >> 16); } BRANCH if (bSingleWave) { uint WaveFullTileOffset = 0; uint WaveLooseOffset = 0; BRANCH if (WaveIsFirstLane()) { OutShadingBinData.InterlockedAdd((Bin * NANITE_SHADING_BIN_META_BYTES) + NANITE_SHADING_BIN_META_WRITTEN_COUNT_OFFSET, WaveFullTileCount + WaveLooseCount); #if SHADING_BIN_RESERVE || SHADING_BIN_SCATTER InterlockedAdd(OutShadingBinScatterMeta[Bin].FullTileElementCount, WaveFullTileCount, WaveFullTileOffset); InterlockedAdd(OutShadingBinScatterMeta[Bin].LooseElementCount, WaveLooseCount, WaveLooseOffset); #endif } FullTileDataOffset += WaveReadLaneFirst(WaveFullTileOffset); LooseDataOffset += WaveReadLaneFirst(WaveLooseOffset); } else { uint WaveFullTileOffset_LooseOffset = 0; BRANCH if (WaveIsFirstLane()) { InterlockedAdd(GroupFullTileCount_LooseCount, WaveFullTileCount_LooseCount, WaveFullTileOffset_LooseOffset); } GroupMemoryBarrierWithGroupSync(); BRANCH if (ThreadIndex == 0) { const uint TotalFullTileCount = GroupFullTileCount_LooseCount & 0xFFFF; const uint TotalLooseCount = GroupFullTileCount_LooseCount >> 16; OutShadingBinData.InterlockedAdd((Bin * NANITE_SHADING_BIN_META_BYTES) + NANITE_SHADING_BIN_META_WRITTEN_COUNT_OFFSET, TotalFullTileCount + TotalLooseCount); #if SHADING_BIN_RESERVE || SHADING_BIN_SCATTER InterlockedAdd(OutShadingBinScatterMeta[Bin].FullTileElementCount, TotalFullTileCount, GroupFullTileOffset); InterlockedAdd(OutShadingBinScatterMeta[Bin].LooseElementCount, TotalLooseCount, GroupLooseOffset); #endif } GroupMemoryBarrierWithGroupSync(); FullTileDataOffset += GroupFullTileOffset + (WaveReadLaneFirst(WaveFullTileOffset_LooseOffset) & 0xFFFFu); LooseDataOffset += GroupLooseOffset + (WaveReadLaneFirst(WaveFullTileOffset_LooseOffset) >> 16); GroupMemoryBarrierWithGroupSync(); } } void BinShadingQuad(uint2 Coord, uint ThreadIndex) { const uint2 QuadTLCoord = uint2(Coord << 1u) + DispatchOffsetTL; #if GATHER4_OPTIMIZATION uint4 QuadShadingMask = ShadingMask.GatherRed(ShadingMaskSampler, float2(QuadTLCoord + 0.5f) / float2(ViewRect.z, ViewRect.w)).wzxy; #else uint4 QuadShadingMask; QuadShadingMask.x = ShadingMask[QuadTLCoord + uint2(0, 0)]; QuadShadingMask.y = ShadingMask[QuadTLCoord + uint2(1, 0)]; QuadShadingMask.z = ShadingMask[QuadTLCoord + uint2(0, 1)]; QuadShadingMask.w = ShadingMask[QuadTLCoord + uint2(1, 1)]; #endif FShadingMask ShadingMaskTL = UnpackShadingMask(QuadShadingMask.x); FShadingMask ShadingMaskTR = UnpackShadingMask(QuadShadingMask.y); FShadingMask ShadingMaskBL = UnpackShadingMask(QuadShadingMask.z); FShadingMask ShadingMaskBR = UnpackShadingMask(QuadShadingMask.w); const bool4 ValidMask = bool4( QuadTLCoord.x >= ViewRect.x && QuadTLCoord.x < ViewRect.z, QuadTLCoord.y >= ViewRect.y && QuadTLCoord.y < ViewRect.w, QuadTLCoord.x + 1u >= ViewRect.x && QuadTLCoord.x + 1u < ViewRect.z, QuadTLCoord.y + 1u >= ViewRect.y && QuadTLCoord.y + 1u < ViewRect.w ); bool4 ValidPixels = bool4( all(ValidMask.xy) && ShadingMaskTL.bIsNanitePixel, all(ValidMask.zy) && ShadingMaskTR.bIsNanitePixel, all(ValidMask.xw) && ShadingMaskBL.bIsNanitePixel, all(ValidMask.zw) && ShadingMaskBR.bIsNanitePixel ); uint ActiveMask = PackQuadMask(ValidPixels); const bool bSingleWave = WaveGetLaneCount() >= SHADING_BIN_TILE_THREADS; // Constant at compile/optimization time BRANCH if (SHADING_BIN_SCATTER && !bSingleWave) { if(ThreadIndex == 0) GroupEarlyOut = 0; GroupMemoryBarrierWithGroupSync(); if (WaveActiveAnyTrue(ActiveMask)) GroupEarlyOut = 1; GroupMemoryBarrierWithGroupSync(); if (GroupEarlyOut == 0) { // Quad is entirely non-Nanite or out of bounds. return; } } else { if (!WaveActiveAnyTrue((ActiveMask | DummyZero) != 0)) { // Quad is entirely non-Nanite or out of bounds. return; } } uint4 ShadingBins = uint4( ShadingMaskTL.ShadingBin, ShadingMaskTR.ShadingBin, ShadingMaskBL.ShadingBin, ShadingMaskBR.ShadingBin ); const uint WaveLaneIndex = WaveGetLaneIndex(); const uint BlockThreadIndex = WaveLaneIndex & 3u; const uint BlockFirstThread = WaveLaneIndex & 28u; #if VARIABLE_SHADING_RATE uint PixelShadingRate = clamp(ShadingRateImage[QuadTLCoord.xy >> ShadingRateTileSizeBits] & 0xFu, D3D12_SHADING_RATE_1X1, D3D12_SHADING_RATE_2X2); bool4 ForceFullRateShading; ForceFullRateShading[0] = select(ValidPixels[0], !GetShadingBinMaterialFlags(ShadingBins[0]).bAllowVRS, false); ForceFullRateShading[1] = select(ValidPixels[1], !GetShadingBinMaterialFlags(ShadingBins[1]).bAllowVRS, false); ForceFullRateShading[2] = select(ValidPixels[2], !GetShadingBinMaterialFlags(ShadingBins[2]).bAllowVRS, false); ForceFullRateShading[3] = select(ValidPixels[3], !GetShadingBinMaterialFlags(ShadingBins[3]).bAllowVRS, false); PixelShadingRate = select(any(ForceFullRateShading), D3D12_SHADING_RATE_1X1, PixelShadingRate); // Vote across 2x2 quad blocks (4x4 pixels) to pick a shared mode that is at least as high resolution in both x and y. const uint2 FullResXBallot = WaveBallot(PixelShadingRate == D3D12_SHADING_RATE_1X1 || PixelShadingRate == D3D12_SHADING_RATE_1X2); const uint2 FullResYBallot = WaveBallot(PixelShadingRate == D3D12_SHADING_RATE_1X1 || PixelShadingRate == D3D12_SHADING_RATE_2X1); const uint BlockFullResXMask = BitFieldExtractU32(WaveLaneIndex >= 32 ? FullResXBallot.y : FullResXBallot.x, 4, BlockFirstThread); const uint BlockFullResYMask = BitFieldExtractU32(WaveLaneIndex >= 32 ? FullResYBallot.y : FullResYBallot.x, 4, BlockFirstThread); const uint QuadShadingRate = BlockFullResXMask ? (BlockFullResYMask ? D3D12_SHADING_RATE_1X1 : D3D12_SHADING_RATE_1X2) : (BlockFullResYMask ? D3D12_SHADING_RATE_2X1 : D3D12_SHADING_RATE_2X2); const bool bWavePixelVRS = WaveActiveAnyTrue(PixelShadingRate != D3D12_SHADING_RATE_1X1); const bool bWaveQuadVRS = WaveActiveAnyTrue(QuadShadingRate != D3D12_SHADING_RATE_1X1); #else const uint PixelShadingRate = D3D12_SHADING_RATE_1X1; const uint QuadShadingRate = D3D12_SHADING_RATE_1X1; const bool bWavePixelVRS = false; const bool bWaveQuadVRS = false; #endif const uint2 PixelVRSShift = uint2( PixelShadingRate == D3D12_SHADING_RATE_2X1 || PixelShadingRate == D3D12_SHADING_RATE_2X2, PixelShadingRate == D3D12_SHADING_RATE_1X2 || PixelShadingRate == D3D12_SHADING_RATE_2X2); const uint2 QuadVRSShift = uint2( QuadShadingRate == D3D12_SHADING_RATE_2X1 || QuadShadingRate == D3D12_SHADING_RATE_2X2, QuadShadingRate == D3D12_SHADING_RATE_1X2 || QuadShadingRate == D3D12_SHADING_RATE_2X2); #if SHADING_BIN_COUNT while (WaveActiveAnyTrue(ActiveMask != 0u)) { if (ActiveMask != 0u) { // Determine current shading bin for all quad lanes to classify. const uint VotedBin = WaveReadLaneFirst(ShadingBins[firstbitlow(ActiveMask)]); const uint BinCoverage = CalculateBinCoverage(ShadingBins, ActiveMask, VotedBin); ActiveMask &= ~BinCoverage; if (BinCoverage != 0u) { const FNaniteMaterialFlags MaterialFlags = GetShadingBinMaterialFlags(VotedBin); BRANCH if (MaterialFlags.bNoDerivativeOps) { const uint PixelCount = WaveActiveSum(SampleCountQuadVRS(PixelShadingRate, BinCoverage)); if (WaveIsFirstLane()) { OutShadingBinData.InterlockedAdd((VotedBin * NANITE_SHADING_BIN_META_BYTES) + NANITE_SHADING_BIN_META_ELEMENT_COUNT_OFFSET, PixelCount); } } else { bool bWriteQuad = (BinCoverage != 0u); BRANCH if (bWaveQuadVRS) { const uint2 Ballot = WaveBallot(true); const uint Mask2x2 = BitFieldExtractU32(WaveLaneIndex >= 32 ? Ballot.y : Ballot.x, 4, BlockFirstThread); const uint TestMask = (QuadShadingRate == D3D12_SHADING_RATE_2X2) ? 0xF : (QuadShadingRate == D3D12_SHADING_RATE_2X1) ? ((BlockThreadIndex & 2) ? 0xC : 0x3) : (QuadShadingRate == D3D12_SHADING_RATE_1X2) ? ((BlockThreadIndex & 1) ? 0xA : 0x5) : (1u << BlockThreadIndex); bWriteQuad = (firstbitlow(Mask2x2 & TestMask) == BlockThreadIndex); } if (bWriteQuad) { const uint AddCount = WaveActiveCountBits(true); if (WaveIsFirstLane()) { OutShadingBinData.InterlockedAdd((VotedBin * NANITE_SHADING_BIN_META_BYTES) + NANITE_SHADING_BIN_META_ELEMENT_COUNT_OFFSET, AddCount); } } } } } } #elif SHADING_BIN_SCATTER #if GATHER_STATS WaveInterlockedAdd(OutShadingBinStats[0].TotalNanitePixels, countbits(ActiveMask)); #endif uint QuadWriteMasks; // 4:4:4:4 write mask. A 4-bits mask per pixel of the current quad. Each mask indicating where in the quad to write that pixel. uint CoarsePixelWriteMasks; // Same as above, but masks are relative to the top-left of the coarse pixel, instead of the quad. uint QuadVRSMask = 0xFu; uint PixelVRSMask = 0xFu; BRANCH if (bWavePixelVRS || bWaveQuadVRS) { // Mask invalid shading bins with distinct invalid values, so invalid bins don't compare equal to each other. ShadingBins = uint4( ValidPixels.x ? ShadingBins.x : 0xFFFFFFFFu, ValidPixels.y ? ShadingBins.y : 0xFFFFFFFEu, ValidPixels.z ? ShadingBins.z : 0xFFFFFFFDu, ValidPixels.w ? ShadingBins.w : 0xFFFFFFFCu ); // Mark own pixel in write masks QuadWriteMasks = CoarsePixelWriteMasks = (ActiveMask * 0x1111u) & 0x8421; // WZYX -> W000 0Z00 00Y0 000X UpdateVRSActiveAndWriteMasks(ShadingBins, QuadVRSShift, QuadVRSMask, QuadWriteMasks); UpdateVRSActiveAndWriteMasks(ShadingBins, PixelVRSShift, PixelVRSMask, CoarsePixelWriteMasks); // Adjust write masks to be local to the coarse pixel instead of being relative to top-left of the quad CoarsePixelWriteMasks = (PixelVRSShift.x == 0) ? BitFieldInsertU32(0xF0F0, CoarsePixelWriteMasks >> 1, CoarsePixelWriteMasks) : CoarsePixelWriteMasks; CoarsePixelWriteMasks = (PixelVRSShift.y == 0) ? BitFieldInsertU32(0xFF00, CoarsePixelWriteMasks >> 2, CoarsePixelWriteMasks) : CoarsePixelWriteMasks; } else { QuadWriteMasks = CoarsePixelWriteMasks = ConvertQuadCoverageMaskToWriteMask(ActiveMask); } const uint ShadingTileFirstThread = WaveLaneIndex & ~(BINNING_THREADS_PER_SHADING_TILE - 1u) & 31u; while (true) { uint VotedBin = ActiveMask ? ShadingBins[firstbitlow(ActiveMask)] : 0xFFFFFFFF; BRANCH if (bSingleWave) { if (!WaveActiveAnyTrue(ActiveMask != 0u)) { break; } VotedBin = WaveActiveMin(VotedBin); } else { if (ThreadIndex == 0) { GroupVotedBin = 0xFFFFFFFFu; GroupFullTileCount_LooseCount = 0u; } GroupMemoryBarrierWithGroupSync(); WaveInterlockedMin(GroupVotedBin, VotedBin); GroupMemoryBarrierWithGroupSync(); VotedBin = GroupVotedBin; if (VotedBin == 0xFFFFFFFFu) break; } uint BinCoverage = CalculateBinCoverage(ShadingBins, ActiveMask, VotedBin); ActiveMask &= ~BinCoverage; const FNaniteMaterialFlags MaterialFlags = GetShadingBinMaterialFlags(VotedBin); BRANCH if (MaterialFlags.bNoDerivativeOps) { BinCoverage &= PixelVRSMask; const uint PixelCount = countbits(BinCoverage); const bool bFullTile = IsFullTile(WaveLaneIndex, ShadingTileFirstThread, PixelCount); const bool bWriteFullTile = ( bFullTile && (PixelCount != 0u)); const bool bWriteLoose = (!bFullTile && (PixelCount != 0u)); const uint FullTileCount = bWriteFullTile ? 4u : 0u; const uint LooseCount = bWriteLoose ? PixelCount : 0u; uint FullTileDataOffset; uint LooseDataOffset; AllocateElements(VotedBin, ThreadIndex, FullTileCount, LooseCount, false, bSingleWave, FullTileDataOffset, LooseDataOffset); uint DataWriteOffset; if (bFullTile) { DataWriteOffset = ShadingBinDataByteOffset + (GetShadingBinMeta(VotedBin).RangeStart + FullTileDataOffset) * 4u; } else { DataWriteOffset = ShadingBinDataByteOffset + (OutShadingBinScatterMeta[VotedBin].RangeEnd - LooseDataOffset - countbits(BinCoverage)) * 4u; } uint TempMask = BinCoverage; UNROLL for (uint i = 0; i < 4; i++) { if (TempMask == 0) break; const uint PixelIndex = firstbitlow(TempMask); TempMask &= TempMask - 1u; const uint2 PixelCoord = QuadTLCoord + uint2(PixelIndex & 1u, PixelIndex >> 1); const uint2 CoarsePixelTL = (PixelCoord >> PixelVRSShift) << PixelVRSShift; const uint WriteMask = BitFieldExtractU32(CoarsePixelWriteMasks, 4, PixelIndex * 4); OutShadingBinData.Store(DataWriteOffset, PackShadingPixel(CoarsePixelTL, PixelVRSShift, WriteMask)); DataWriteOffset += 4; } } else { BinCoverage &= QuadVRSMask; const uint PixelCount = countbits(BinCoverage); const bool bFullTile = IsFullTile(WaveLaneIndex, ShadingTileFirstThread, PixelCount); uint OutputWriteMask = ConvertQuadCoverageMaskToWriteMask(BinCoverage); BRANCH if(bWaveQuadVRS && QuadShadingRate != D3D12_SHADING_RATE_1X1) { // Combine the individual active write masks into a single quad mask for the current bin uint QuadMask = QuadWriteMasks & (OutputWriteMask * 0xFu); // Merge down to single 4-bit mask QuadMask |= QuadMask >> 8; QuadMask |= QuadMask >> 4; QuadMask &= 0xF; // Assemble Quad masks into a 2x2 quad (4x4 pixel) mask const uint BlockShift = (BlockThreadIndex * 4); uint BlockMask = QuadMask << BlockShift; BlockMask |= QuadReadAcrossX(BlockMask); BlockMask |= QuadReadAcrossY(BlockMask); const uint ShiftedBlockMask = BlockMask >> BlockShift; // Calculate write masks for the individual lanes from the block mask if (QuadShadingRate == D3D12_SHADING_RATE_2X2) { OutputWriteMask = BlockThreadIndex ? 0 : BlockMask; } else if (QuadShadingRate == D3D12_SHADING_RATE_2X1) { OutputWriteMask = (BlockThreadIndex & 1) ? 0u : ShiftedBlockMask; OutputWriteMask = (OutputWriteMask & 0x0033u) | ((OutputWriteMask << 6) & 0x3300u); } else if (QuadShadingRate == D3D12_SHADING_RATE_1X2) { OutputWriteMask = (BlockThreadIndex & 2) ? 0u : ShiftedBlockMask; OutputWriteMask = (OutputWriteMask & 0x0505u) | ((OutputWriteMask << 3) & 0x5050u); } } const bool bWriteQuad = (OutputWriteMask != 0u); const bool bWriteFullTile = (bFullTile && bWriteQuad); const bool bWriteLoose = (!bFullTile && bWriteQuad); uint FullTileDataOffset; uint LooseDataOffset; AllocateElements(VotedBin, ThreadIndex, bWriteFullTile ? 1 : 0, bWriteLoose ? 1 : 0, true, bSingleWave, FullTileDataOffset, LooseDataOffset); if (bWriteQuad) { const uint RangeStart = GetShadingBinMeta(VotedBin).RangeStart; const uint2 PackedShadingQuad = PackShadingQuad(QuadTLCoord, QuadVRSShift, OutputWriteMask); BRANCH if (bWriteFullTile) { OutShadingBinData.Store2(ShadingBinDataByteOffset + (RangeStart * 4 + FullTileDataOffset * 8), PackedShadingQuad); } else { const uint BaseAddress = OutShadingBinScatterMeta[VotedBin].RangeEnd; OutShadingBinData.Store2(ShadingBinDataByteOffset + (BaseAddress * 4u - LooseDataOffset * 8u - 8u), PackedShadingQuad); } #if GATHER_STATS const uint NumHelpers = 4 - ((OutputWriteMask & 0x000Fu) != 0u) - ((OutputWriteMask & 0x00F0u) != 0u) - ((OutputWriteMask & 0x0F00u) != 0u) - ((OutputWriteMask & 0xF000u) != 0u); WaveInterlockedAdd(OutShadingBinStats[0].TotalHelperCount, NumHelpers); #endif } } } #endif #if OPTIMIZE_WRITE_MASK RWByteAddressBuffer CMaskExports[] = { OutCMaskBuffer_0, #if NUM_EXPORTS > 1 OutCMaskBuffer_1, #endif #if NUM_EXPORTS > 2 OutCMaskBuffer_2, #endif #if NUM_EXPORTS > 3 OutCMaskBuffer_3, #endif #if NUM_EXPORTS > 4 OutCMaskBuffer_4, #endif #if NUM_EXPORTS > 5 OutCMaskBuffer_5, #endif #if NUM_EXPORTS > 6 OutCMaskBuffer_6, #endif #if NUM_EXPORTS > 7 OutCMaskBuffer_7 #endif }; // Fetch per pixel shading write masks and remove mask bits if they are not valid writes (i.e. no cmask for that export) const uint WriteMaskTL = select(ValidPixels.x, BitFieldExtractU32(GetShadingBinMeta(ShadingMaskTL.ShadingBin).MaterialFlags, 8u, 24u), 0x0u); const uint WriteMaskTR = select(ValidPixels.y, BitFieldExtractU32(GetShadingBinMeta(ShadingMaskTR.ShadingBin).MaterialFlags, 8u, 24u), 0x0u); const uint WriteMaskBL = select(ValidPixels.z, BitFieldExtractU32(GetShadingBinMeta(ShadingMaskBL.ShadingBin).MaterialFlags, 8u, 24u), 0x0u); const uint WriteMaskBR = select(ValidPixels.w, BitFieldExtractU32(GetShadingBinMeta(ShadingMaskBR.ShadingBin).MaterialFlags, 8u, 24u), 0x0u); // NOTE: It should be only necessary to test the TL pixel's cmask index/shift, since a quad shouldn't be able to span multiple nibbles. uint CMaskIndex; uint CMaskShift; ComputeCMaskIndexAndShift(QuadTLCoord / 8u, CMaskIndex, CMaskShift); uint CMaskTileBitIndex = (ThreadIndex >> 2) & 3u; // 4 threads cover 4x4 CMask tile. const bool bSubTileMatch = (SubTileMatch == 1u); if(bSubTileMatch) { // Remap to the target CMASK subtile mode (may not be TL, TR, BL, BR) CMaskTileBitIndex = BitFieldExtractU32(GetSubTileOrder(), 4, CMaskTileBitIndex * 4); } const uint CMaskBitOffset = (CMaskIndex & 0x3) * 8u + CMaskShift; const uint CMaskValue4x4 = (1u << (CMaskBitOffset + CMaskTileBitIndex)); // Calculate 4x4 pixel write masks. Set bit means all 4x4 pixels are written const uint WriteMaskQuad = WriteMaskTL & WriteMaskTR & WriteMaskBL & WriteMaskBR; uint WriteMask4x4 = WriteMaskQuad; WriteMask4x4 &= QuadReadAcrossX(WriteMask4x4); WriteMask4x4 &= QuadReadAcrossY(WriteMask4x4); uint Mask = ValidWriteMask; UNROLL for (uint Export = 0; Export < NUM_EXPORTS; ++Export) { // Remaps from compacted (valid) targets to sparse write mask indices // i.e. Export0 can be MRT1 which is represented as bit index 1 in ValidWriteMask // - 0 is MRT0/SceneColor which isn't valid to export uint MaskIndex = firstbitlow(Mask); Mask &= Mask - 1u; const bool bWriteCMask4x4 = BitFieldExtractU32(WriteMask4x4, 1, MaskIndex) != 0; uint CMaskValue = bWriteCMask4x4 ? CMaskValue4x4 : 0u; // Combine CMask bits to form full 8x8 CMask tile to minimize number of atomics CMaskValue |= WaveLaneSwizzleGCN(CMaskValue, 0x1F, 0x00, 0x04); CMaskValue |= WaveLaneSwizzleGCN(CMaskValue, 0x1F, 0x00, 0x08); // Write out 4x4 subtile cmask or 8x8 full tile cmask const bool bLaneWrite = ((ThreadIndex & 15) == 0) && select(bSubTileMatch, CMaskValue != 0, countbits(CMaskValue) == 4); if (bLaneWrite) { CMaskExports[Export].InterlockedOr(CMaskIndex, CMaskValue); } } #endif // OPTIMIZE_WRITE_MASK } [numthreads(SHADING_BIN_TILE_THREADS, 1, 1)] void ShadingBinBuildCS(uint ThreadIndex : SV_GroupIndex, uint2 GroupId : SV_GroupID) { uint2 Coord = GroupId.xy * SHADING_BIN_TILE_SIZE; Coord += MortonDecode(ThreadIndex); BinShadingQuad(Coord, ThreadIndex); } #elif SHADING_BIN_RESERVE [numthreads(64, 1, 1)] void ShadingBinReserveCS(uint ShadingBin : SV_DispatchThreadID) { if (ShadingBin >= ShadingBinCount) return; const FNaniteMaterialFlags MaterialFlags = GetShadingBinMaterialFlags(ShadingBin); uint BinPixelCount; if (MaterialFlags.bNoDerivativeOps) { BinPixelCount = GetShadingBinMeta(ShadingBin).ElementCount; if (BinPixelCount > 0) { uint RangeStart; InterlockedAdd(OutShadingBinAllocator[0], BinPixelCount, RangeStart); OutShadingBinData.Store((ShadingBin * NANITE_SHADING_BIN_META_BYTES) + NANITE_SHADING_BIN_META_RANGE_START_OFFSET, RangeStart); OutShadingBinScatterMeta[ShadingBin].RangeEnd = RangeStart + BinPixelCount; OutShadingBinScatterMeta[ShadingBin].LooseElementCount = 0; OutShadingBinScatterMeta[ShadingBin].FullTileElementCount = 0; } #if GATHER_STATS const uint WaveBinPixelCount = WaveActiveSum(BinPixelCount); if (WaveIsFirstLane()) { InterlockedAdd(OutShadingBinStats[0].TotalShadedPixels, WaveBinPixelCount); } #endif } else { const uint BinQuadCount = GetShadingBinMeta(ShadingBin).ElementCount; if (BinQuadCount > 0) { uint RangeStart; InterlockedAdd(OutShadingBinAllocator[0], BinQuadCount * 2, RangeStart); OutShadingBinData.Store((ShadingBin * NANITE_SHADING_BIN_META_BYTES) + NANITE_SHADING_BIN_META_RANGE_START_OFFSET, RangeStart); OutShadingBinScatterMeta[ShadingBin].RangeEnd = RangeStart + BinQuadCount * 2; OutShadingBinScatterMeta[ShadingBin].LooseElementCount = 0; OutShadingBinScatterMeta[ShadingBin].FullTileElementCount = 0; } const uint ArgsOffset = ShadingBin * 4u; // Includes helper lanes BinPixelCount = BinQuadCount * 4u; #if GATHER_STATS const uint WaveBinQuadCount = WaveActiveSum(BinQuadCount); if (WaveIsFirstLane()) { InterlockedAdd(OutShadingBinStats[0].TotalShadedQuads, WaveBinQuadCount); } #endif } uint4 ShadingBinArgs; ShadingBinArgs.x = DivideAndRoundUp(BinPixelCount, COMPUTE_MATERIAL_GROUP_SIZE); // ThreadGroupCountX ShadingBinArgs.y = 1u; // ThreadGroupCountY ShadingBinArgs.z = 1u; // ThreadGroupCountZ ShadingBinArgs.w = 0u; // Reserved / Unused OutShadingBinArgs.Store4(ShadingBin * 16u, ShadingBinArgs); } #elif SHADING_BIN_VALIDATE [numthreads(64, 1, 1)] void ShadingBinValidateCS(uint ShadingBin : SV_DispatchThreadID) { if (ShadingBin >= ShadingBinCount) return; const FNaniteShadingBinMeta ShadingBinMeta = GetShadingBinMeta(ShadingBin); if (ShadingBinMeta.ElementCount != ShadingBinMeta.WrittenCount) { PLATFORM_BREAK(); } } #endif