90 lines
3.5 KiB
Plaintext
90 lines
3.5 KiB
Plaintext
#pragma kernel MaterialFlagsGen
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#pragma multi_compile _ USE_OR
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// #pragma enable_d3d11_debug_symbols
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderBase.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStencilUsage.cs.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#define USE_MATERIAL_FEATURE_FLAGS
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#ifdef PLATFORM_LANE_COUNT // We can infer the size of a wave. This is currently not possible on non-consoles, so we have to fallback to a sensible default in those cases.
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#define NR_THREADS PLATFORM_LANE_COUNT
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#else
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#define NR_THREADS 64 // default to 64 threads per group on other platforms..
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#endif
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groupshared uint ldsFeatureFlags;
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RWStructuredBuffer<uint> g_TileFeatureFlags;
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TEXTURE2D_X_UINT2(_StencilTexture);
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[numthreads(NR_THREADS, 1, 1)]
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void MaterialFlagsGen(uint3 dispatchThreadId : SV_DispatchThreadID, uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID)
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{
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UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z);
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uint2 tileIDX = u3GroupID.xy;
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uint iWidth = g_viDimensions.x;
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uint iHeight = g_viDimensions.y;
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uint nrTilesX = (iWidth + (TILE_SIZE_FPTL - 1)) / TILE_SIZE_FPTL;
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uint nrTilesY = (iHeight + (TILE_SIZE_FPTL - 1)) / TILE_SIZE_FPTL;
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// 16 * 4 = 64. We process data by group of 4 pixel
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uint2 viTilLL = 16 * tileIDX;
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float2 invScreenSize = float2(1.0 / iWidth, 1.0 / iHeight);
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if (threadID == 0)
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{
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ldsFeatureFlags = 0;
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}
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GroupMemoryBarrierWithGroupSync();
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uint materialFeatureFlags = g_BaseFeatureFlags; // Contain all lightFeatures or 0 (depends if we enable light classification or not)
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UNITY_UNROLL
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for (int i = 0; i < 4; i++)
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{
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int idx = i * NR_THREADS + threadID;
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uint2 uCrd = min(uint2(viTilLL.x + (idx & 0xf), viTilLL.y + (idx >> 4)), uint2(iWidth - 1, iHeight - 1));
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// Unlit object, sky/background and forward opaque tag don't tag the StencilUsage.RequiresDeferredLighting bit
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uint stencilVal = GetStencilValue(LOAD_TEXTURE2D_X(_StencilTexture, uCrd));
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if ((stencilVal & STENCILUSAGE_REQUIRES_DEFERRED_LIGHTING) > 0)
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{
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PositionInputs posInput = GetPositionInput(uCrd, invScreenSize);
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materialFeatureFlags |= MATERIAL_FEATURE_FLAGS_FROM_GBUFFER(posInput.positionSS);
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}
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}
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InterlockedOr(ldsFeatureFlags, materialFeatureFlags); //TODO: driver might optimize this or we might have to do a manual reduction
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GroupMemoryBarrierWithGroupSync();
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if (threadID == 0)
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{
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uint tileIndex = tileIDX.y * nrTilesX + tileIDX.x;
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// TODO: shouldn't this always enabled?
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#if defined(UNITY_STEREO_INSTANCING_ENABLED)
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tileIndex += unity_StereoEyeIndex * nrTilesX * nrTilesY;
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#endif
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#ifdef USE_OR
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g_TileFeatureFlags[tileIndex] |= ldsFeatureFlags;
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#else // Use in case we have disabled light classification
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g_TileFeatureFlags[tileIndex] = ldsFeatureFlags;
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#endif
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}
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}
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