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Seele/res/shaders/LightCulling.slang
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2023-11-11 13:56:12 +01:00

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import Common;
import DispatchParams;
import LightEnv;
struct ComputeShaderInput
{
uint3 groupID : SV_GroupID;
uint3 groupThreadID : SV_GroupThreadID;
uint3 dispatchThreadID : SV_DispatchThreadID;
uint groupIndex : SV_GroupIndex;
};
struct CullingParams
{
Texture2D depthTextureVS;
globallycoherent RWStructuredBuffer<uint> oLightIndexCounter;
globallycoherent RWStructuredBuffer<uint> tLightIndexCounter;
RWStructuredBuffer<uint> oLightIndexList;
RWStructuredBuffer<uint> tLightIndexList;
RWTexture2D<uint2> oLightGrid;
RWTexture2D<uint2> tLightGrid;
};
layout(set=2)
ParameterBlock<CullingParams> pCullingParams;
// Debug
//Texture2D lightCountHeatMap;
//RWTexture2D<float4> debugTexture;
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.depthTextureVS.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 minDepthVS = fMinDepth;
float maxDepthVS = fMaxDepth;
float nearClipVS = 0.1f;
Plane minPlane = {float3(0, 0, -1), -minDepthVS};
for ( uint i = in.groupIndex; i < pLightEnv.numPointLights; i += BLOCK_SIZE * BLOCK_SIZE )
{
PointLight light = pLightEnv.pointLights[i];
//TODO: why doesn't this check go through?
//if(light.insideFrustum(groupFrustum, nearClipVS, maxDepthVS))
{
tAppendLight(i);
if(!light.insidePlane(minPlane))
{
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];
}
}