Redo of render paths
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@@ -0,0 +1,149 @@
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import LightEnv;
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import Common;
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struct ComputeShaderInput
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{
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uint3 groupID : SV_GroupID;
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uint3 groupThreadID : SV_GroupThreadID;
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uint3 dispatchThreadID : SV_DispatchThreadID;
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uint groupIndex : SV_GroupIndex;
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};
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layout(binding = 0)
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cbuffer DispatchParams
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{
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uint3 numThreadGroups;
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uint pad0;
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uint3 numThreads;
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uint pad1;
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}
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layout(binding = 2)
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RWTexture2D depthTextureVS;
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layout(binding = 3)
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ConstantBuffer<Lights> lights;
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layout(binding = 4)
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StructuredBuffer<Frustum> frustums;
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layout(binding = 5)
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RWStructuredBuffer<uint> oLightIndexCounter;
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layout(binding = 6)
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RWStructuredBuffer<uint> tLightIndexCounter;
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layout(binding = 7)
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RWStructuredBuffer<uint> oLightIndexList;
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layout(binding = 8)
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RWStructuredBuffer<uint> tLightIndexList;
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layout(binding = 9)
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RWTexture2D<uint2> oLightGrid;
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layout(binding = 10)
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RWTexture2D<uint2> tLightGrid;
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groupshared uint uMinDepth;
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groupshared uint uMaxDepth;
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groupshared Frustum groupFrustum;
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groupshared uint oLightCount;
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groupshared uint oLightIndexStartOffset;
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groupshared uint oLightList[1024];
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groupshared uint tLightCount;
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groupshared uint tLightIndexStartOffset;
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groupshared uint tLightList[1024];
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void oAppendLight(uint lightIndex)
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{
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uint index;
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InterlockedAdd(oLightCount, 1, index);
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if(index < 1024)
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{
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oLightList[index] = lightIndex;
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}
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}
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void tAppendLight(uint lightIndex)
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{
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uint index;
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InterlockedAdd(tLightCount, 1, index);
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if(index < 1024)
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{
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tLightList[index] = lightIndex;
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}
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}
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[numthreads(BLOCK_SIZE, BLOCK_SIZE, 1)]
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void cullLights(ComputeShaderInput in)
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{
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int2 texCoord = in.dispatchThreadID.xy;
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float fDepth = depthTextureVS.Load(texCoord).r;
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uint uDepth = asuint(fDepth);
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if(in.groupIndex == 0)
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{
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uMinDepth = 0xffffffff;
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uMaxDepth = 0x0;
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oLightCount = 0;
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tLightCount = 0;
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groupFrustum = frustums[in.groupID.x + (in.groupID.y * numThreadGroups.x)];
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}
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GroupMemoryBarrierWithGroupSync();
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InterlockedMin(uMinDepth, uDepth);
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InterlockedMax(uMaxDepth, uDepth);
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GroupMemoryBarrierWithGroupSync();
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float fMinDepth = asfloat(uMinDepth);
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float fMaxDepth = asfloat(uMaxDepth);
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float minDepthVS = clipToView(float4(0, 0, fMinDepth, 1)).z;
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float maxDepthVS = clipToView(float4(0, 0, fMaxDepth, 1)).z;
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float nearClipVS = clipToView(float4(0, 0, 0, 1.0f)).z;
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Plane minPlane = {float3(0, 0, -1), -minDepthVS};
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for ( uint i = in.groupIndex; i < lights.numPointLights; i += BLOCK_SIZE * BLOCK_SIZE )
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{
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PointLight light = lights.pointLights[i];
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//if(light.insideFrustum(groupFrustum, nearClipVS, maxDepthVS))
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{
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//InterlockedAdd(tLightCount, 1, index);
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//if(index < 1024)
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//{
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// tLightList[index] = i;
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//}
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//if(!light.insidePlane(minPlane))
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//{
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oAppendLight(i);
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//}
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}
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}
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GroupMemoryBarrierWithGroupSync();
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if(in.groupIndex == 0)
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{
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InterlockedAdd(oLightIndexCounter[0], (uint)oLightCount, oLightIndexStartOffset);
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oLightGrid[in.groupID.xy] = uint2(oLightIndexStartOffset, oLightCount);
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InterlockedAdd(tLightIndexCounter[0], (uint)tLightCount, tLightIndexStartOffset);
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tLightGrid[in.groupID.xy] = uint2(tLightIndexStartOffset, tLightCount);
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}
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GroupMemoryBarrierWithGroupSync();
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if(in.groupIndex == 0)
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{
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for (uint j = 0; j < (uint)oLightCount; j += 1/*BLOCK_SIZE * BLOCK_SIZE*/)
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{
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oLightIndexList[oLightIndexStartOffset + j] = oLightList[j];
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}
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}
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// For transparent geometry.
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for ( uint k = in.groupIndex; k < (uint)tLightCount; k += BLOCK_SIZE * BLOCK_SIZE )
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{
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tLightIndexList[tLightIndexStartOffset + k] = tLightList[k];
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}
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}
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