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Now header is only uint and extra data is only read if needed. #rb none #preflight https://horde.devtools.epicgames.com/job/62821984046b81bf9393b136 #fyi charles.derousiers [CL 20221584 by Sebastien Hillaire in ue5-main branch]
426 lines
17 KiB
Plaintext
426 lines
17 KiB
Plaintext
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "/Engine/Private/Common.ush"
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#define STRATA_INLINE_SHADING 0
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#define STRATA_SSS_MATERIAL_OVERRIDE 0
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#include "/Engine/Private/Strata/Strata.ush"
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#include "StrataTile.ush"
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#define GROUP_THREAD_COUNT (STRATA_TILE_SIZE * STRATA_TILE_SIZE)
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////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#if SHADER_TILE_CATEGORIZATION
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int bRectPrimitive;
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int2 ViewResolution;
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uint MaxBytesPerPixel;
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Texture2D<uint> TopLayerTexture;
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Texture2DArray<uint> MaterialTextureArray;
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// Indirect draw data buffer for all tile types
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RWBuffer<uint> TileDrawIndirectDataBuffer;
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RWBuffer<uint> SimpleTileListDataBuffer;
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RWBuffer<uint> SingleTileListDataBuffer;
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RWBuffer<uint> ComplexTileListDataBuffer;
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#if STRATA_OPAQUE_ROUGH_REFRACTION_ENABLED
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RWBuffer<uint> OpaqueRoughRefractionTileListDataBuffer;
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RWBuffer<uint> SSSWithoutOpaqueRoughRefractionTileListDataBuffer;
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Texture2D<float3> OpaqueRoughRefractionTexture;
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#endif
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#if !PERMUTATION_WAVE_OPS
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groupshared uint s_TileFlags[GROUP_THREAD_COUNT];
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#endif
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#if PERMUTATION_STRATA_CLEAR_DURING_CATEGORIZATION
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RWTexture2DArray<uint> SSSTextureUAV;
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#endif
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[numthreads(STRATA_TILE_SIZE, STRATA_TILE_SIZE, 1)]
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void TileMainCS(uint2 DispatchThreadId : SV_DispatchThreadID, uint LinearIndex : SV_GroupIndex, uint3 GroupId : SV_GroupID)
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{
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if (all(DispatchThreadId == 0))
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{
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const uint IndexCountPerInstance = bRectPrimitive > 0 ? 4 : 6;
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TileDrawIndirectDataBuffer[GetStrataTileTypeDrawIndirectArgOffset_DWord(STRATA_TILE_TYPE_SIMPLE) + 0] = IndexCountPerInstance;
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TileDrawIndirectDataBuffer[GetStrataTileTypeDrawIndirectArgOffset_DWord(STRATA_TILE_TYPE_SINGLE) + 0] = IndexCountPerInstance;
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TileDrawIndirectDataBuffer[GetStrataTileTypeDrawIndirectArgOffset_DWord(STRATA_TILE_TYPE_COMPLEX) + 0] = IndexCountPerInstance;
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TileDrawIndirectDataBuffer[GetStrataTileTypeDrawIndirectArgOffset_DWord(STRATA_TILE_TYPE_ROUGH_REFRACT) + 0] = IndexCountPerInstance;
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TileDrawIndirectDataBuffer[GetStrataTileTypeDrawIndirectArgOffset_DWord(STRATA_TILE_TYPE_SSS_WITHOUT_ROUGH_REFRACT) + 0] = IndexCountPerInstance;
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}
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const uint2 PixelCoord = DispatchThreadId.xy + View.ViewRectMin.xy;
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const bool bIsValid = all(DispatchThreadId.xy < View.ViewSizeAndInvSize.xy);
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// Pixels outside of the view area are considered simple to enable screen borders to receive the simple permutation when not aligned to shader group size.
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bool bContainsComplexMaterial = false;
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bool bContainsSimpleMaterial = false;
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bool bContainsSingleMaterial = false;
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bool bContainsStrataMaterial = false;
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bool bContainsOpaqueRoughRefraction = false;
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bool bContainsScreenSpaceSubsurfaceScattering = false;
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FStrataOpaqueRoughRefractionData OpaqueRoughRefractionData = (FStrataOpaqueRoughRefractionData)0;
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if (bIsValid)
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{
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FStrataAddressing StrataAddressing = GetStrataPixelDataByteOffset(PixelCoord, uint2(View.BufferSizeAndInvSize.xy), MaxBytesPerPixel);
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FStrataPixelHeader StrataPixelHeader = UnpackStrataHeaderIn(MaterialTextureArray, StrataAddressing, TopLayerTexture);
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const bool bIsSimple = IsSimpleMaterial(StrataPixelHeader) || StrataPixelHeader.BSDFCount == 0; // BSDFCount == 0 ensures that non-strata pixel, like sky pixels, won't make a simple tile flagged as complex
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const bool bIsSingle = !IsSimpleMaterial(StrataPixelHeader) && IsSingleMaterial(StrataPixelHeader);
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bContainsStrataMaterial = StrataPixelHeader.BSDFCount > 0;
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bContainsSimpleMaterial = bIsSimple;
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bContainsSingleMaterial = bIsSingle;
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bContainsComplexMaterial = !bIsSingle & !bIsSimple;
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bContainsScreenSpaceSubsurfaceScattering = HasSubsurface(StrataPixelHeader);
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#if STRATA_OPAQUE_ROUGH_REFRACTION_ENABLED
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OpaqueRoughRefractionData = StrataUnpackOpaqueRoughRefractionData(OpaqueRoughRefractionTexture[PixelCoord]);
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bContainsOpaqueRoughRefraction = OpaqueRoughRefractionData.OpaqueRoughRefractionEnabled > 0.0f;
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#endif
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}
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#if PERMUTATION_STRATA_CLEAR_DURING_CATEGORIZATION
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BRANCH
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if (!bContainsScreenSpaceSubsurfaceScattering)
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{
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// We must fill all the pixel which does not have subsurface scattering by default so that the SSS code is not executed where it should not.
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SSSTextureUAV[uint3(PixelCoord, 0)] = 0; // This is a good clear for FStrataSubsurfaceHeader, and we only need to clear the header.
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}
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#endif
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#if PERMUTATION_WAVE_OPS
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const bool bTileContainsStrata = WaveActiveAnyTrue(bContainsStrataMaterial);
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// const bool bTileContainsSimple = WaveActiveAnyTrue(bContainsSimpleMaterial);
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const bool bTileContainsSingle = WaveActiveAnyTrue(bContainsSingleMaterial);
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const bool bTileContainsComplex = WaveActiveAnyTrue(bContainsComplexMaterial);
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const bool bTileContainsOpaqueRoughRefraction = WaveActiveAnyTrue(bContainsOpaqueRoughRefraction);
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const bool bTileContainsScreenSpaceSubsurfaceScattering = WaveActiveAnyTrue(bContainsScreenSpaceSubsurfaceScattering);
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#else // PERMUTATION_WAVE_OPS
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s_TileFlags[LinearIndex] =
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(bContainsStrataMaterial ? 0x1u : 0u) |
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// (bContainsSimpleMaterial ? 0x2u : 0u) |
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(bContainsSingleMaterial ? 0x4u : 0u) |
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(bContainsComplexMaterial ? 0x8u : 0u) |
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(bContainsOpaqueRoughRefraction ? 0x10u : 0u) |
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(bContainsScreenSpaceSubsurfaceScattering ? 0x20u : 0u);
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GroupMemoryBarrierWithGroupSync();
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if (LinearIndex < 32)
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{
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s_TileFlags[LinearIndex] = s_TileFlags[LinearIndex] | s_TileFlags[LinearIndex + 32];
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}
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GroupMemoryBarrierWithGroupSync();
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if (LinearIndex < 16)
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{
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s_TileFlags[LinearIndex] = s_TileFlags[LinearIndex] | s_TileFlags[LinearIndex + 16];
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}
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GroupMemoryBarrierWithGroupSync();
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if (LinearIndex < 8)
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{
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s_TileFlags[LinearIndex] = s_TileFlags[LinearIndex] | s_TileFlags[LinearIndex + 8];
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}
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GroupMemoryBarrierWithGroupSync();
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if (LinearIndex < 4)
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{
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s_TileFlags[LinearIndex] = s_TileFlags[LinearIndex] | s_TileFlags[LinearIndex + 4];
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}
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GroupMemoryBarrierWithGroupSync();
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if (LinearIndex < 2)
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{
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s_TileFlags[LinearIndex] = s_TileFlags[LinearIndex] | s_TileFlags[LinearIndex + 2];
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}
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GroupMemoryBarrierWithGroupSync();
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const uint FinalTileFlags = s_TileFlags[LinearIndex] | s_TileFlags[LinearIndex + 1];
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const bool bTileContainsStrata = (FinalTileFlags & 0x1u) > 0;
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// const bool bTileContainsSimple = (FinalTileFlags & 0x2u) > 0;
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const bool bTileContainsSingle = (FinalTileFlags & 0x4u) > 0;
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const bool bTileContainsComplex = (FinalTileFlags & 0x8u) > 0;
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const bool bTileContainsOpaqueRoughRefraction = (FinalTileFlags & 0x10u) > 0;
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const bool bTileContainsScreenSpaceSubsurfaceScattering = (FinalTileFlags & 0x20u) > 0;
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#endif // PERMUTATION_WAVE_OPS
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if (LinearIndex < 1 && bTileContainsStrata)
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{
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uint EncodedTile = StrataPackTile(GroupId.xy);
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if (bTileContainsComplex)
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{
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uint WriteToIndex;
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InterlockedAdd(TileDrawIndirectDataBuffer[GetStrataTileTypeDrawIndirectArgOffset_DWord(STRATA_TILE_TYPE_COMPLEX) + 1], 1, WriteToIndex);
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ComplexTileListDataBuffer[WriteToIndex] = EncodedTile;
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}
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else if (bTileContainsSingle)
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{
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uint WriteToIndex;
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InterlockedAdd(TileDrawIndirectDataBuffer[GetStrataTileTypeDrawIndirectArgOffset_DWord(STRATA_TILE_TYPE_SINGLE) + 1], 1, WriteToIndex);
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SingleTileListDataBuffer[WriteToIndex] = EncodedTile;
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}
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else // (bTileContainsSimple)
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{
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uint WriteToIndex;
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InterlockedAdd(TileDrawIndirectDataBuffer[GetStrataTileTypeDrawIndirectArgOffset_DWord(STRATA_TILE_TYPE_SIMPLE) + 1], 1, WriteToIndex);
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SimpleTileListDataBuffer[WriteToIndex] = EncodedTile;
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}
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#if STRATA_OPAQUE_ROUGH_REFRACTION_ENABLED
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if (bTileContainsOpaqueRoughRefraction)
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{
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uint WriteToIndex;
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InterlockedAdd(TileDrawIndirectDataBuffer[GetStrataTileTypeDrawIndirectArgOffset_DWord(STRATA_TILE_TYPE_ROUGH_REFRACT) + 1], 1, WriteToIndex);
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OpaqueRoughRefractionTileListDataBuffer[WriteToIndex] = EncodedTile;
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}
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if(bTileContainsScreenSpaceSubsurfaceScattering && !bTileContainsOpaqueRoughRefraction)
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{
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uint WriteToIndex;
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InterlockedAdd(TileDrawIndirectDataBuffer[GetStrataTileTypeDrawIndirectArgOffset_DWord(STRATA_TILE_TYPE_SSS_WITHOUT_ROUGH_REFRACT) + 1], 1, WriteToIndex);
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SSSWithoutOpaqueRoughRefractionTileListDataBuffer[WriteToIndex] = EncodedTile;
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}
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#endif
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}
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}
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#endif // SHADER_TILE_CATEGORIZATION
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////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#if SHADER_MATERIAL_TILE_PREPARE_ARGS
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Buffer<uint> TileDrawIndirectDataBuffer;
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RWBuffer<uint> TileDispatchIndirectDataBuffer;
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[numthreads(1, 1, 1)]
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void ArgsMainCS(uint2 DispatchThreadId : SV_DispatchThreadID)
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{
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if (all(DispatchThreadId == 0))
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{
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TileDispatchIndirectDataBuffer[GetStrataTileTypeDispatchIndirectArgOffset_DWord(STRATA_TILE_TYPE_SIMPLE) + 0] = TileDrawIndirectDataBuffer[GetStrataTileTypeDrawIndirectArgOffset_DWord(STRATA_TILE_TYPE_SIMPLE) + 1];
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TileDispatchIndirectDataBuffer[GetStrataTileTypeDispatchIndirectArgOffset_DWord(STRATA_TILE_TYPE_SINGLE) + 0] = TileDrawIndirectDataBuffer[GetStrataTileTypeDrawIndirectArgOffset_DWord(STRATA_TILE_TYPE_SINGLE) + 1];
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TileDispatchIndirectDataBuffer[GetStrataTileTypeDispatchIndirectArgOffset_DWord(STRATA_TILE_TYPE_COMPLEX) + 0] = TileDrawIndirectDataBuffer[GetStrataTileTypeDrawIndirectArgOffset_DWord(STRATA_TILE_TYPE_COMPLEX) + 1];
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TileDispatchIndirectDataBuffer[GetStrataTileTypeDispatchIndirectArgOffset_DWord(STRATA_TILE_TYPE_ROUGH_REFRACT) + 0] = TileDrawIndirectDataBuffer[GetStrataTileTypeDrawIndirectArgOffset_DWord(STRATA_TILE_TYPE_ROUGH_REFRACT) + 1];
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TileDispatchIndirectDataBuffer[GetStrataTileTypeDispatchIndirectArgOffset_DWord(STRATA_TILE_TYPE_SSS_WITHOUT_ROUGH_REFRACT) + 0] = TileDrawIndirectDataBuffer[GetStrataTileTypeDrawIndirectArgOffset_DWord(STRATA_TILE_TYPE_SSS_WITHOUT_ROUGH_REFRACT) + 1];
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TileDispatchIndirectDataBuffer[GetStrataTileTypeDispatchIndirectArgOffset_DWord(STRATA_TILE_TYPE_SIMPLE) + 1] = 1;
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TileDispatchIndirectDataBuffer[GetStrataTileTypeDispatchIndirectArgOffset_DWord(STRATA_TILE_TYPE_SINGLE) + 1] = 1;
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TileDispatchIndirectDataBuffer[GetStrataTileTypeDispatchIndirectArgOffset_DWord(STRATA_TILE_TYPE_COMPLEX) + 1] = 1;
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TileDispatchIndirectDataBuffer[GetStrataTileTypeDispatchIndirectArgOffset_DWord(STRATA_TILE_TYPE_ROUGH_REFRACT) + 1] = 1;
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TileDispatchIndirectDataBuffer[GetStrataTileTypeDispatchIndirectArgOffset_DWord(STRATA_TILE_TYPE_SSS_WITHOUT_ROUGH_REFRACT) + 1] = 1;
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TileDispatchIndirectDataBuffer[GetStrataTileTypeDispatchIndirectArgOffset_DWord(STRATA_TILE_TYPE_SIMPLE) + 2] = 1;
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TileDispatchIndirectDataBuffer[GetStrataTileTypeDispatchIndirectArgOffset_DWord(STRATA_TILE_TYPE_SINGLE) + 2] = 1;
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TileDispatchIndirectDataBuffer[GetStrataTileTypeDispatchIndirectArgOffset_DWord(STRATA_TILE_TYPE_COMPLEX) + 2] = 1;
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TileDispatchIndirectDataBuffer[GetStrataTileTypeDispatchIndirectArgOffset_DWord(STRATA_TILE_TYPE_ROUGH_REFRACT) + 2] = 1;
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TileDispatchIndirectDataBuffer[GetStrataTileTypeDispatchIndirectArgOffset_DWord(STRATA_TILE_TYPE_SSS_WITHOUT_ROUGH_REFRACT) + 2] = 1;
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}
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}
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#endif // SHADER_MATERIAL_TILE_PREPARE_ARGS
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////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#if SHADER_BSDF_TILE_PREPARE_ARGS
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int2 TileCount_Primary;
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int2 TileOffset_Primary;
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int2 OverflowTileCount;
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int2 OverflowTileOffset;
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Buffer<uint> TileDrawIndirectDataBuffer;
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RWBuffer<uint> TileDispatchIndirectDataBuffer;
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RWBuffer<uint> TileDispatchPerThreadIndirectDataBuffer;
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uint DivideAndRoundUp(uint X, uint Y) { return (X + Y - 1) / Y; }
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[numthreads(1, 1, 1)]
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void ArgsMainCS(uint2 DispatchThreadId : SV_DispatchThreadID)
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{
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if (all(DispatchThreadId == 0))
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{
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const uint TileCount = TileDrawIndirectDataBuffer[0].x;
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const uint DispatchX = min(TileCount, uint(OverflowTileCount.x));
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const uint DispatchY = DivideAndRoundUp(TileCount, OverflowTileCount.x);
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TileDispatchIndirectDataBuffer[0] = DispatchX;
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TileDispatchIndirectDataBuffer[1] = DispatchY;
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TileDispatchIndirectDataBuffer[2] = 1;
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TileDispatchPerThreadIndirectDataBuffer[0] = DivideAndRoundUp(DispatchX, STRATA_TILE_SIZE);
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TileDispatchPerThreadIndirectDataBuffer[1] = DivideAndRoundUp(DispatchY, STRATA_TILE_SIZE);
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TileDispatchPerThreadIndirectDataBuffer[2] = 1;
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}
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}
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#endif // SHADER_BSDF_TILE_PREPARE_ARGS
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////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#if SHADER_CLEAR_MATERIAL_BUFFER
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RWTexture2DArray<uint> MaterialTextureArrayUAV;
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RWTexture2DArray<uint> SSSTextureUAV;
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uint MaxBytesPerPixel;
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int2 TiledViewBufferResolution;
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[numthreads(8, 8, 1)]
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void ClearMaterialBufferMainCS(uint2 DispatchThreadId : SV_DispatchThreadID)
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{
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if (any(int2(DispatchThreadId.xy) >= TiledViewBufferResolution))
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{
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return;
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}
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// Custom clear of the Strata material buffer.
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// The first layer of tiled uints contains the header that we need to clear so we only write a single uint per pixel instead of clearing the entire buffer which would be too slow.
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FStrataPixelHeader StrataHeader = InitialiseStrataPixelHeader();
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uint BSDFCount = 0;
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uint PackedStrataHeader = PackStrataHeader(BSDFCount, StrataHeader);
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const uint FirstSlice = 0;
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MaterialTextureArrayUAV[uint3(DispatchThreadId.xy, FirstSlice)] = PackedStrataHeader;
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SSSTextureUAV[uint3(DispatchThreadId.xy, 0)] = 0; // This is a good clear for FStrataSubsurfaceHeader, and we only need to clear the header.
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}
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#endif // SHADER_CLEAR_MATERIAL_BUFFER
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////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#if SHADER_BSDF_TILE
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int2 ViewResolution;
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uint MaxBytesPerPixel;
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uint TileSizeLog2;
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int2 TileCount_Primary;
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int2 TileOffset_Primary;
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int2 OverflowTileCount;
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int2 OverflowTileOffset;
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Texture2D<uint> TopLayerTexture;
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Texture2DArray<uint> MaterialTextureArray;
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Buffer<uint> TileListBuffer;
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RWTexture2D<uint> RWBSDFTileTexture;
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RWTexture2D<uint> RWBSDFOffsetTexture;
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RWBuffer<uint> RWBSDFTileCountBuffer;
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#if !PERMUTATION_WAVE_OPS
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groupshared uint s_TileBSDFCount[GROUP_THREAD_COUNT];
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#endif
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uint2 LinearCoordToTileCoord(uint InLinear)
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{
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return uint2(InLinear % OverflowTileCount.x, InLinear / OverflowTileCount.x) + OverflowTileOffset;
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}
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[numthreads(STRATA_TILE_SIZE, STRATA_TILE_SIZE, 1)]
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void BSDFTileMainCS(uint2 GroupThreadId : SV_GroupThreadID, uint2 GroupId : SV_GroupID, uint LinearIndex : SV_GroupIndex)
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{
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const uint2 TileCoord = StrataUnpackTile(TileListBuffer[GroupId.x]);
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const uint2 PixelCoord = TileCoord * STRATA_TILE_SIZE + GroupThreadId;
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uint BSDFCount = 0;
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if (all(PixelCoord < uint2(ViewResolution)))
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{
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FStrataAddressing StrataAddressing = GetStrataPixelDataByteOffset(PixelCoord, uint2(View.BufferSizeAndInvSize.xy), MaxBytesPerPixel);
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FStrataPixelHeader StrataPixelHeader = UnpackStrataHeaderIn(MaterialTextureArray, StrataAddressing, TopLayerTexture);
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BSDFCount = min(StrataPixelHeader.BSDFCount, STRATA_MAX_BSDF_COUNT_FOR_BDSFOFFSET);
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if (BSDFCount > 0)
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{
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FStrataBSDFOffset Offsets = (FStrataBSDFOffset)0;
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Offsets.BSDFCount = BSDFCount;
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UNROLL_N(STRATA_MAX_BSDF_COUNT_FOR_BDSFOFFSET)
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for (uint BSDFIndex = 0; BSDFIndex < BSDFCount; ++BSDFIndex)
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{
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Offsets.BSDFOffsets[BSDFIndex] = StrataAddressing.CurrentIndex;
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UnpackStrataBSDFIn(MaterialTextureArray, StrataAddressing, StrataPixelHeader);
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}
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RWBSDFOffsetTexture[PixelCoord] = PackBSDFOffset(Offsets);
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}
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}
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#if PERMUTATION_WAVE_OPS
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const uint TileBSDFCount = WaveActiveMax(BSDFCount);
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#else // PERMUTATION_WAVE_OPS
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s_TileBSDFCount[LinearIndex] = BSDFCount;
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GroupMemoryBarrierWithGroupSync();
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if (LinearIndex < 32)
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{
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s_TileBSDFCount[LinearIndex] = max(s_TileBSDFCount[LinearIndex], s_TileBSDFCount[LinearIndex + 32]);
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}
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GroupMemoryBarrierWithGroupSync();
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if (LinearIndex < 16)
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{
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s_TileBSDFCount[LinearIndex] = max(s_TileBSDFCount[LinearIndex], s_TileBSDFCount[LinearIndex + 16]);
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}
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GroupMemoryBarrierWithGroupSync();
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if (LinearIndex < 8)
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{
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s_TileBSDFCount[LinearIndex] = max(s_TileBSDFCount[LinearIndex], s_TileBSDFCount[LinearIndex + 8]);
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}
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GroupMemoryBarrierWithGroupSync();
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if (LinearIndex < 4)
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{
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s_TileBSDFCount[LinearIndex] = max(s_TileBSDFCount[LinearIndex], s_TileBSDFCount[LinearIndex + 4]);
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}
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GroupMemoryBarrierWithGroupSync();
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if (LinearIndex < 2)
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{
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s_TileBSDFCount[LinearIndex] = max(s_TileBSDFCount[LinearIndex], s_TileBSDFCount[LinearIndex + 2]);
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}
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GroupMemoryBarrierWithGroupSync();
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const uint TileBSDFCount = max(s_TileBSDFCount[LinearIndex], s_TileBSDFCount[LinearIndex + 1]);
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#endif // PERMUTATION_WAVE_OPS
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if (LinearIndex < 1)
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{
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if (TileBSDFCount > 1)
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{
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uint LinearTileCoord = 0;
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InterlockedAdd(RWBSDFTileCountBuffer[0], TileBSDFCount - 1, LinearTileCoord);
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FStrataBSDFTile Tile;
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Tile.Count = TileBSDFCount;
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Tile.Index = 0;
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// For first/parent tile, set TileCoord to point towards the first 'overflow' tile
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Tile.TileCoord = LinearCoordToTileCoord(LinearTileCoord);
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RWBSDFTileTexture[TileCoord] = PackBSDFTile(Tile);
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|
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// For 'overflow' tiles, set TileCoord to point towards the first/parent tile
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Tile.TileCoord = TileCoord;
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for (uint BSDFIndex = 1; BSDFIndex < TileBSDFCount; ++BSDFIndex)
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{
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const uint2 OverflowCoord = LinearCoordToTileCoord(LinearTileCoord + BSDFIndex - 1);
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|
|
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Tile.Index = BSDFIndex;
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RWBSDFTileTexture[OverflowCoord] = PackBSDFTile(Tile);
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}
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}
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else
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{
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RWBSDFTileTexture[GroupId] = 0;
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}
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}
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}
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#endif // SHADER_BSDF_TILE
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