TiledDeferredLighting.bsl 9.9 KB

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  1. #include "$ENGINE$\GBufferInput.bslinc"
  2. #include "$ENGINE$\PerCameraData.bslinc"
  3. #define USE_COMPUTE_INDICES 1
  4. #include "$ENGINE$\LightingCommon.bslinc"
  5. #include "$ENGINE$\ReflectionCubemapCommon.bslinc"
  6. #include "$ENGINE$\ImageBasedLighting.bslinc"
  7. technique TiledDeferredLighting
  8. {
  9. mixin GBufferInput;
  10. mixin PerCameraData;
  11. mixin LightingCommon;
  12. mixin ReflectionCubemapCommon;
  13. mixin ImageBasedLighting;
  14. variations
  15. {
  16. MSAA_COUNT = { 1, 2, 4, 8 };
  17. };
  18. code
  19. {
  20. [internal]
  21. cbuffer Params
  22. {
  23. // Number of lights per type in the lights buffer
  24. // x - directional lights, y - radial lights, z - spot lights, w - total number of lights
  25. uint4 gLightCounts;
  26. // Strides between different light types in the light buffer
  27. // x - stride to radial lights, y - stride to spot lights. Directional lights are assumed to start at 0.
  28. uint2 gLightStrides;
  29. uint2 gFramebufferSize;
  30. }
  31. #if MSAA_COUNT > 1
  32. RWBuffer<float4> gOutput;
  33. Texture2D gMSAACoverage;
  34. uint getLinearAddress(uint2 coord, uint sampleIndex)
  35. {
  36. return (coord.y * gFramebufferSize.x + coord.x) * MSAA_COUNT + sampleIndex;
  37. }
  38. void writeBufferSample(uint2 coord, uint sampleIndex, float4 color)
  39. {
  40. uint idx = getLinearAddress(coord, sampleIndex);
  41. gOutput[idx] = color;
  42. }
  43. #else
  44. RWTexture2D<float4> gOutput;
  45. #endif
  46. groupshared uint sTileMinZ;
  47. groupshared uint sTileMaxZ;
  48. groupshared uint sNumLightsPerType[2];
  49. groupshared uint sTotalNumLights;
  50. float4 getLighting(float2 clipSpacePos, SurfaceData surfaceData)
  51. {
  52. // x, y are now in clip space, z, w are in view space
  53. // We multiply them by a special inverse view-projection matrix, that had the projection entries that effect
  54. // z, w eliminated (since they are already in view space)
  55. // Note: Multiply by depth should be avoided if using ortographic projection
  56. float4 mixedSpacePos = float4(clipSpacePos * -surfaceData.depth, surfaceData.depth, 1);
  57. float4 worldPosition4D = mul(gMatScreenToWorld, mixedSpacePos);
  58. float3 worldPosition = worldPosition4D.xyz / worldPosition4D.w;
  59. uint4 lightOffsets;
  60. lightOffsets.x = gLightCounts[0];
  61. lightOffsets.y = 0;
  62. lightOffsets.z = sNumLightsPerType[0];
  63. lightOffsets.w = sTotalNumLights;
  64. float3 V = normalize(gViewOrigin - worldPosition);
  65. float3 N = surfaceData.worldNormal.xyz;
  66. float3 R = 2 * dot(V, N) * N - V;
  67. float3 specR = getSpecularDominantDir(N, R, surfaceData.roughness);
  68. return getDirectLighting(worldPosition, V, specR, surfaceData, lightOffsets);
  69. }
  70. [numthreads(TILE_SIZE, TILE_SIZE, 1)]
  71. void csmain(
  72. uint3 groupId : SV_GroupID,
  73. uint3 groupThreadId : SV_GroupThreadID,
  74. uint3 dispatchThreadId : SV_DispatchThreadID)
  75. {
  76. uint threadIndex = groupThreadId.y * TILE_SIZE + groupThreadId.x;
  77. uint2 pixelPos = dispatchThreadId.xy + gViewportRectangle.xy;
  78. // Note: To improve performance perhaps:
  79. // - Use halfZ (split depth range into two regions for better culling)
  80. // - Use parallel reduction instead of atomics
  81. // - Use AABB instead of frustum (no false positives)
  82. // - Increase tile size to 32x32 to amortize the cost of AABB calc (2x if using halfZ)
  83. // Get data for all samples, and determine per-pixel minimum and maximum depth values
  84. SurfaceData surfaceData[MSAA_COUNT];
  85. uint sampleMinZ = 0x7F7FFFFF;
  86. uint sampleMaxZ = 0;
  87. #if MSAA_COUNT > 1
  88. [unroll]
  89. for(uint i = 0; i < MSAA_COUNT; ++i)
  90. {
  91. surfaceData[i] = getGBufferData(pixelPos, i);
  92. sampleMinZ = min(sampleMinZ, asuint(-surfaceData[i].depth));
  93. sampleMaxZ = max(sampleMaxZ, asuint(-surfaceData[i].depth));
  94. }
  95. #else
  96. surfaceData[0] = getGBufferData(pixelPos);
  97. sampleMinZ = asuint(-surfaceData[0].depth);
  98. sampleMaxZ = asuint(-surfaceData[0].depth);
  99. #endif
  100. // Set initial values
  101. if(threadIndex == 0)
  102. {
  103. sTileMinZ = 0x7F7FFFFF;
  104. sTileMaxZ = 0;
  105. sNumLightsPerType[0] = 0;
  106. sNumLightsPerType[1] = 0;
  107. sTotalNumLights = 0;
  108. }
  109. GroupMemoryBarrierWithGroupSync();
  110. // Determine minimum and maximum depth values for a tile
  111. InterlockedMin(sTileMinZ, sampleMinZ);
  112. InterlockedMax(sTileMaxZ, sampleMaxZ);
  113. GroupMemoryBarrierWithGroupSync();
  114. float minTileZ = asfloat(sTileMinZ);
  115. float maxTileZ = asfloat(sTileMaxZ);
  116. // Create a frustum for the current tile
  117. // First determine a scale of the tile compared to the viewport
  118. float2 tileScale = gViewportRectangle.zw * rcp(float2(TILE_SIZE, TILE_SIZE));
  119. // Now we need to use that scale to scale down the frustum.
  120. // Assume a projection matrix:
  121. // A, 0, C, 0
  122. // 0, B, D, 0
  123. // 0, 0, Q, QN
  124. // 0, 0, -1, 0
  125. //
  126. // Where A is = 2*n / (r - l)
  127. // and C = (r + l) / (r - l)
  128. //
  129. // Q & QN are used for Z value which we don't need to scale. B & D are equivalent for the
  130. // Y value, we'll only consider the X values (A & C) from now on.
  131. //
  132. // Both and A and C are inversely proportional to the size of the frustum (r - l). Larger scale mean that
  133. // tiles are that much smaller than the viewport. This means as our scale increases, (r - l) decreases,
  134. // which means A & C as a whole increase. Therefore:
  135. // A' = A * tileScale.x
  136. // C' = C * tileScale.x
  137. // Aside from scaling, we also need to offset the frustum to the center of the tile.
  138. // For this we calculate the bias value which we add to the C & D factors (which control
  139. // the offset in the projection matrix).
  140. float2 tileBias = tileScale - 1 - groupId.xy * 2;
  141. // This will yield a bias ranging from [-(tileScale - 1), tileScale - 1]. Every second bias is skipped as
  142. // corresponds to a point in-between two tiles, overlapping existing frustums.
  143. float flipSign = 1.0f;
  144. // Adjust for OpenGL's upside down texture system
  145. #if OPENGL
  146. flipSign = -1;
  147. #endif
  148. float At = gMatProj[0][0] * tileScale.x;
  149. float Ctt = gMatProj[0][2] * tileScale.x - tileBias.x;
  150. float Bt = gMatProj[1][1] * tileScale.y * flipSign;
  151. float Dtt = (gMatProj[1][2] * tileScale.y + flipSign * tileBias.y) * flipSign;
  152. // Extract left/right/top/bottom frustum planes from scaled projection matrix
  153. // Note: Do this on the CPU? Since they're shared among all entries in a tile. Plus they don't change across frames.
  154. float4 frustumPlanes[6];
  155. frustumPlanes[0] = float4(At, 0.0f, gMatProj[3][2] + Ctt, 0.0f);
  156. frustumPlanes[1] = float4(-At, 0.0f, gMatProj[3][2] - Ctt, 0.0f);
  157. frustumPlanes[2] = float4(0.0f, -Bt, gMatProj[3][2] - Dtt, 0.0f);
  158. frustumPlanes[3] = float4(0.0f, Bt, gMatProj[3][2] + Dtt, 0.0f);
  159. // Normalize
  160. [unroll]
  161. for (uint i = 0; i < 4; ++i)
  162. frustumPlanes[i] *= rcp(length(frustumPlanes[i].xyz));
  163. // Generate near/far frustum planes
  164. // Note: d gets negated in plane equation, this is why its in opposite direction than it intuitively should be
  165. frustumPlanes[4] = float4(0.0f, 0.0f, -1.0f, -minTileZ);
  166. frustumPlanes[5] = float4(0.0f, 0.0f, 1.0f, maxTileZ);
  167. // Find radial & spot lights overlapping the tile
  168. for(uint type = 0; type < 2; type++)
  169. {
  170. uint lightsStart = gLightStrides[type];
  171. uint lightsEnd = lightsStart + gLightCounts[type + 1];
  172. for (uint i = threadIndex + lightsStart; i < lightsEnd && i < MAX_LIGHTS; i += TILE_SIZE * TILE_SIZE)
  173. {
  174. float4 lightPosition = mul(gMatView, float4(gLights[i].position, 1.0f));
  175. float lightRadius = gLights[i].attRadius;
  176. // Note: The cull method can have false positives. In case of large light bounds and small tiles, it
  177. // can end up being quite a lot. Consider adding an extra heuristic to check a separating plane.
  178. bool lightInTile = true;
  179. // First check side planes as this will cull majority of the lights
  180. [unroll]
  181. for (uint j = 0; j < 4; ++j)
  182. {
  183. float dist = dot(frustumPlanes[j], lightPosition);
  184. lightInTile = lightInTile && (dist >= -lightRadius);
  185. }
  186. // Make sure to do an actual branch, since it's quite likely an entire warp will have the same value
  187. [branch]
  188. if (lightInTile)
  189. {
  190. bool inDepthRange = true;
  191. // Check near/far planes
  192. [unroll]
  193. for (uint j = 4; j < 6; ++j)
  194. {
  195. float dist = dot(frustumPlanes[j], lightPosition);
  196. inDepthRange = inDepthRange && (dist >= -lightRadius);
  197. }
  198. // In tile, add to branch
  199. [branch]
  200. if (inDepthRange)
  201. {
  202. InterlockedAdd(sNumLightsPerType[type], 1U);
  203. uint idx;
  204. InterlockedAdd(sTotalNumLights, 1U, idx);
  205. gLightIndices[idx] = i;
  206. }
  207. }
  208. }
  209. }
  210. GroupMemoryBarrierWithGroupSync();
  211. // Generate world position
  212. float2 screenUv = ((float2)(gViewportRectangle.xy + pixelPos) + 0.5f) / (float2)gViewportRectangle.zw;
  213. float2 clipSpacePos = (screenUv - gClipToUVScaleOffset.zw) / gClipToUVScaleOffset.xy;
  214. uint2 viewportMax = gViewportRectangle.xy + gViewportRectangle.zw;
  215. // Ignore pixels out of valid range
  216. if (all(dispatchThreadId.xy < viewportMax))
  217. {
  218. #if MSAA_COUNT > 1
  219. float coverage = gMSAACoverage.Load(int3(pixelPos, 0)).r;
  220. float4 lighting = getLighting(clipSpacePos.xy, surfaceData[0]);
  221. writeBufferSample(pixelPos, 0, lighting);
  222. bool doPerSampleShading = coverage > 0.5f;
  223. if(doPerSampleShading)
  224. {
  225. [unroll]
  226. for(uint i = 1; i < MSAA_COUNT; ++i)
  227. {
  228. lighting = getLighting(clipSpacePos.xy, surfaceData[i]);
  229. writeBufferSample(pixelPos, i, lighting);
  230. }
  231. }
  232. else // Splat same information to all samples
  233. {
  234. // Note: The splatting step can be skipped if we account for coverage when resolving. However
  235. // the coverage texture potentially becomes invalid after transparent geometry is renedered,
  236. // so we need to resolve all samples. Consider getting around this issue somehow.
  237. [unroll]
  238. for(uint i = 1; i < MSAA_COUNT; ++i)
  239. writeBufferSample(pixelPos, i, lighting);
  240. }
  241. #else
  242. float4 lighting = getLighting(clipSpacePos.xy, surfaceData[0]);
  243. gOutput[pixelPos] = lighting;
  244. #endif
  245. }
  246. }
  247. };
  248. };