TiledDeferredLighting.bsl 9.6 KB

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  1. #include "$ENGINE$\GBufferInput.bslinc"
  2. #include "$ENGINE$\PerCameraData.bslinc"
  3. #define USE_COMPUTE_INDICES
  4. #include "$ENGINE$\LightingCommon.bslinc"
  5. #include "$ENGINE$\ReflectionCubemapCommon.bslinc"
  6. #include "$ENGINE$\ImageBasedLighting.bslinc"
  7. Technique
  8. : inherits("GBufferInput")
  9. : inherits("PerCameraData")
  10. : inherits("LightingCommon")
  11. : inherits("ReflectionCubemapCommon")
  12. : inherits("ImageBasedLighting") =
  13. {
  14. Language = "HLSL11";
  15. Pass =
  16. {
  17. Compute =
  18. {
  19. cbuffer Params : register(b0)
  20. {
  21. // Offsets at which specific light types begin in gLights buffer
  22. // Assumed directional lights start at 0
  23. // x - offset to point lights, y - offset to spot lights, z - total number of lights
  24. uint3 gLightOffsets;
  25. uint2 gFramebufferSize;
  26. }
  27. #if MSAA_COUNT > 1
  28. RWBuffer<float4> gOutput : register(u0);
  29. uint getLinearAddress(uint2 coord, uint sampleIndex)
  30. {
  31. return (coord.y * gFramebufferSize.x + coord.x) * MSAA_COUNT + sampleIndex;
  32. }
  33. void writeBufferSample(uint2 coord, uint sampleIndex, float4 color)
  34. {
  35. uint idx = getLinearAddress(coord, sampleIndex);
  36. gOutput[idx] = color;
  37. }
  38. #else
  39. RWTexture2D<float4> gOutput : register(u0);
  40. #endif
  41. groupshared uint sTileMinZ;
  42. groupshared uint sTileMaxZ;
  43. groupshared uint sNumLightsPerType[2];
  44. groupshared uint sTotalNumLights;
  45. float4 getLighting(float2 clipSpacePos, SurfaceData surfaceData)
  46. {
  47. // x, y are now in clip space, z, w are in view space
  48. // We multiply them by a special inverse view-projection matrix, that had the projection entries that effect
  49. // z, w eliminated (since they are already in view space)
  50. // Note: Multiply by depth should be avoided if using ortographic projection
  51. float4 mixedSpacePos = float4(clipSpacePos * -surfaceData.depth, surfaceData.depth, 1);
  52. float4 worldPosition4D = mul(gMatScreenToWorld, mixedSpacePos);
  53. float3 worldPosition = worldPosition4D.xyz / worldPosition4D.w;
  54. uint4 lightOffsets;
  55. lightOffsets.x = gLightOffsets[0];
  56. lightOffsets.y = 0;
  57. lightOffsets.z = sNumLightsPerType[0];
  58. lightOffsets.w = sTotalNumLights;
  59. float3 V = normalize(gViewOrigin - worldPosition);
  60. float3 N = surfaceData.worldNormal.xyz;
  61. float3 R = 2 * dot(V, N) * N - V;
  62. float3 specR = getSpecularDominantDir(N, R, surfaceData.roughness);
  63. return getDirectLighting(worldPosition, V, specR, surfaceData, lightOffsets);
  64. }
  65. [numthreads(TILE_SIZE, TILE_SIZE, 1)]
  66. void main(
  67. uint3 groupId : SV_GroupID,
  68. uint3 groupThreadId : SV_GroupThreadID,
  69. uint3 dispatchThreadId : SV_DispatchThreadID)
  70. {
  71. uint threadIndex = groupThreadId.y * TILE_SIZE + groupThreadId.x;
  72. uint2 pixelPos = dispatchThreadId.xy + gViewportRectangle.xy;
  73. // Note: To improve performance perhaps:
  74. // - Use halfZ (split depth range into two regions for better culling)
  75. // - Use parallel reduction instead of atomics
  76. // - Use AABB instead of frustum (no false positives)
  77. // - Increase tile size to 32x32 to amortize the cost of AABB calc (2x if using halfZ)
  78. // Get data for all samples, and determine per-pixel minimum and maximum depth values
  79. SurfaceData surfaceData[MSAA_COUNT];
  80. uint sampleMinZ = 0x7F7FFFFF;
  81. uint sampleMaxZ = 0;
  82. #if MSAA_COUNT > 1
  83. [unroll]
  84. for(uint i = 0; i < MSAA_COUNT; ++i)
  85. {
  86. surfaceData[i] = getGBufferData(pixelPos, i);
  87. sampleMinZ = min(sampleMinZ, asuint(-surfaceData[i].depth));
  88. sampleMaxZ = max(sampleMaxZ, asuint(-surfaceData[i].depth));
  89. }
  90. #else
  91. surfaceData[0] = getGBufferData(pixelPos);
  92. sampleMinZ = asuint(-surfaceData[0].depth);
  93. sampleMaxZ = asuint(-surfaceData[0].depth);
  94. #endif
  95. // Set initial values
  96. if(threadIndex == 0)
  97. {
  98. sTileMinZ = 0x7F7FFFFF;
  99. sTileMaxZ = 0;
  100. sNumLightsPerType[0] = 0;
  101. sNumLightsPerType[1] = 0;
  102. sTotalNumLights = 0;
  103. }
  104. GroupMemoryBarrierWithGroupSync();
  105. // Determine minimum and maximum depth values for a tile
  106. InterlockedMin(sTileMinZ, sampleMinZ);
  107. InterlockedMax(sTileMaxZ, sampleMaxZ);
  108. GroupMemoryBarrierWithGroupSync();
  109. float minTileZ = asfloat(sTileMinZ);
  110. float maxTileZ = asfloat(sTileMaxZ);
  111. // Create a frustum for the current tile
  112. // First determine a scale of the tile compared to the viewport
  113. float2 tileScale = gViewportRectangle.zw * rcp(float2(TILE_SIZE, TILE_SIZE));
  114. // Now we need to use that scale to scale down the frustum.
  115. // Assume a projection matrix:
  116. // A, 0, C, 0
  117. // 0, B, D, 0
  118. // 0, 0, Q, QN
  119. // 0, 0, -1, 0
  120. //
  121. // Where A is = 2*n / (r - l)
  122. // and C = (r + l) / (r - l)
  123. //
  124. // Q & QN are used for Z value which we don't need to scale. B & D are equivalent for the
  125. // Y value, we'll only consider the X values (A & C) from now on.
  126. //
  127. // Both and A and C are inversely proportional to the size of the frustum (r - l). Larger scale mean that
  128. // tiles are that much smaller than the viewport. This means as our scale increases, (r - l) decreases,
  129. // which means A & C as a whole increase. Therefore:
  130. // A' = A * tileScale.x
  131. // C' = C * tileScale.x
  132. // Aside from scaling, we also need to offset the frustum to the center of the tile.
  133. // For this we calculate the bias value which we add to the C & D factors (which control
  134. // the offset in the projection matrix).
  135. float2 tileBias = tileScale - 1 - groupId.xy * 2;
  136. // This will yield a bias ranging from [-(tileScale - 1), tileScale - 1]. Every second bias is skipped as
  137. // corresponds to a point in-between two tiles, overlapping existing frustums.
  138. float At = gMatProj[0][0] * tileScale.x;
  139. float Ctt = gMatProj[0][2] * tileScale.x - tileBias.x;
  140. float Bt = gMatProj[1][1] * tileScale.y;
  141. float Dtt = gMatProj[1][2] * tileScale.y + tileBias.y;
  142. // Extract left/right/top/bottom frustum planes from scaled projection matrix
  143. // Note: Do this on the CPU? Since they're shared among all entries in a tile. Plus they don't change across frames.
  144. float4 frustumPlanes[6];
  145. frustumPlanes[0] = float4(At, 0.0f, gMatProj[3][2] + Ctt, 0.0f);
  146. frustumPlanes[1] = float4(-At, 0.0f, gMatProj[3][2] - Ctt, 0.0f);
  147. frustumPlanes[2] = float4(0.0f, -Bt, gMatProj[3][2] - Dtt, 0.0f);
  148. frustumPlanes[3] = float4(0.0f, Bt, gMatProj[3][2] + Dtt, 0.0f);
  149. // Normalize
  150. [unroll]
  151. for (uint i = 0; i < 4; ++i)
  152. frustumPlanes[i] *= rcp(length(frustumPlanes[i].xyz));
  153. // Generate near/far frustum planes
  154. // Note: d gets negated in plane equation, this is why its in opposite direction than it intuitively should be
  155. frustumPlanes[4] = float4(0.0f, 0.0f, -1.0f, -minTileZ);
  156. frustumPlanes[5] = float4(0.0f, 0.0f, 1.0f, maxTileZ);
  157. // Find radial & spot lights overlapping the tile
  158. for(uint type = 0; type < 2; type++)
  159. {
  160. uint lightOffset = threadIndex + gLightOffsets[type];
  161. uint lightsEnd = gLightOffsets[type + 1];
  162. for (uint i = lightOffset; i < lightsEnd && i < MAX_LIGHTS; i += TILE_SIZE)
  163. {
  164. float4 lightPosition = mul(gMatView, float4(gLights[i].position, 1.0f));
  165. float lightRadius = gLights[i].attRadius;
  166. // Note: The cull method can have false positives. In case of large light bounds and small tiles, it
  167. // can end up being quite a lot. Consider adding an extra heuristic to check a separating plane.
  168. bool lightInTile = true;
  169. // First check side planes as this will cull majority of the lights
  170. [unroll]
  171. for (uint j = 0; j < 4; ++j)
  172. {
  173. float dist = dot(frustumPlanes[j], lightPosition);
  174. lightInTile = lightInTile && (dist >= -lightRadius);
  175. }
  176. // Make sure to do an actual branch, since it's quite likely an entire warp will have the same value
  177. [branch]
  178. if (lightInTile)
  179. {
  180. bool inDepthRange = true;
  181. // Check near/far planes
  182. [unroll]
  183. for (uint j = 4; j < 6; ++j)
  184. {
  185. float dist = dot(frustumPlanes[j], lightPosition);
  186. inDepthRange = inDepthRange && (dist >= -lightRadius);
  187. }
  188. // In tile, add to branch
  189. [branch]
  190. if (inDepthRange)
  191. {
  192. InterlockedAdd(sNumLightsPerType[type], 1U);
  193. uint idx;
  194. InterlockedAdd(sTotalNumLights, 1U, idx);
  195. gLightIndices[idx] = i;
  196. }
  197. }
  198. }
  199. }
  200. GroupMemoryBarrierWithGroupSync();
  201. // Generate world position
  202. float2 screenUv = ((float2)(gViewportRectangle.xy + pixelPos) + 0.5f) / (float2)gViewportRectangle.zw;
  203. float2 clipSpacePos = (screenUv - gClipToUVScaleOffset.zw) / gClipToUVScaleOffset.xy;
  204. uint2 viewportMax = gViewportRectangle.xy + gViewportRectangle.zw;
  205. // Ignore pixels out of valid range
  206. if (all(dispatchThreadId.xy < viewportMax))
  207. {
  208. #if MSAA_COUNT > 1
  209. float4 lighting = getLighting(clipSpacePos.xy, surfaceData[0]);
  210. writeBufferSample(pixelPos, 0, lighting);
  211. bool doPerSampleShading = needsPerSampleShading(surfaceData);
  212. if(doPerSampleShading)
  213. {
  214. [unroll]
  215. for(uint i = 1; i < MSAA_COUNT; ++i)
  216. {
  217. lighting = getLighting(clipSpacePos.xy, surfaceData[i]);
  218. writeBufferSample(pixelPos, i, lighting);
  219. }
  220. }
  221. else // Splat same information to all samples
  222. {
  223. [unroll]
  224. for(uint i = 1; i < MSAA_COUNT; ++i)
  225. writeBufferSample(pixelPos, i, lighting);
  226. }
  227. #else
  228. float4 lighting = getLighting(clipSpacePos.xy, surfaceData[0]);
  229. gOutput[pixelPos] = lighting;
  230. #endif
  231. }
  232. }
  233. };
  234. };
  235. };