Files
UnrealEngine/Engine/Shaders/Private/Substrate/SubstrateMaterialClassification.usf
2025-05-18 13:04:45 +08:00

567 lines
23 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#include "/Engine/Private/Common.ush"
#define SUBSTRATE_INLINE_SHADING 0
#define SUBSTRATE_SSS_MATERIAL_OVERRIDE 0
#define SUBSTRATE_COMPLEXSPECIALPATH 1
#include "/Engine/Private/Substrate/Substrate.ush"
#include "SubstrateTile.ush"
#if SUBTRATE_GBUFFER_FORMAT==0
#include "../DeferredShadingCommon.ush"
#endif
#define GROUP_THREAD_COUNT (SUBSTRATE_TILE_SIZE * SUBSTRATE_TILE_SIZE)
////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if SHADER_TILE_CATEGORIZATION
int bRectPrimitive;
int2 ViewResolution;
uint MaxBytesPerPixel;
int FirstSliceStoringSubstrateSSSData;
Texture2D<SUBSTRATE_TOP_LAYER_TYPE> TopLayerTexture;
#if PERMUTATION_CMASK
Texture2D<uint> TopLayerCmaskTexture;
#endif
RWTexture2DArray<uint> MaterialTextureArrayUAV;
uint TileEncoding;
uint4 TileListBufferOffsets[SUBSTRATE_TILE_TYPE_COUNT];
uint GetTileListBufferOffsets(uint Type)
{
return TileListBufferOffsets[Type].x;
}
// Indirect draw data buffer for all tile types
RWBuffer<uint> TileDrawIndirectDataBufferUAV;
RWBuffer<uint> TileListBufferUAV;
#if PERMUTATION_DECAL
Texture2D<float4> DBufferATexture;
Texture2D<float4> DBufferBTexture;
Texture2D<float4> DBufferCTexture;
Texture2D<uint> DBufferRenderMask;
SamplerState DBufferATextureSampler;
SamplerState DBufferBTextureSampler;
SamplerState DBufferCTextureSampler;
// @param BufferUV - UV space in the DBuffer textures
uint GetDBufferTargetMask(uint2 PixelPos)
{
#if PLATFORM_SUPPORTS_RENDERTARGET_WRITE_MASK
return DecodeRTWriteMask(PixelPos, DBufferRenderMask, 3);
#elif PLATFORM_SUPPORTS_PER_PIXEL_DBUFFER_MASK
uint Mask = DBufferRenderMask.Load(uint3(PixelPos, 0));
return Mask > 0 ? 0x07 : 0x00;
#else
// For debug purpose:
// return
// (DBufferATexture.Load(uint3(PixelPos, 0)).a < 1.f ? 0x1 : 0x0) |
// (DBufferBTexture.Load(uint3(PixelPos, 0)).a < 1.f ? 0x2 : 0x0) |
// (DBufferCTexture.Load(uint3(PixelPos, 0)).a < 1.f ? 0x3 : 0x0) ;
return 0x07;
#endif
}
#endif // PERMUTATION_DECAL
#if SUBSTRATE_OPAQUE_ROUGH_REFRACTION_ENABLED
Texture2D<float3> OpaqueRoughRefractionTexture;
#endif // SUBSTRATE_OPAQUE_ROUGH_REFRACTION_ENABLED
#if !PERMUTATION_WAVE_OPS
groupshared uint s_TileFlags[GROUP_THREAD_COUNT];
#endif
#if PERMUTATION_WAVE_OPS && COMPILER_SUPPORTS_WAVE_SIZE
WAVESIZE(64) // PERMUTATION_WAVE_OPS is true only when wave>=64 are available
#endif
[numthreads(SUBSTRATE_TILE_SIZE, SUBSTRATE_TILE_SIZE, 1)]
void TileMainCS(uint2 DispatchThreadId : SV_DispatchThreadID, uint LinearIndex : SV_GroupIndex, uint3 GroupId : SV_GroupID)
{
// Init primitive index
if (DispatchThreadId.x < SUBSTRATE_TILE_TYPE_COUNT && DispatchThreadId.y == 0)
{
const uint TileType = DispatchThreadId.x;
const uint IndexCountPerInstance = bRectPrimitive > 0 ? 4 : 6;
TileDrawIndirectDataBufferUAV[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(TileType) + 0] = IndexCountPerInstance;
}
const uint2 PixelCoord = DispatchThreadId.xy + View.ViewRectMin.xy;
const bool bIsValid = all(DispatchThreadId.xy < uint2(View.ViewSizeAndInvSize.xy));
const float2 BufferUV = float2(PixelCoord + 0.5f) * View.BufferSizeAndInvSize.zw;
// If CMask data are available, we use it as a coarse evaluation to know if a tile contains any data.
// * If the tile is entirely empty: we clear the header & SSS data
// * If the data contains any data: we do fine grain checking, and clear header & SSS data only for needed pixels. The top layer data texture is used
// to know if a pixel is valid or not (since the material header is not cleared when the Cmask permutation is used).
#if PERMUTATION_CMASK && SUBTRATE_GBUFFER_FORMAT==1
// Coarse test for clearing header (& SSS data) based on CMask data
const uint CMask = TopLayerCmaskTexture.Load(uint3(GroupId.xy, 0));
BRANCH
if (CMask == 0x0)
{
MaterialTextureArrayUAV[uint3(PixelCoord, 0)] = 0u;
SubstrateStoreSubsurfaceHeader(MaterialTextureArrayUAV, FirstSliceStoringSubstrateSSSData, PixelCoord, 0u); // This is a good clear for FSubstrateSubsurfaceHeader, and we only need to clear the header.
}
else
#endif
{
// Pixels outside of the view area are considered simple to enable screen borders to receive the simple permutation when not aligned to shader group size.
bool bContainsComplexSpecialMaterial = false;
bool bContainsComplexMaterial = false;
bool bContainsSimpleMaterial = false;
bool bContainsSingleMaterial = false;
bool bContainsSubstrateMaterial = false;
bool bContainsDecals = false;
bool bContainsOpaqueRoughRefraction = false;
bool bContainsScreenSpaceSubsurfaceScattering = false;
FSubstrateOpaqueRoughRefractionData OpaqueRoughRefractionData = (FSubstrateOpaqueRoughRefractionData)0;
if (bIsValid)
{
#if SUBTRATE_GBUFFER_FORMAT==0
// Control tiles using ShadingModelID
FGBufferData GBufferData = GetGBufferData(BufferUV);
bContainsSubstrateMaterial = GBufferData.ShadingModelID != SHADINGMODELID_UNLIT;
bContainsSimpleMaterial = bContainsSubstrateMaterial;
#else // SUBTRATE_GBUFFER_FORMAT==0
FSubstrateAddressing SubstrateAddressing = GetSubstratePixelDataByteOffset(PixelCoord, uint2(View.BufferSizeAndInvSize.xy), MaxBytesPerPixel);
// Load mini header.
const uint PackedHeader = MaterialTextureArrayUAV[uint3(PixelCoord, 0)];
FSubstratePixelHeader SubstratePixelHeader = UnpackSubstrateHeaderIn(PackedHeader, SubstrateAddressing, TopLayerTexture);
const bool bIsSimple = SubstratePixelHeader.IsSimpleMaterial() || SubstratePixelHeader.ClosureCount == 0; // BSDFCount == 0 ensures that non-Substrate pixel, like sky pixels, won't make a simple tile flagged as complex
const bool bIsSingle = !SubstratePixelHeader.IsSimpleMaterial() && SubstratePixelHeader.IsSingleMaterial();
const bool bIsComplexSpecial = SubstratePixelHeader.IsComplexSpecialMaterial();
bContainsSubstrateMaterial = SubstratePixelHeader.ClosureCount > 0;
bContainsSimpleMaterial = bIsSimple;
bContainsSingleMaterial = bIsSingle;
bContainsComplexMaterial = !bIsSingle && !bIsSimple && !bIsComplexSpecial;
bContainsComplexSpecialMaterial = !bIsSingle && !bIsSimple && bIsComplexSpecial;
bContainsScreenSpaceSubsurfaceScattering = SubstratePixelHeader.HasSubsurface();
#if PERMUTATION_DECAL
const uint DBufferResponseMask = SceneStencilTexture.Load(uint3(PixelCoord, 0)) STENCIL_COMPONENT_SWIZZLE;
const uint DBufferTargetMask = GetDBufferTargetMask(PixelCoord);
bContainsDecals = DBufferResponseMask != 0 && DBufferTargetMask != 0;
#endif
#if SUBSTRATE_OPAQUE_ROUGH_REFRACTION_ENABLED
OpaqueRoughRefractionData = SubstrateUnpackOpaqueRoughRefractionData(OpaqueRoughRefractionTexture[PixelCoord]);
bContainsOpaqueRoughRefraction = OpaqueRoughRefractionData.OpaqueRoughRefractionEnabled > 0.0f;
#endif
// Output/Patch SSS data for legacy encoding (this allows to save ALU & bandwidth during the base pass0
uint OptimisedLegacyMode = ((PackedHeader >> (HEADER_SINGLEENCODING_BIT_COUNT)) & HEADER_SINGLE_OPTLEGACYMODE_BIT_MASK);
const bool bIsLegacyWrapOrWrapThin = OptimisedLegacyMode == SINGLE_OPTLEGACYMODE_SSSWRAP || OptimisedLegacyMode == SINGLE_OPTLEGACYMODE_TWO_SIDED_SSSWRAP; // Wrap and Wrap thin have same packing
const bool bIsLegacySSSProfile = OptimisedLegacyMode == SINGLE_OPTLEGACYMODE_SSSPROFILE;
if (bIsSingle && (bIsLegacyWrapOrWrapThin || bIsLegacySSSProfile))
{
bContainsScreenSpaceSubsurfaceScattering = true;
if (bIsLegacyWrapOrWrapThin)
{
const uint PackedSSSWOpacity7bits = (PackedHeader >> (HEADER_SINGLEENCODING_BIT_COUNT + HEADER_SINGLE_OPTLEGACYMODE_BIT_COUNT)) & 0x7F;
FSubstrateSubsurfaceHeader SSSHeader = (FSubstrateSubsurfaceHeader)0;
if (OptimisedLegacyMode == SINGLE_OPTLEGACYMODE_SSSWRAP)
{
SubstrateSubSurfaceHeaderSetSSSType(SSSHeader, SSS_TYPE_WRAP);
}
else
{
SubstrateSubSurfaceHeaderSetSSSType(SSSHeader, SSS_TYPE_TWO_SIDED_WRAP);
}
SubstrateSubSurfaceHeaderSetWrapOpacity(SSSHeader, UnpackR7(PackedSSSWOpacity7bits));
SubstrateStoreSubsurfaceHeader(MaterialTextureArrayUAV, FirstSliceStoringSubstrateSSSData, PixelCoord, SSSHeader.Bytes);
}
else if (bIsLegacySSSProfile)
{
const uint Data1 = MaterialTextureArrayUAV[uint3(PixelCoord, 1)];
const uint Data2 = MaterialTextureArrayUAV[uint3(PixelCoord, 2)];
float RadiusScale = UnpackR8(Data1 >> 24);
float ProfileId = UnpackR8(Data2 >> 24);
const uint PackedDiffuse20Bits = (Data1 & 0xFFFFF);
const float3 BaseColor = UnpackR7G7B6Gamma2(PackedDiffuse20Bits);
FSubstrateSubsurfaceHeader SSSHeader = (FSubstrateSubsurfaceHeader)0;
SubstrateSubSurfaceHeaderSetSSSType(SSSHeader, SSS_TYPE_DIFFUSION_PROFILE);
SubstrateSubSurfaceHeaderSetProfile(SSSHeader, RadiusScale, SubstrateSubsurfaceProfileIdTo8bits(ProfileId));
FSubstrateSubsurfaceExtras SSSExtras = (FSubstrateSubsurfaceExtras)0;
SubstrateSubsurfaceExtrasSetBaseColor(SSSExtras, BaseColor);
SubstrateStoreSubsurfaceHeader(MaterialTextureArrayUAV, FirstSliceStoringSubstrateSSSData, PixelCoord, SSSHeader.Bytes);
SubstrateStoreSubsurfaceExtras(MaterialTextureArrayUAV, FirstSliceStoringSubstrateSSSData, PixelCoord, SSSExtras.Bytes);
}
}
// Fine grain test for clearing based on CMask data
#if PERMUTATION_CMASK
// Fine grain check if clear is needed
bool bClearHeader = false;
BRANCH
if (CMask > 0u && CMask < 0xF)
{
bClearHeader = !SubstrateIsTopLayerMaterial(TopLayerTexture.Load(uint3(PixelCoord, 0)));
}
// Header clear
BRANCH
if (bClearHeader)
{
MaterialTextureArrayUAV[uint3(PixelCoord, 0)] = 0u;
}
#endif
#endif // SUBTRATE_GBUFFER_FORMAT==0
}
BRANCH
if (!bContainsScreenSpaceSubsurfaceScattering)
{
// We must fill all the pixel which does not have subsurface scattering by default so that the SSS code is not executed where it should not.
SubstrateStoreSubsurfaceHeader(MaterialTextureArrayUAV, FirstSliceStoringSubstrateSSSData, PixelCoord, 0u); // This is a good clear for FSubstrateSubsurfaceHeader, and we only need to clear the header.
}
#if PERMUTATION_WAVE_OPS
const bool bTileContainsSubstrate = WaveActiveAnyTrue(bContainsSubstrateMaterial);
const bool bTileContainsSimple = WaveActiveAnyTrue(bContainsSimpleMaterial);
const bool bTileContainsSingle = WaveActiveAnyTrue(bContainsSingleMaterial);
const bool bTileContainsComplex = WaveActiveAnyTrue(bContainsComplexMaterial);
const bool bTileContainsComplexSpecial = WaveActiveAnyTrue(bContainsComplexSpecialMaterial);
const bool bTileContainsOpaqueRoughRefraction = WaveActiveAnyTrue(bContainsOpaqueRoughRefraction);
const bool bTileContainsScreenSpaceSubsurfaceScattering = WaveActiveAnyTrue(bContainsScreenSpaceSubsurfaceScattering);
const bool bTileContainsDecals = WaveActiveAnyTrue(bContainsDecals);
#else // PERMUTATION_WAVE_OPS
s_TileFlags[LinearIndex] =
(bContainsSubstrateMaterial ? 0x1u : 0u)
| (bContainsSimpleMaterial ? 0x2u : 0u)
| (bContainsSingleMaterial ? 0x4u : 0u)
| (bContainsComplexMaterial ? 0x8u : 0u)
| (bContainsComplexSpecialMaterial ? 0x10u : 0u)
| (bContainsOpaqueRoughRefraction ? 0x20u : 0u)
| (bContainsScreenSpaceSubsurfaceScattering ? 0x40u : 0u)
| (bContainsDecals ? 0x80u : 0u);
GroupMemoryBarrierWithGroupSync();
if (LinearIndex < 32)
{
s_TileFlags[LinearIndex] = s_TileFlags[LinearIndex] | s_TileFlags[LinearIndex + 32];
}
GroupMemoryBarrierWithGroupSync();
if (LinearIndex < 16)
{
s_TileFlags[LinearIndex] = s_TileFlags[LinearIndex] | s_TileFlags[LinearIndex + 16];
}
GroupMemoryBarrierWithGroupSync();
if (LinearIndex < 8)
{
s_TileFlags[LinearIndex] = s_TileFlags[LinearIndex] | s_TileFlags[LinearIndex + 8];
}
GroupMemoryBarrierWithGroupSync();
if (LinearIndex < 4)
{
s_TileFlags[LinearIndex] = s_TileFlags[LinearIndex] | s_TileFlags[LinearIndex + 4];
}
GroupMemoryBarrierWithGroupSync();
if (LinearIndex < 2)
{
s_TileFlags[LinearIndex] = s_TileFlags[LinearIndex] | s_TileFlags[LinearIndex + 2];
}
GroupMemoryBarrierWithGroupSync();
const uint FinalTileFlags = s_TileFlags[LinearIndex] | s_TileFlags[LinearIndex + 1];
const bool bTileContainsSubstrate = (FinalTileFlags & 0x1u) > 0;
const bool bTileContainsSimple = (FinalTileFlags & 0x2u) > 0;
const bool bTileContainsSingle = (FinalTileFlags & 0x4u) > 0;
const bool bTileContainsComplex = (FinalTileFlags & 0x8u) > 0;
const bool bTileContainsComplexSpecial = (FinalTileFlags & 0x10u) > 0;
const bool bTileContainsOpaqueRoughRefraction = (FinalTileFlags & 0x20u) > 0;
const bool bTileContainsScreenSpaceSubsurfaceScattering = (FinalTileFlags & 0x40u) > 0;
const bool bTileContainsDecals = (FinalTileFlags & 0x80u) > 0;
#endif // PERMUTATION_WAVE_OPS
if (LinearIndex < 1 && bTileContainsSubstrate)
{
uint EncodedTile = SubstratePackTile(GroupId.xy, TileEncoding);
if (bTileContainsComplexSpecial)
{
uint WriteToIndex;
InterlockedAdd(TileDrawIndirectDataBufferUAV[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(SUBSTRATE_TILE_TYPE_COMPLEX_SPECIAL) + 1], 1, WriteToIndex);
TileListBufferUAV[GetTileListBufferOffsets(SUBSTRATE_TILE_TYPE_COMPLEX_SPECIAL) + WriteToIndex] = EncodedTile;
}
else if (bTileContainsComplex)
{
uint WriteToIndex;
InterlockedAdd(TileDrawIndirectDataBufferUAV[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(SUBSTRATE_TILE_TYPE_COMPLEX) + 1], 1, WriteToIndex);
TileListBufferUAV[GetTileListBufferOffsets(SUBSTRATE_TILE_TYPE_COMPLEX) + WriteToIndex] = EncodedTile;
}
else if (bTileContainsSingle)
{
uint WriteToIndex;
InterlockedAdd(TileDrawIndirectDataBufferUAV[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(SUBSTRATE_TILE_TYPE_SINGLE) + 1], 1, WriteToIndex);
TileListBufferUAV[GetTileListBufferOffsets(SUBSTRATE_TILE_TYPE_SINGLE) + WriteToIndex] = EncodedTile;
}
else // (bTileContainsSimple)
{
uint WriteToIndex;
InterlockedAdd(TileDrawIndirectDataBufferUAV[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(SUBSTRATE_TILE_TYPE_SIMPLE) + 1], 1, WriteToIndex);
TileListBufferUAV[GetTileListBufferOffsets(SUBSTRATE_TILE_TYPE_SIMPLE) + WriteToIndex] = EncodedTile;
}
#if SUBSTRATE_OPAQUE_ROUGH_REFRACTION_ENABLED
if (bTileContainsOpaqueRoughRefraction)
{
uint WriteToIndex;
InterlockedAdd(TileDrawIndirectDataBufferUAV[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(SUBSTRATE_TILE_TYPE_ROUGH_REFRACT) + 1], 1, WriteToIndex);
TileListBufferUAV[GetTileListBufferOffsets(SUBSTRATE_TILE_TYPE_ROUGH_REFRACT) + WriteToIndex] = EncodedTile;
}
if(bTileContainsScreenSpaceSubsurfaceScattering && !bTileContainsOpaqueRoughRefraction)
{
uint WriteToIndex;
InterlockedAdd(TileDrawIndirectDataBufferUAV[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(SUBSTRATE_TILE_TYPE_ROUGH_REFRACT_SSS_WITHOUT) + 1], 1, WriteToIndex);
TileListBufferUAV[GetTileListBufferOffsets(SUBSTRATE_TILE_TYPE_ROUGH_REFRACT_SSS_WITHOUT) + WriteToIndex] = EncodedTile;
}
#endif
#if PERMUTATION_DECAL
if (bTileContainsDecals)
{
if (bTileContainsComplex)
{
uint WriteToIndex;
InterlockedAdd(TileDrawIndirectDataBufferUAV[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(SUBSTRATE_TILE_TYPE_DECAL_COMPLEX) + 1], 1, WriteToIndex);
TileListBufferUAV[GetTileListBufferOffsets(SUBSTRATE_TILE_TYPE_DECAL_COMPLEX) + WriteToIndex] = EncodedTile;
}
else if (bTileContainsSingle)
{
uint WriteToIndex;
InterlockedAdd(TileDrawIndirectDataBufferUAV[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(SUBSTRATE_TILE_TYPE_DECAL_SINGLE) + 1], 1, WriteToIndex);
TileListBufferUAV[GetTileListBufferOffsets(SUBSTRATE_TILE_TYPE_DECAL_SINGLE) + WriteToIndex] = EncodedTile;
}
else // (bTileContainsSimple)
{
uint WriteToIndex;
InterlockedAdd(TileDrawIndirectDataBufferUAV[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(SUBSTRATE_TILE_TYPE_DECAL_SIMPLE) + 1], 1, WriteToIndex);
TileListBufferUAV[GetTileListBufferOffsets(SUBSTRATE_TILE_TYPE_DECAL_SIMPLE) + WriteToIndex] = EncodedTile;
}
}
#endif
}
}
}
#endif // SHADER_TILE_CATEGORIZATION
////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if SHADER_MATERIAL_TILE_PREPARE_ARGS
Buffer<uint> TileDrawIndirectDataBuffer;
RWBuffer<uint> TileDispatchIndirectDataBuffer;
[numthreads(32, 1, 1)]
void ArgsMainCS(uint2 DispatchThreadId : SV_DispatchThreadID)
{
const uint TileType = DispatchThreadId.x;
if (TileType < SUBSTRATE_TILE_TYPE_COUNT)
{
// We could have more than 65k tile in particular with complex multi-layer closure covering full
TileDispatchIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(TileType) + 0] = TileDrawIndirectDataBuffer[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(TileType) + 1];
TileDispatchIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(TileType) + 1] = 1;
TileDispatchIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(TileType) + 2] = 1;
}
}
#endif // SHADER_MATERIAL_TILE_PREPARE_ARGS
////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if SHADER_CLOSURE_TILE_PREPARE_ARGS
int2 TileCount_Primary;
Buffer<uint> TileDrawIndirectDataBuffer;
RWBuffer<uint> TileDispatchIndirectDataBuffer;
RWBuffer<uint> TileDispatchPerThreadIndirectDataBuffer;
RWBuffer<uint> TileRaytracingIndirectDataBuffer;
void WriteArgs(uint InTileCount, uint OutOffset)
{
const uint DispatchX = min(InTileCount, uint(TileCount_Primary.x));
const uint DispatchY = DivideAndRoundUp(InTileCount, TileCount_Primary.x);
TileDispatchIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(OutOffset) + 0] = DispatchX;
TileDispatchIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(OutOffset) + 1] = DispatchY;
TileDispatchIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(OutOffset) + 2] = 1;
TileDispatchPerThreadIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(OutOffset) + 0] = DivideAndRoundUp(InTileCount, SUBSTRATE_TILE_SIZE * SUBSTRATE_TILE_SIZE);
TileDispatchPerThreadIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(OutOffset) + 1] = 1;
TileDispatchPerThreadIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(OutOffset) + 2] = 1;
// Indirect raytracing args are mapped on ray count. Each tile is expended into rays.
const uint RayDispatchX = min(InTileCount, uint(TileCount_Primary.x)) * SUBSTRATE_TILE_SIZE;
const uint RayDispatchY = DivideAndRoundUp(InTileCount, TileCount_Primary.x) * SUBSTRATE_TILE_SIZE;
TileRaytracingIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(OutOffset) + 0] = RayDispatchX;
TileRaytracingIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(OutOffset) + 1] = RayDispatchY;
TileRaytracingIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(OutOffset) + 2] = 1;
}
[numthreads(3, 1, 1)]
void ArgsMainCS(uint2 DispatchThreadId : SV_DispatchThreadID)
{
const uint WriteOffset = DispatchThreadId.x;
if (WriteOffset < 3)
{
const uint TileCount = TileDrawIndirectDataBuffer[0].x;
uint TileCounts[3];
TileCounts[0] = TileCount; // Downsample factor=1
TileCounts[1] = DivideAndRoundUp4(TileCount); // Downsample factor=2 - 4 subtiles per per 8x8 tile
TileCounts[2] = DivideAndRoundUp16(TileCount); // Downsample factor=3 - 16 subtiles per per 8x8 tile
WriteArgs(TileCounts[WriteOffset], WriteOffset);
}
}
#endif // SHADER_CLOSURE_TILE_PREPARE_ARGS
////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if SHADER_CLOSURE_TILE
int2 ViewResolution;
uint MaxBytesPerPixel;
uint TileSizeLog2;
int2 TileCount_Primary;
Texture2D<SUBSTRATE_TOP_LAYER_TYPE> TopLayerTexture;
Texture2DArray<uint> MaterialTextureArray;
Buffer<uint> TileListBuffer;
uint TileListBufferOffset;
uint TileEncoding;
RWTexture2D<uint> RWClosureOffsetTexture;
RWBuffer<uint> RWClosureTileCountBuffer;
RWBuffer<uint> RWClosureTileBuffer;
#if !PERMUTATION_WAVE_OPS
groupshared uint s_TileClosureCount[GROUP_THREAD_COUNT];
#endif
#if PERMUTATION_WAVE_OPS && COMPILER_SUPPORTS_WAVE_SIZE
WAVESIZE(64) // PERMUTATION_WAVE_OPS is true only when wave>=64 are available
#endif
[numthreads(SUBSTRATE_TILE_SIZE, SUBSTRATE_TILE_SIZE, 1)]
void ClosureTileMainCS(uint2 GroupThreadId : SV_GroupThreadID, uint2 GroupId : SV_GroupID, uint LinearIndex : SV_GroupIndex)
{
const uint2 TileCoord = SubstrateUnpackTile(TileListBuffer[TileListBufferOffset + GroupId.x], TileEncoding);
uint2 PixelCoord = TileCoord * SUBSTRATE_TILE_SIZE + GroupThreadId;
const bool bIsInViewRect = all(PixelCoord < uint2(View.ViewRectMinAndSize.zw));
PixelCoord += View.ViewRectMinAndSize.xy;
uint ClosureCount = 0;
if (bIsInViewRect)
{
FSubstrateAddressing SubstrateAddressing = GetSubstratePixelDataByteOffset(PixelCoord, uint2(View.BufferSizeAndInvSize.xy), MaxBytesPerPixel);
FSubstratePixelHeader SubstratePixelHeader = UnpackSubstrateHeaderIn(MaterialTextureArray, SubstrateAddressing, TopLayerTexture);
ClosureCount = min(SubstratePixelHeader.ClosureCount, SUBSTRATE_MATERIAL_CLOSURE_COUNT);
if (ClosureCount > 0)
{
FSubstrateClosureOffset Offsets = (FSubstrateClosureOffset)0;
Offsets.ClosureCount = ClosureCount;
UNROLL_N(SUBSTRATE_MATERIAL_CLOSURE_COUNT)
for (uint ClosureIndex = 0; ClosureIndex < ClosureCount; ++ClosureIndex)
{
Offsets.ClosureOffsets[ClosureIndex] = SubstrateAddressing.CurrentIndex;
UnpackSubstrateBSDFIn(MaterialTextureArray, SubstrateAddressing, SubstratePixelHeader);
}
RWClosureOffsetTexture[PixelCoord] = PackClosureOffset(Offsets);
}
}
#if PERMUTATION_WAVE_OPS
const uint TileClosureCount = WaveActiveMax(ClosureCount);
#else // PERMUTATION_WAVE_OPS
s_TileClosureCount[LinearIndex] = ClosureCount;
GroupMemoryBarrierWithGroupSync();
if (LinearIndex < 32)
{
s_TileClosureCount[LinearIndex] = max(s_TileClosureCount[LinearIndex], s_TileClosureCount[LinearIndex + 32]);
}
GroupMemoryBarrierWithGroupSync();
if (LinearIndex < 16)
{
s_TileClosureCount[LinearIndex] = max(s_TileClosureCount[LinearIndex], s_TileClosureCount[LinearIndex + 16]);
}
GroupMemoryBarrierWithGroupSync();
if (LinearIndex < 8)
{
s_TileClosureCount[LinearIndex] = max(s_TileClosureCount[LinearIndex], s_TileClosureCount[LinearIndex + 8]);
}
GroupMemoryBarrierWithGroupSync();
if (LinearIndex < 4)
{
s_TileClosureCount[LinearIndex] = max(s_TileClosureCount[LinearIndex], s_TileClosureCount[LinearIndex + 4]);
}
GroupMemoryBarrierWithGroupSync();
if (LinearIndex < 2)
{
s_TileClosureCount[LinearIndex] = max(s_TileClosureCount[LinearIndex], s_TileClosureCount[LinearIndex + 2]);
}
GroupMemoryBarrierWithGroupSync();
const uint TileClosureCount = max(s_TileClosureCount[LinearIndex], s_TileClosureCount[LinearIndex + 1]);
#endif // PERMUTATION_WAVE_OPS
#if SUBSTRATE_MATERIAL_CLOSURE_COUNT > 1
if (LinearIndex == 0)
{
if (TileClosureCount > 1)
{
// Store only tile data for Closure[1..X]. Closure[0] is implicity stored into the first layer
uint StoreIndex = 0;
InterlockedAdd(RWClosureTileCountBuffer[0], TileClosureCount - 1, StoreIndex);
FSubstrateClosureTile Tile;
Tile.TileCoord = TileCoord;
Tile.ClosureCount = TileClosureCount;
for (uint ClosureIndex = 1; ClosureIndex < TileClosureCount; ++ClosureIndex)
{
Tile.ClosureIndex = ClosureIndex;
RWClosureTileBuffer[StoreIndex + ClosureIndex - 1] = PackClosureTile(Tile);
}
}
}
#endif
}
#endif // SHADER_CLOSURE_TILE