Firstborn/Library/PackageCache/com.unity.render-pipelines..../ShaderLibrary/Clustering.hlsl

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2023-03-28 13:24:16 -04:00
#ifndef UNIVERSAL_CLUSTERING_INCLUDED
#define UNIVERSAL_CLUSTERING_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#if USE_CLUSTERED_LIGHTING
// TODO: Remove after PR #4039 is merged
// Select uint4 component by index.
// Helper to improve codegen for 2d indexing (data[x][y])
// Replace:
// data[i / 4][i % 4];
// with:
// select4(data[i / 4], i % 4);
uint ClusteringSelect4(uint4 v, uint i)
{
// x = 0 = 00
// y = 1 = 01
// z = 2 = 10
// w = 3 = 11
uint mask0 = uint(int(i << 31) >> 31);
uint mask1 = uint(int(i << 30) >> 31);
return
(((v.w & mask0) | (v.z & ~mask0)) & mask1) |
(((v.y & mask0) | (v.x & ~mask0)) & ~mask1);
}
struct ClusteredLightLoop
{
uint baseIndex;
uint tileMask;
uint wordIndex;
uint bitIndex;
uint zBinMinMask;
uint zBinMaxMask;
#if LIGHTS_PER_TILE > 32
uint wordMin;
uint wordMax;
#endif
};
ClusteredLightLoop ClusteredLightLoopInit(float2 normalizedScreenSpaceUV, float3 positionWS)
{
ClusteredLightLoop state = (ClusteredLightLoop)0;
uint2 tileId = uint2(normalizedScreenSpaceUV * _AdditionalLightsTileScale);
state.baseIndex = (tileId.y * _AdditionalLightsTileCountX + tileId.x) * (LIGHTS_PER_TILE / 32);
float viewZ = dot(GetViewForwardDir(), positionWS - GetCameraPositionWS());
uint zBinIndex = min(4*MAX_ZBIN_VEC4S - 1, (uint)(sqrt(viewZ) * _AdditionalLightsZBinScale) - _AdditionalLightsZBinOffset);
uint zBinData = ClusteringSelect4(asuint(_AdditionalLightsZBins[zBinIndex / 4]), zBinIndex % 4);
uint2 zBin = min(uint2(zBinData & 0xFFFF, (zBinData >> 16) & 0xFFFF), MAX_VISIBLE_LIGHTS - 1);
uint2 zBinWords = zBin / 32;
state.zBinMinMask = 0xFFFFFFFF << (zBin.x & 0x1F);
state.zBinMaxMask = 0xFFFFFFFF >> (31 - (zBin.y & 0x1F));
#if LIGHTS_PER_TILE > 32
state.wordMin = zBinWords.x;
state.wordMax = zBinWords.y;
state.wordIndex = zBinWords.x;
#endif
#if SHADER_TARGET < 45
state.bitIndex = zBin.x & 0x1F;
#endif
return state;
}
bool ClusteredLightLoopNextWord(inout ClusteredLightLoop state)
{
#if LIGHTS_PER_TILE > 32
uint wordMin = state.wordMin;
uint wordMax = state.wordMax;
#else
uint wordMin = 0;
uint wordMax = 0;
#endif
if (state.wordIndex > wordMax) return false;
uint index = state.baseIndex + state.wordIndex;
state.tileMask = ClusteringSelect4(asuint(_AdditionalLightsTiles[index / 4]), index % 4);
if (state.wordIndex == wordMin) state.tileMask &= state.zBinMinMask;
if (state.wordIndex == wordMax) state.tileMask &= state.zBinMaxMask;
state.wordIndex++;
#if SHADER_TARGET < 45
state.bitIndex = 0;
#endif
return true;
}
bool ClusteredLightLoopNextLight(inout ClusteredLightLoop state)
{
if (state.tileMask == 0) return false;
#if SHADER_TARGET < 45
while ((state.tileMask & (1 << state.bitIndex)) == 0) state.bitIndex++;
#else
state.bitIndex = firstbitlow(state.tileMask);
#endif
state.tileMask ^= (1 << state.bitIndex);
return true;
}
uint ClusteredLightLoopGetLightIndex(ClusteredLightLoop state)
{
return _AdditionalLightsDirectionalCount + (state.wordIndex - 1) * 32 + state.bitIndex;
}
#endif
#endif