Fixing basepass light culling data

This commit is contained in:
Dynamitos
2024-02-21 10:30:04 +01:00
parent 99ee991bf5
commit 15813ba612
9 changed files with 43 additions and 54 deletions
+5 -7
View File
@@ -5,11 +5,9 @@ import MaterialParameter;
struct LightCullingData
{
RWStructuredBuffer<uint> oLightIndexList;
RWStructuredBuffer<uint> tLightIndexList;
RWStructuredBuffer<uint> lightIndexList;
RWTexture2D<uint2> oLightGrid;
RWTexture2D<uint2> tLightGrid;
RWTexture2D<uint2> lightGrid;
};
layout(set=5)
ParameterBlock<LightCullingData> pLightCullingData;
@@ -21,8 +19,8 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
MaterialParameter materialParams = params.getMaterialParameter();
let brdf = pMaterial.prepare(materialParams);
uint2 tileIndex = uint2(floor(params.position_CS.xy / BLOCK_SIZE));
uint startOffset = pLightCullingData.oLightGrid[tileIndex].x;
uint lightCount = pLightCullingData.oLightGrid[tileIndex].y;
uint startOffset = pLightCullingData.lightGrid[tileIndex].x;
uint lightCount = pLightCullingData.lightGrid[tileIndex].y;
float3 result = float3(0, 0, 0);
for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
{
@@ -30,7 +28,7 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
}
for(uint i = 0; i < lightCount; ++i)
{
uint lightIndex = pLightCullingData.oLightIndexList[startOffset + lightCount];
uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
result += pLightEnv.pointLights[lightIndex].illuminate(lightingParams, brdf);
}
return float4(result, 1.0f);
+9 -14
View File
@@ -13,23 +13,18 @@ struct ComputeShaderInput
[shader("compute")]
void computeFrustums(ComputeShaderInput in)
{
const float3 topLeft = float3(-1, -1, -1);
const float3 topRight = float3(1, -1, -1);
const float3 bottomLeft = float3(-1, 1, -1);
const float3 origin = float3(0, 0, 0);
float3 xStep = (topRight - topLeft) / pDispatchParams.numThreads.x;
float3 yStep = (bottomLeft - topLeft) / pDispatchParams.numThreads.y;
float3 origin = float3(0, 0, 0);
float3 corners[4] = {
topLeft + (in.dispatchThreadID.x + 0) * xStep + (in.dispatchThreadID.y + 0) * yStep,
topLeft + (in.dispatchThreadID.x + 1) * xStep + (in.dispatchThreadID.y + 0) * yStep,
topLeft + (in.dispatchThreadID.x + 0) * xStep + (in.dispatchThreadID.y + 1) * yStep,
topLeft + (in.dispatchThreadID.x + 1) * xStep + (in.dispatchThreadID.y + 1) * yStep
screenToClip(float3(float2(in.dispatchThreadID.x + 0, in.dispatchThreadID.y + 0) * BLOCK_SIZE, -1.0f)),
screenToClip(float3(float2(in.dispatchThreadID.x + 1, in.dispatchThreadID.y + 0) * BLOCK_SIZE, -1.0f)),
screenToClip(float3(float2(in.dispatchThreadID.x + 0, in.dispatchThreadID.y + 1) * BLOCK_SIZE, -1.0f)),
screenToClip(float3(float2(in.dispatchThreadID.x + 1, in.dispatchThreadID.y + 1) * BLOCK_SIZE, -1.0f))
};
Frustum frustum;
frustum.sides[0] = computePlane(origin, corners[0], corners[2]);
frustum.sides[1] = computePlane(origin, corners[3], corners[1]);
frustum.sides[2] = computePlane(origin, corners[1], corners[0]);
frustum.sides[3] = computePlane(origin, corners[2], corners[3]);
frustum.sides[0] = computePlane(origin, corners[2], corners[1]);
frustum.sides[1] = computePlane(origin, corners[1], corners[3]);
frustum.sides[2] = computePlane(origin, corners[0], corners[1]);
frustum.sides[3] = computePlane(origin, corners[3], corners[2]);
if(in.dispatchThreadID.x < pDispatchParams.numThreads.x && in.dispatchThreadID.y < pDispatchParams.numThreads.y)
{
uint index = in.dispatchThreadID.x + (in.dispatchThreadID.y * pDispatchParams.numThreads.x);
-1
View File
@@ -99,7 +99,6 @@ void cullLights(ComputeShaderInput in)
{
PointLight light = pLightEnv.pointLights[i];
float3 lightClip = light.getClipPosition();
//TODO: why doesn't this check go through?
if(light.insideFrustum(groupFrustum, lightClip, nearClip, maxDepth))
{
tAppendLight(i);
+2 -5
View File
@@ -12,15 +12,12 @@ struct ViewParameter
layout(set = 0)
ParameterBlock<ViewParameter> pViewParams;
// Convert screen space coordinates to view space.
float4 screenToClip( float4 screen )
float3 screenToClip(float3 screen)
{
// Convert to normalized texture coordinates
float2 texCoord = screen.xy / pViewParams.screenDimensions;
// Convert to clip space
return float4( float2( texCoord.x, 1.0f-texCoord.y ) * 2.0f - 1.0f, screen.z, screen.w );
return float3( float2( texCoord.x, 1.0f-texCoord.y ) * 2.0f - 1.0f, screen.z);
}
struct Plane
+1 -1
View File
@@ -30,7 +30,7 @@ struct PointLight : ILightEnv
float3 lightDir_TS = mul(params.tbn, lightDir_WS);
float d = length(lightDir_TS);
float illuminance = max(1 - d / colorRange.w, 0);
return illuminance * brdf.evaluate(params.tbn, params.viewDir_TS, normalize(lightDir_TS), colorRange.xyz);
return illuminance * brdf.evaluate(params.tbn, params.viewDir_TS, -normalize(lightDir_TS), colorRange.xyz);
}
float3 getClipPosition()
{