LightGridLLReduction.bsl 3.0 KB

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  1. #include "$ENGINE$\PerCameraData.bslinc"
  2. #include "$ENGINE$\LightGridCommon.bslinc"
  3. Technique
  4. : inherits("PerCameraData")
  5. : inherits("LightGridCommon") =
  6. {
  7. Language = "HLSL11";
  8. Pass =
  9. {
  10. Compute =
  11. {
  12. Buffer<uint> gLightsLLHeads;
  13. Buffer<uint4> gLightsLL;
  14. Buffer<uint> gProbesLLHeads;
  15. Buffer<uint2> gProbesLL;
  16. RWBuffer<uint> gGridDataCounter;
  17. RWBuffer<uint4> gGridLightOffsetAndSize;
  18. RWBuffer<uint> gGridLightIndices;
  19. RWBuffer<uint2> gGridProbeOffsetAndSize;
  20. RWBuffer<uint> gGridProbeIndices;
  21. [numthreads(THREADGROUP_SIZE, THREADGROUP_SIZE, THREADGROUP_SIZE)]
  22. void main(
  23. uint3 groupId : SV_GroupID,
  24. uint3 groupThreadId : SV_GroupThreadID,
  25. uint3 dispatchThreadId : SV_DispatchThreadID)
  26. {
  27. // Ignore pixels out of valid range
  28. if (any(dispatchThreadId.xy >= gGridSize.xy))
  29. return;
  30. uint maxNumLinks = gNumCells * gMaxNumLightsPerCell;
  31. uint cellIdx = (dispatchThreadId.z * gGridSize.y + dispatchThreadId.y) * gGridSize.x + dispatchThreadId.x;
  32. // Reduce lights
  33. //// First count total number of lights affecting the tile
  34. uint currentIdx = gLightsLLHeads[cellIdx];
  35. uint numRadialLights = 0;
  36. uint numSpotLights = 0;
  37. while(currentIdx != 0xFFFFFFFF)
  38. {
  39. uint4 entry = gLightsLL[currentIdx];
  40. if(entry.y == 1) // Radial
  41. numRadialLights++;
  42. else // Spot
  43. numSpotLights++;
  44. currentIdx = entry.z;
  45. }
  46. //// Allocate enough room and remember the offset to indices
  47. uint numLights = numRadialLights + numSpotLights;
  48. uint indicesStart;
  49. InterlockedAdd(gGridDataCounter[0], numLights, indicesStart);
  50. gGridLightOffsetAndSize[cellIdx] = uint4(indicesStart, numRadialLights, numSpotLights, 0);
  51. //// Actually write light indices (reverse order, so that radial lights come first, as is the convention)
  52. currentIdx = gLightsLLHeads[cellIdx];
  53. uint lightIdx = 0;
  54. while(currentIdx != 0xFFFFFFFF)
  55. {
  56. uint4 entry = gLightsLL[currentIdx];
  57. gGridLightIndices[indicesStart + numLights - 1 - lightIdx] = entry.x;
  58. currentIdx = entry.z;
  59. lightIdx++;
  60. }
  61. // Reduce probes
  62. //// First count total number of probes affecting the tile
  63. currentIdx = gProbesLLHeads[cellIdx];
  64. uint numProbes = 0;
  65. while(currentIdx != 0xFFFFFFFF)
  66. {
  67. uint2 entry = gProbesLL[currentIdx];
  68. numProbes++;
  69. currentIdx = entry.y;
  70. }
  71. //// Allocate enough room and remember the offset to indices
  72. InterlockedAdd(gGridDataCounter[1], numProbes, indicesStart);
  73. gGridProbeOffsetAndSize[cellIdx] = uint2(indicesStart, numProbes);
  74. //// Actually write probe indices (reverse order, in order to restore original order since LL was formed in reverse)
  75. currentIdx = gProbesLLHeads[cellIdx];
  76. uint probeIdx = 0;
  77. while(currentIdx != 0xFFFFFFFF)
  78. {
  79. uint2 entry = gProbesLL[currentIdx];
  80. gGridProbeIndices[indicesStart + numProbes - 1 - probeIdx] = entry.x;
  81. currentIdx = entry.y;
  82. probeIdx++;
  83. }
  84. }
  85. };
  86. };
  87. };