Refactoring graphics

This commit is contained in:
Dynamitos
2023-10-26 18:37:29 +02:00
parent 28e5c9ff01
commit 1ca861459c
113 changed files with 3131 additions and 3221 deletions
+21 -29
View File
@@ -8,36 +8,28 @@ struct ComputeShaderInput
uint3 dispatchThreadID : SV_DispatchThreadID;
uint groupIndex : SV_GroupIndex;
};
layout(set = INDEX_VIEW_PARAMS, binding = 1)
cbuffer DispatchParams
struct CullingParams
{
uint3 numThreadGroups;
uint pad0;
uint3 numThreads;
uint pad1;
}
layout(set = INDEX_VIEW_PARAMS, binding = 2)
Texture2D depthTextureVS;
Texture2D depthTextureVS;
layout(set = INDEX_VIEW_PARAMS, binding = 3)
globallycoherent RWShaderBuffer<uint> oLightIndexCounter;
layout(set = INDEX_VIEW_PARAMS, binding = 4)
globallycoherent RWShaderBuffer<uint> tLightIndexCounter;
globallycoherent RWStructuredBuffer<uint> oLightIndexCounter;
globallycoherent RWStructuredBuffer<uint> tLightIndexCounter;
layout(set = INDEX_VIEW_PARAMS, binding = 5)
RWShaderBuffer<uint> oLightIndexList;
layout(set = INDEX_VIEW_PARAMS, binding = 6)
RWShaderBuffer<uint> tLightIndexList;
RWStructuredBuffer<uint> oLightIndexList;
RWStructuredBuffer<uint> tLightIndexList;
layout(set = INDEX_VIEW_PARAMS, binding = 7)
RWTexture2D<uint2> oLightGrid;
layout(set = INDEX_VIEW_PARAMS, binding = 8)
RWTexture2D<uint2> tLightGrid;
RWTexture2D<uint2> oLightGrid;
RWTexture2D<uint2> tLightGrid;
layout(set = INDEX_VIEW_PARAMS, binding = 9)
ShaderBuffer<Frustum> frustums;
StructuredBuffer<Frustum> frustums;
};
ParameterBlock<CullingParams> gCullingParams;
// Debug
//layout(set = INDEX_VIEW_PARAMS, binding = 10)
//Texture2D lightCountHeatMap;
@@ -83,7 +75,7 @@ void tAppendLight(uint lightIndex)
void cullLights(ComputeShaderInput in)
{
int2 texCoord = int2(in.dispatchThreadID.xy);
float fDepth = depthTextureVS.Load(int3(texCoord, 0)).r;
float fDepth = gCullingParams.depthTextureVS.Load(int3(texCoord, 0)).r;
uint uDepth = asuint(fDepth);
if(in.groupIndex == 0)
@@ -92,7 +84,7 @@ void cullLights(ComputeShaderInput in)
uMaxDepth = 0x0;
oLightCount = 0;
tLightCount = 0;
groupFrustum = frustums[in.groupID.x + (in.groupID.y * numThreadGroups.x)];
groupFrustum = gCullingParams.frustums[in.groupID.x + (in.groupID.y * gCullingParams.numThreadGroups.x)];
}
GroupMemoryBarrierWithGroupSync();
@@ -111,9 +103,9 @@ void cullLights(ComputeShaderInput in)
Plane minPlane = {float3(0, 0, -1), -minDepthVS};
for ( uint i = in.groupIndex; i < numPointLights; i += BLOCK_SIZE * BLOCK_SIZE )
for ( uint i = in.groupIndex; i < gLightEnv.numPointLights; i += BLOCK_SIZE * BLOCK_SIZE )
{
PointLight light = pointLights[i];
PointLight light = gLightEnv.pointLights[i];
//TODO: why doesn't this check go through?
//if(light.insideFrustum(groupFrustum, nearClipVS, maxDepthVS))
{
@@ -129,23 +121,23 @@ void cullLights(ComputeShaderInput in)
if(in.groupIndex == 0)
{
InterlockedAdd(oLightIndexCounter[0], oLightCount, oLightIndexStartOffset);
oLightGrid[in.groupID.xy] = uint2(oLightIndexStartOffset, oLightCount);
InterlockedAdd(gCullingParams.oLightIndexCounter[0], oLightCount, oLightIndexStartOffset);
gCullingParams.oLightGrid[in.groupID.xy] = uint2(oLightIndexStartOffset, oLightCount);
InterlockedAdd(tLightIndexCounter[0], tLightCount, tLightIndexStartOffset);
tLightGrid[in.groupID.xy] = uint2(tLightIndexStartOffset, tLightCount);
InterlockedAdd(gCullingParams.tLightIndexCounter[0], tLightCount, tLightIndexStartOffset);
gCullingParams.tLightGrid[in.groupID.xy] = uint2(tLightIndexStartOffset, tLightCount);
}
GroupMemoryBarrierWithGroupSync();
for (uint j = in.groupIndex; j < oLightCount; j += BLOCK_SIZE * BLOCK_SIZE)
{
oLightIndexList[oLightIndexStartOffset + j] = oLightList[j];
gCullingParams.oLightIndexList[oLightIndexStartOffset + j] = oLightList[j];
}
// For transparent geometry.
for ( uint k = in.groupIndex; k < tLightCount; k += BLOCK_SIZE * BLOCK_SIZE )
{
tLightIndexList[tLightIndexStartOffset + k] = tLightList[k];
gCullingParams.tLightIndexList[tLightIndexStartOffset + k] = tLightList[k];
}