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