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