import Common; import DispatchParams; import LightEnv; import Frustum; struct ComputeShaderInput { uint3 groupID : SV_GroupID; uint3 dispatchThreadID : SV_DispatchThreadID; uint groupIndex : SV_GroupIndex; }; struct CullingParams { Texture2D depthTexture; globallycoherent RWStructuredBuffer oLightIndexCounter; globallycoherent RWStructuredBuffer tLightIndexCounter; RWStructuredBuffer oLightIndexList; RWStructuredBuffer tLightIndexList; RWTexture2D oLightGrid; RWTexture2D tLightGrid; }; ParameterBlock pCullingParams; groupshared uint uMinDepth; groupshared uint uMaxDepth; groupshared Frustum groupFrustum; groupshared uint oLightCount; groupshared uint oLightIndexStartOffset; groupshared uint oLightList[1024]; groupshared uint tLightCount; groupshared uint tLightIndexStartOffset; groupshared uint tLightList[1024]; void oAppendLight(uint lightIndex) { uint index; InterlockedAdd(oLightCount, 1, index); if(index < 1024) { oLightList[index] = lightIndex; } } void tAppendLight(uint lightIndex) { uint index; InterlockedAdd(tLightCount, 1, index); if(index < 1024) { tLightList[index] = lightIndex; } } [numthreads(BLOCK_SIZE, BLOCK_SIZE, 1)] [shader("compute")] void cullLights(ComputeShaderInput in) { int2 texCoord = int2(in.dispatchThreadID.xy); float fDepth = pCullingParams.depthTexture.Load(int3(texCoord, 0)).r; uint uDepth = asuint(fDepth); if(in.groupIndex == 0) { uMinDepth = 0xffffffff; uMaxDepth = 0x0; oLightCount = 0; tLightCount = 0; groupFrustum = pDispatchParams.frustums[in.groupID.x + (in.groupID.y * pDispatchParams.numThreadGroups.x)]; } GroupMemoryBarrierWithGroupSync(); InterlockedMin(uMinDepth, uDepth); InterlockedMax(uMaxDepth, uDepth); GroupMemoryBarrierWithGroupSync(); float fMinDepth = asfloat(uMinDepth); float fMaxDepth = asfloat(uMaxDepth); float minDepthWS = clipToWorld(float4(0, 0, fMinDepth, 1)).z; float maxDepthWS = clipToWorld(float4(0, 0, fMaxDepth, 1)).z; float nearClipWS = clipToWorld(float4(0, 0, 0, 1)).z; Plane maxPlane = {float4(0, 0, -1, -maxDepthWS)}; for ( uint i = in.groupIndex; i < pLightEnv.numPointLights; i += BLOCK_SIZE * BLOCK_SIZE ) { PointLight light = pLightEnv.pointLights[i]; #ifdef LIGHT_CULLING if(light.insideFrustum(groupFrustum, light.getPosition(), nearClipWS, minDepthWS)) #endif { tAppendLight(i); #ifdef LIGHT_CULLING if(!light.insidePlane(maxPlane, light.getPosition())) #endif { oAppendLight(i); } } } GroupMemoryBarrierWithGroupSync(); if(in.groupIndex == 0) { InterlockedAdd(pCullingParams.oLightIndexCounter[0], oLightCount, oLightIndexStartOffset); pCullingParams.oLightGrid[in.groupID.xy] = uint2(oLightIndexStartOffset, oLightCount); InterlockedAdd(pCullingParams.tLightIndexCounter[0], tLightCount, tLightIndexStartOffset); pCullingParams.tLightGrid[in.groupID.xy] = uint2(tLightIndexStartOffset, tLightCount); } GroupMemoryBarrierWithGroupSync(); for (uint j = in.groupIndex; j < oLightCount; j += BLOCK_SIZE * BLOCK_SIZE) { pCullingParams.oLightIndexList[oLightIndexStartOffset + j] = oLightList[j]; } // For transparent geometry. for ( uint k = in.groupIndex; k < tLightCount; k += BLOCK_SIZE * BLOCK_SIZE ) { pCullingParams.tLightIndexList[tLightIndexStartOffset + k] = tLightList[k]; } }