Provisional light culling

This commit is contained in:
Dynamitos
2021-05-10 23:57:55 +02:00
parent 0cf13bcff5
commit e00b382d4a
41 changed files with 1072 additions and 330 deletions
+15 -14
View File
@@ -8,7 +8,7 @@ struct ComputeShaderInput
uint3 dispatchThreadID : SV_DispatchThreadID;
uint groupIndex : SV_GroupIndex;
};
layout(binding = 0)
layout(set = INDEX_VIEW_PARAMS, binding = 1)
cbuffer DispatchParams
{
uint3 numThreadGroups;
@@ -17,23 +17,23 @@ cbuffer DispatchParams
uint pad1;
}
layout(binding = 2)
RWTexture2D depthTextureVS;
layout(binding = 4)
layout(set = INDEX_VIEW_PARAMS, binding = 2)
Texture2D depthTextureVS;
layout(set = INDEX_VIEW_PARAMS, binding = 3)
StructuredBuffer<Frustum> frustums;
layout(binding = 5)
layout(set = INDEX_VIEW_PARAMS, binding = 4)
RWStructuredBuffer<uint> oLightIndexCounter;
layout(binding = 6)
layout(set = INDEX_VIEW_PARAMS, binding = 5)
RWStructuredBuffer<uint> tLightIndexCounter;
layout(binding = 7)
layout(set = INDEX_VIEW_PARAMS, binding = 6)
RWStructuredBuffer<uint> oLightIndexList;
layout(binding = 8)
layout(set = INDEX_VIEW_PARAMS, binding = 7)
RWStructuredBuffer<uint> tLightIndexList;
layout(binding = 9)
layout(set = INDEX_VIEW_PARAMS, binding = 8)
RWTexture2D<uint2> oLightGrid;
layout(binding = 10)
layout(set = INDEX_VIEW_PARAMS, binding = 9)
RWTexture2D<uint2> tLightGrid;
groupshared uint uMinDepth;
@@ -71,9 +71,10 @@ void tAppendLight(uint lightIndex)
}
[numthreads(BLOCK_SIZE, BLOCK_SIZE, 1)]
[shader("compute")]
void cullLights(ComputeShaderInput in)
{
int2 texCoord = in.dispatchThreadID.xy;
int3 texCoord = int3(in.dispatchThreadID.xy, 0);
float fDepth = depthTextureVS.Load(texCoord).r;
uint uDepth = asuint(fDepth);
@@ -101,10 +102,10 @@ void cullLights(ComputeShaderInput in)
Plane minPlane = {float3(0, 0, -1), -minDepthVS};
for ( uint i = in.groupIndex; i < lights.numPointLights; i += BLOCK_SIZE * BLOCK_SIZE )
for ( uint i = in.groupIndex; i < gLightEnv[0].numPointLights; i += BLOCK_SIZE * BLOCK_SIZE )
{
PointLight light = lights.pointLights[i];
//if(light.insideFrustum(groupFrustum, nearClipVS, maxDepthVS))
PointLight light = gLightEnv[0].pointLights[i];
//if(gLightEnv.insideFrustum(groupFrustum, nearClipVS, maxDepthVS))
{
//InterlockedAdd(tLightCount, 1, index);
//if(index < 1024)