Files
UnrealEngine/Engine/Shaders/Private/Nanite/NaniteShadeBinning.usf
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

1049 lines
34 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#include "NaniteShadeCommon.ush"
#ifdef OVERRIDE_RTWRITEMASKPROCESSING_USH
#include "/Platform/Private/RTWriteMaskLookup.ush"
#endif
#ifndef OPTIMIZE_WRITE_MASK
#define OPTIMIZE_WRITE_MASK 0
#endif
#include "../MortonCode.ush"
uint4 ViewRect;
#if OPTIMIZE_WRITE_MASK
uint ValidWriteMask;
#endif
uint2 DispatchOffsetTL;
uint ShadingBinCount;
uint DummyZero;
uint SubTileMatch;
#define SHADING_BIN_COUNT (SHADING_BIN_PASS == NANITE_SHADING_BIN_COUNT)
#define SHADING_BIN_RESERVE (SHADING_BIN_PASS == NANITE_SHADING_BIN_RESERVE)
#define SHADING_BIN_SCATTER (SHADING_BIN_PASS == NANITE_SHADING_BIN_SCATTER)
#define SHADING_BIN_VALIDATE (SHADING_BIN_PASS == NANITE_SHADING_BIN_VALIDATE)
#define SHADING_BIN_CMASK_CLEAR (SHADING_BIN_PASS == NANITE_SHADING_BIN_CMASK_CLEAR)
#define BINNING_THREADS_PER_SHADING_TILE (COMPUTE_MATERIAL_GROUP_SIZE / 4)
#define GATHER4_OPTIMIZATION 0
#if BINNING_TECHNIQUE == 1
#define SHADING_BIN_TILE_SIZE_BITS 5
#else
#define SHADING_BIN_TILE_SIZE_BITS 3
#endif
#define SHADING_BIN_TILE_SIZE (1u << SHADING_BIN_TILE_SIZE_BITS)
#define SHADING_BIN_TILE_THREADS (SHADING_BIN_TILE_SIZE * SHADING_BIN_TILE_SIZE)
// Use separate invalid values for each pixel to simplify VRS logic
#define INVALID_BIN0 (-1)
#define INVALID_BIN1 (-2)
#define INVALID_BIN2 (-3)
#define INVALID_BIN3 (-4)
bool IsValidBin(int BinIndex)
{
return BinIndex >= 0;
}
#if OPTIMIZE_WRITE_MASK
#ifndef NUM_EXPORTS
#define NUM_EXPORTS 1
#endif
RWByteAddressBuffer OutCMaskBuffer_0;
#if NUM_EXPORTS > 1
RWByteAddressBuffer OutCMaskBuffer_1;
#endif
#if NUM_EXPORTS > 2
RWByteAddressBuffer OutCMaskBuffer_2;
#endif
#if NUM_EXPORTS > 3
RWByteAddressBuffer OutCMaskBuffer_3;
#endif
#if NUM_EXPORTS > 4
RWByteAddressBuffer OutCMaskBuffer_4;
#endif
#if NUM_EXPORTS > 5
RWByteAddressBuffer OutCMaskBuffer_5;
#endif
#if NUM_EXPORTS > 6
RWByteAddressBuffer OutCMaskBuffer_6;
#endif
#if NUM_EXPORTS > 7
RWByteAddressBuffer OutCMaskBuffer_7;
#endif
static const RWByteAddressBuffer CMaskExports[] =
{
OutCMaskBuffer_0,
#if NUM_EXPORTS > 1
OutCMaskBuffer_1,
#endif
#if NUM_EXPORTS > 2
OutCMaskBuffer_2,
#endif
#if NUM_EXPORTS > 3
OutCMaskBuffer_3,
#endif
#if NUM_EXPORTS > 4
OutCMaskBuffer_4,
#endif
#if NUM_EXPORTS > 5
OutCMaskBuffer_5,
#endif
#if NUM_EXPORTS > 6
OutCMaskBuffer_6,
#endif
#if NUM_EXPORTS > 7
OutCMaskBuffer_7
#endif
};
#endif
#if VARIABLE_SHADING_RATE
uint ShadingRateTileSizeBits;
Texture2D<uint> ShadingRateImage;
#endif
#if SHADING_BIN_COUNT || SHADING_BIN_SCATTER
Texture2D<uint> ShadingMask;
SamplerState ShadingMaskSampler;
#endif
// Headers stored at the beginning, followed by bin data starting at ShadingBinDataByteOffset
RWByteAddressBuffer OutShadingBinData;
uint ShadingBinDataByteOffset;
FNaniteShadingBinMeta GetShadingBinMeta(uint ShadingBin)
{
return OutShadingBinData.Load<FNaniteShadingBinMeta>(ShadingBin * NANITE_SHADING_BIN_META_BYTES);
}
#if SHADING_BIN_RESERVE
RWStructuredBuffer<uint> OutShadingBinAllocator;
RWByteAddressBuffer OutShadingBinArgs;
StructuredBuffer<FNaniteShadingBinMeta> ShadingBinMeta;
#endif
#if GATHER_STATS
RWStructuredBuffer<FNaniteShadingBinStats> OutShadingBinStats;
#endif
#if SHADING_BIN_COUNT || SHADING_BIN_RESERVE || SHADING_BIN_SCATTER || SHADING_BIN_VALIDATE
RWStructuredBuffer<FNaniteShadingBinScatterCounters> OutShadingBinScatterCounters;
#endif
#if SHADING_BIN_RESERVE
RWStructuredBuffer<FNaniteShadingBinScatterRanges> OutShadingBinScatterRanges;
#endif
#if SHADING_BIN_SCATTER
StructuredBuffer<FNaniteShadingBinScatterRanges> ShadingBinScatterRanges;
#endif
#if SHADING_BIN_COUNT || SHADING_BIN_SCATTER
groupshared int GroupVotedBin;
groupshared uint GroupFullTileCount_LooseCount; // 16:16
groupshared uint GroupFullTileOffset;
groupshared uint GroupLooseOffset;
groupshared uint GroupEarlyOut;
uint PackShadingPixel(uint2 TopLeft, uint2 VRSShift, uint WriteMask)
{
// To handle up to 16k resolutions, we have to exploit that coarse pixels are always aligned and write mask bits depend on VRS mode.
// Data layout depending on VRS mode
// (0,0) VRSShift.y[31] VRSShift.x[30] WriteMask[29:28] CoarseTopLeft.y[27:14] CoarseTopLeft.x[13:0]
// (1,0) VRSShift.y[31] VRSShift.x[30] WriteMask[29:27] CoarseTopLeft.y[26:13] CoarseTopLeft.x[12:0]
// (0,1) VRSShift.y[31] VRSShift.x[30] WriteMask[29:27] CoarseTopLeft.y[26:14] CoarseTopLeft.x[13:0]
// (1,1) VRSShift.y[31] VRSShift.x[30] WriteMask[29:26] CoarseTopLeft.y[25:13] CoarseTopLeft.x[12:0]
checkSlow(VRSShift.x == 0u || (TopLeft.x & 1u) == 0u);
checkSlow(VRSShift.y == 0u || (TopLeft.y & 1u) == 0u);
checkSlow(WriteMask < (1u << (2 + VRSShift.x + VRSShift.y)));
uint PackedElement = WriteMask;
PackedElement = ((PackedElement << 14) | TopLeft.y) >> VRSShift.y; // Optionally reduce bits from 14 to 13, with implicit zero bit
PackedElement = ((PackedElement << 14) | TopLeft.x) >> VRSShift.x;
return (VRSShift.y << 31) | (VRSShift.x << 30) | PackedElement;
}
uint2 PackShadingQuad(uint2 TopLeft, uint2 VRSShift, uint WriteMask)
{
uint2 Packed;
Packed.x = (VRSShift.y << 29) | (VRSShift.x << 28) | (TopLeft.y << 14) | TopLeft.x;
Packed.y = WriteMask;
return Packed;
}
uint ConvertQuadCoverageMaskToWriteMask(uint Coverage)
{
uint WriteMask = Coverage; // 0000 0000 0000 WZYX
WriteMask = WriteMask | (WriteMask << 3); // 0000 0000 0WZY ?ZYX
WriteMask = WriteMask | (WriteMask << 6); // 000W ZY?Z Y?ZY ?ZYX
return WriteMask & 0x1111u; // 000W 000Z 000Y 000X
}
void UpdateVRSActiveAndWriteMasks(uint ActiveMask, uint2 VRSShift, inout int4 ShadingBins, inout uint WriteMasks)
{
// Mask out any pixel that doesn't need to be evaluated at the current shading rate
// and add it to the write mask of the pixel that should scatter write it instead.
const bool bHalfX = (VRSShift.x != 0u);
const bool bHalfY = (VRSShift.y != 0u);
const bool bHalfXY = bHalfX && bHalfY;
WriteMasks = (ActiveMask * 0x1111u) & 0x8421; // WZYX -> W000 0Z00 00Y0 000X
if (bHalfX && ShadingBins.x == ShadingBins.y) { ShadingBins.y = INVALID_BIN1; WriteMasks |= 0x0002; }
if (bHalfY && ShadingBins.x == ShadingBins.z) { ShadingBins.z = INVALID_BIN2; WriteMasks |= 0x0004; }
if (bHalfXY && ShadingBins.x == ShadingBins.w) { ShadingBins.w = INVALID_BIN3; WriteMasks |= 0x0008; }
if (bHalfXY && ShadingBins.y == ShadingBins.z) { ShadingBins.z = INVALID_BIN2; WriteMasks |= 0x0040; }
if (bHalfY && ShadingBins.y == ShadingBins.w) { ShadingBins.w = INVALID_BIN3; WriteMasks |= 0x0080; }
if (bHalfX && ShadingBins.z == ShadingBins.w) { ShadingBins.w = INVALID_BIN3; WriteMasks |= 0x0800; }
}
bool IsFullTile(bool bFullQuad)
{
BRANCH
if (WaveGetLaneCount() >= BINNING_THREADS_PER_SHADING_TILE)
{
const uint WaveLaneIndex = WaveGetLaneIndex();
const uint ShadingTileFirstThread = WaveLaneIndex & ~(BINNING_THREADS_PER_SHADING_TILE - 1u) & 31u;
const uint2 Ballot = WaveBallot(bFullQuad);
const uint Mask = BitFieldMaskU32(BINNING_THREADS_PER_SHADING_TILE, ShadingTileFirstThread);
return ((WaveLaneIndex >= 32 ? Ballot.y : Ballot.x) & Mask) == Mask;
}
return false;
}
template<bool bSingleWave, bool bQuadMode>
void AllocateElements(uint Bin, uint ThreadIndex, uint QuadFullTileCount, uint QuadLooseCount, inout uint FullTileDataOffset, inout uint LooseDataOffset)
{
uint WaveFullTileCount;
uint WaveLooseCount;
uint WaveFullTileCount_LooseCount;
uint PrefixFullTileCount_LooseCount;
if (bQuadMode)
{
WaveFullTileCount = WaveActiveCountBits(QuadFullTileCount != 0);
WaveLooseCount = WaveActiveCountBits(QuadLooseCount != 0);
FullTileDataOffset = WavePrefixCountBits(QuadFullTileCount != 0);
LooseDataOffset = WavePrefixCountBits(QuadLooseCount != 0);
WaveFullTileCount_LooseCount = (WaveLooseCount << 16) | WaveFullTileCount;
PrefixFullTileCount_LooseCount = (LooseDataOffset << 16) | FullTileDataOffset;
}
else
{
const uint FullTileCount_LooseCount = (QuadLooseCount << 16) | QuadFullTileCount;
PrefixFullTileCount_LooseCount = WavePrefixSum(FullTileCount_LooseCount);
WaveFullTileCount_LooseCount = WaveReadLaneAt(PrefixFullTileCount_LooseCount + FullTileCount_LooseCount, WaveGetLaneCount() - 1u);
WaveFullTileCount = (WaveFullTileCount_LooseCount & 0xFFFFu);
WaveLooseCount = (WaveFullTileCount_LooseCount >> 16);
FullTileDataOffset = (PrefixFullTileCount_LooseCount & 0xFFFFu);
LooseDataOffset = (PrefixFullTileCount_LooseCount >> 16);
}
if (bSingleWave)
{
uint WaveFullTileOffset = 0;
uint WaveLooseOffset = 0;
BRANCH
if (WaveIsFirstLane())
{
InterlockedAdd(OutShadingBinScatterCounters[Bin].FullTileElementCount, WaveFullTileCount, WaveFullTileOffset);
InterlockedAdd(OutShadingBinScatterCounters[Bin].LooseElementCount, WaveLooseCount, WaveLooseOffset);
}
FullTileDataOffset += WaveReadLaneFirst(WaveFullTileOffset);
LooseDataOffset += WaveReadLaneFirst(WaveLooseOffset);
}
else
{
uint WaveFullTileOffset_LooseOffset = 0;
BRANCH
if (WaveIsFirstLane())
{
InterlockedAdd(GroupFullTileCount_LooseCount, WaveFullTileCount_LooseCount, WaveFullTileOffset_LooseOffset);
}
GroupMemoryBarrierWithGroupSync();
BRANCH
if (ThreadIndex == 0)
{
const uint TotalFullTileCount = GroupFullTileCount_LooseCount & 0xFFFF;
const uint TotalLooseCount = GroupFullTileCount_LooseCount >> 16;
InterlockedAdd(OutShadingBinScatterCounters[Bin].FullTileElementCount, TotalFullTileCount, GroupFullTileOffset);
InterlockedAdd(OutShadingBinScatterCounters[Bin].LooseElementCount, TotalLooseCount, GroupLooseOffset);
}
GroupMemoryBarrierWithGroupSync();
FullTileDataOffset += GroupFullTileOffset + (WaveReadLaneFirst(WaveFullTileOffset_LooseOffset) & 0xFFFFu);
LooseDataOffset += GroupLooseOffset + (WaveReadLaneFirst(WaveFullTileOffset_LooseOffset) >> 16);
GroupMemoryBarrierWithGroupSync();
}
}
template<typename FTask, bool bGroupUniform, bool bAllowInactiveLanes>
void BinScalarization(FTask Task, int4 ShadingBins, uint ThreadIndex)
{
if (bGroupUniform)
{
while (true)
{
const int MaxBin = max(max3(ShadingBins.x, ShadingBins.y, ShadingBins.z), ShadingBins.w);
GroupMemoryBarrierWithGroupSync();
if (ThreadIndex == 0)
{
GroupVotedBin = INVALID_BIN0;
GroupFullTileCount_LooseCount = 0u;
}
GroupMemoryBarrierWithGroupSync();
if (IsValidBin(MaxBin))
{
if(WaveIsFirstLane())
{
InterlockedMax(GroupVotedBin, MaxBin);
}
}
GroupMemoryBarrierWithGroupSync();
const int VotedBin = GroupVotedBin;
if (!IsValidBin(VotedBin))
break;
if (!bAllowInactiveLanes || IsValidBin(MaxBin))
{
Task.ProcessBin(ShadingBins, VotedBin, MaxBin, ThreadIndex);
}
}
}
else
{
int MaxBin = max(max3(ShadingBins.x, ShadingBins.y, ShadingBins.z), ShadingBins.w);
while (WaveActiveAnyTrue(IsValidBin(MaxBin)))
{
if (bAllowInactiveLanes)
{
if (IsValidBin(MaxBin))
{
const int VotedBin = WaveReadLaneFirst(MaxBin);
Task.ProcessBin(ShadingBins, VotedBin, MaxBin, ThreadIndex);
}
}
else
{
uint2 Mask = WaveBallot(IsValidBin(MaxBin));
const uint BitIndex = Mask.x ? firstbitlow(Mask.x) : (firstbitlow(Mask.y) + 32u);
const int VotedBin = WaveReadLaneAt(MaxBin, BitIndex);
Task.ProcessBin(ShadingBins, VotedBin, MaxBin, ThreadIndex);
}
MaxBin = max(max3(ShadingBins.x, ShadingBins.y, ShadingBins.z), ShadingBins.w);
}
}
Task.Finish(ShadingBins);
}
struct FCountPixelsTask
{
void ProcessBin(inout int4 ShadingBins, int VotedBin, uint LaneBin, uint ThreadIndex)
{
uint WavePixelCount = 0;
UNROLL
for (uint i = 0u; i < 4u; ++i)
{
const bool bMatch = (ShadingBins[i] == VotedBin);
ShadingBins[i] = bMatch ? (INVALID_BIN0 - i) : ShadingBins[i];
WavePixelCount += WaveActiveCountBits(bMatch);
}
if (WaveIsFirstLane())
{
// Loose vs Full-Time doesn't matter for counting pass, so just count everything as loose.
InterlockedAdd(OutShadingBinScatterCounters[VotedBin].LooseElementCount, WavePixelCount);
}
}
void Finish(int4 ShadingBins) {};
};
#if SHADING_BIN_SCATTER
template<bool bSingleWave>
struct FScatterPixelsTask
{
uint2 QuadTLCoord;
uint2 VRSShift;
uint WriteMasks;
uint4 DataWriteOffsets;
void Init(uint2 InQuadTLCoord, uint2 InVRSShift, uint InWriteMasks)
{
QuadTLCoord = InQuadTLCoord;
VRSShift = InVRSShift;
WriteMasks = InWriteMasks;
}
void ProcessBin(inout int4 ShadingBins, int VotedBin, int LaneBin, uint ThreadIndex)
{
const uint WaveLaneIndex = WaveGetLaneIndex();
uint PixelCount = 0;
bool4 bBinMatch;
UNROLL
for (uint i = 0u; i < 4u; ++i)
{
bBinMatch[i] = (ShadingBins[i] == VotedBin);
PixelCount += bBinMatch[i] ? 1 : 0;
}
const bool bFullTile = IsFullTile(PixelCount == 4);
const bool bWriteFullTile = ( bFullTile && (PixelCount != 0u));
const bool bWriteLoose = (!bFullTile && (PixelCount != 0u));
const uint FullTileCount = bWriteFullTile ? 4u : 0u;
const uint LooseCount = bWriteLoose ? PixelCount : 0u;
uint FullTileDataOffset;
uint LooseDataOffset;
AllocateElements<bSingleWave, false>(VotedBin, ThreadIndex, FullTileCount, LooseCount, FullTileDataOffset, LooseDataOffset);
uint DataWriteOffset;
if (bFullTile)
{
DataWriteOffset = ShadingBinDataByteOffset + (ShadingBinScatterRanges[VotedBin].RangeStart + FullTileDataOffset) * 4u;
}
else
{
DataWriteOffset = ShadingBinDataByteOffset + (ShadingBinScatterRanges[VotedBin].RangeEnd - LooseDataOffset - PixelCount) * 4u;
}
// Mark bin invalid and store the write offset
uint WriteOffsetEncodedAsBinIndex = (INVALID_BIN3 - 1) - DataWriteOffset;
UNROLL
for (uint i = 0; i < 4; i++)
{
if (bBinMatch[i])
{
ShadingBins[i] = WriteOffsetEncodedAsBinIndex;
WriteOffsetEncodedAsBinIndex -= 4;
}
}
}
void Finish(int4 ShadingBins)
{
const uint2 VRSMask = 0xFFFFFFFFu << VRSShift;
UNROLL
for (uint PixelIndex = 0; PixelIndex < 4; PixelIndex++)
{
const uint BinIndex = ShadingBins[PixelIndex];
if (BinIndex < INVALID_BIN3)
{
const uint DataWriteOffset = (INVALID_BIN3 - 1) - BinIndex;
const uint2 PixelCoord = QuadTLCoord + uint2(PixelIndex & 1u, PixelIndex >> 1);
const uint2 CoarsePixelTL = PixelCoord & VRSMask;
const uint WriteMask = BitFieldExtractU32(WriteMasks, 4, PixelIndex * 4);
OutShadingBinData.Store(DataWriteOffset, PackShadingPixel(CoarsePixelTL, VRSShift, WriteMask));
}
}
}
};
#endif // SHADING_BIN_SCATTER
struct FCountQuadsTask
{
bool bWaveQuadVRS;
uint ShadingRate;
void Init(bool bInWaveQuadVRS, uint InShadingRate)
{
bWaveQuadVRS = bInWaveQuadVRS;
ShadingRate = InShadingRate;
}
void ProcessBin(inout int4 ShadingBins, int VotedBin, int LaneBin, uint ThreadIndex)
{
bool bWriteQuad = false;
UNROLL
for (uint i = 0u; i < 4u; ++i)
{
const bool bMatch = (ShadingBins[i] == VotedBin);
ShadingBins[i] = bMatch ? (INVALID_BIN0 - i) : ShadingBins[i];
bWriteQuad |= bMatch;
}
BRANCH
if (bWaveQuadVRS)
{
const uint WaveLaneIndex = WaveGetLaneIndex();
const uint BlockThreadIndex = WaveLaneIndex & 3u;
const uint BlockFirstThread = WaveLaneIndex & 28u;
const uint2 Ballot = WaveBallot(bWriteQuad);
const uint Mask2x2 = BitFieldExtractU32(WaveLaneIndex >= 32 ? Ballot.y : Ballot.x, 4, BlockFirstThread);
const uint TestMask = (ShadingRate == D3D12_SHADING_RATE_2X2) ? 0xF :
(ShadingRate == D3D12_SHADING_RATE_2X1) ? ((BlockThreadIndex & 2) ? 0xC : 0x3) :
(ShadingRate == D3D12_SHADING_RATE_1X2) ? ((BlockThreadIndex & 1) ? 0xA : 0x5) :
(1u << BlockThreadIndex);
bWriteQuad = (firstbitlow(Mask2x2 & TestMask) == BlockThreadIndex);
}
if (bWriteQuad)
{
const uint AddCount = WaveActiveCountBits(true);
if (WaveIsFirstLane())
{
// Loose vs Full-Time doesn't matter for counting pass, so just count everything as loose.
InterlockedAdd(OutShadingBinScatterCounters[VotedBin].LooseElementCount, AddCount);
}
}
}
void Finish(int4 ShadingBins) {};
};
#if SHADING_BIN_SCATTER
template<bool bSingleWave>
struct FScatterQuadsTask
{
bool bWaveQuadVRS;
uint2 QuadTLCoord;
uint2 VRSShift;
uint ShadingRate;
uint WriteMasks;
void Init(bool bInWaveQuadVRS, uint2 InQuadTLCoord, uint2 InVRSShift, uint InShadingRate, uint InWriteMasks)
{
bWaveQuadVRS = bInWaveQuadVRS;
QuadTLCoord = InQuadTLCoord;
VRSShift = InVRSShift;
ShadingRate = InShadingRate;
WriteMasks = InWriteMasks;
}
void ProcessBin(inout int4 ShadingBins, int VotedBin, int LaneBin, uint ThreadIndex)
{
uint OutputWriteMask = 0u;
UNROLL
for (uint i = 0u; i < 4u; ++i)
{
const bool bMatch = (ShadingBins[i] == VotedBin);
ShadingBins[i] = bMatch ? (INVALID_BIN0 - i) : ShadingBins[i];
OutputWriteMask |= (bMatch ? (1u << (i * 4)) : 0u);
}
const bool bFullTile = IsFullTile(OutputWriteMask == 0x1111u);
const uint WaveLaneIndex = WaveGetLaneIndex();
const uint BlockThreadIndex = WaveLaneIndex & 3u;
const uint BlockFirstThread = WaveLaneIndex & 28u;
BRANCH
if(bWaveQuadVRS && WaveActiveAnyTrue(ShadingRate != D3D12_SHADING_RATE_1X1))
{
// Combine the individual active write masks into a single quad mask for the current bin
uint QuadMask = WriteMasks & (OutputWriteMask * 0xFu);
// Merge down to single 4-bit mask
QuadMask |= QuadMask >> 8;
QuadMask |= QuadMask >> 4;
QuadMask &= 0xF;
// Assemble Quad masks into a 2x2 quad (4x4 pixel) mask
const uint BlockShift = (BlockThreadIndex * 4);
uint BlockMask = QuadMask << BlockShift;
BlockMask |= QuadReadAcrossX(BlockMask);
BlockMask |= QuadReadAcrossY(BlockMask);
const uint ShiftedBlockMask = BlockMask >> BlockShift;
// Calculate write masks for the individual lanes from the block mask
if (ShadingRate == D3D12_SHADING_RATE_2X2)
{
OutputWriteMask = BlockThreadIndex ? 0 : BlockMask;
}
else if (ShadingRate == D3D12_SHADING_RATE_2X1)
{
OutputWriteMask = (BlockThreadIndex & 1) ? 0u : ShiftedBlockMask;
OutputWriteMask = (OutputWriteMask & 0x0033u) | ((OutputWriteMask << 6) & 0x3300u);
}
else if (ShadingRate == D3D12_SHADING_RATE_1X2)
{
OutputWriteMask = (BlockThreadIndex & 2) ? 0u : ShiftedBlockMask;
OutputWriteMask = (OutputWriteMask & 0x0505u) | ((OutputWriteMask << 3) & 0x5050u);
}
}
const bool bWriteQuad = (OutputWriteMask != 0u);
const bool bWriteFullTile = (bFullTile && bWriteQuad);
const bool bWriteLoose = (!bFullTile && bWriteQuad);
uint FullTileDataOffset;
uint LooseDataOffset;
AllocateElements<bSingleWave, true>(VotedBin, ThreadIndex, bWriteFullTile ? 1 : 0, bWriteLoose ? 1 : 0, FullTileDataOffset, LooseDataOffset);
if (bWriteQuad)
{
const uint RangeStart = ShadingBinScatterRanges[VotedBin].RangeStart;
const uint2 PackedShadingQuad = PackShadingQuad(QuadTLCoord, VRSShift, OutputWriteMask);
BRANCH
if (bWriteFullTile)
{
OutShadingBinData.Store2(ShadingBinDataByteOffset + (RangeStart * 4 + FullTileDataOffset * 8), PackedShadingQuad);
}
else
{
const uint BaseAddress = ShadingBinScatterRanges[VotedBin].RangeEnd;
OutShadingBinData.Store2(ShadingBinDataByteOffset + (BaseAddress * 4u - LooseDataOffset * 8u - 8u), PackedShadingQuad);
}
#if GATHER_STATS
const uint NumHelpers = 4 - ((OutputWriteMask & 0x000Fu) != 0u)
- ((OutputWriteMask & 0x00F0u) != 0u)
- ((OutputWriteMask & 0x0F00u) != 0u)
- ((OutputWriteMask & 0xF000u) != 0u);
WaveInterlockedAdd(OutShadingBinStats[0].TotalHelperCount, NumHelpers);
#endif
}
}
void Finish(int4 ShadingBins) {}
};
#endif // SHADING_BIN_SCATTER
template<bool bSingleWave>
void BinShadingQuad(uint2 Coord, uint ThreadIndex)
{
const uint2 QuadTLCoord = uint2(Coord << 1u) + DispatchOffsetTL;
const bool4 ValidMask = bool4(
QuadTLCoord.x >= ViewRect.x && QuadTLCoord.x < ViewRect.z,
QuadTLCoord.y >= ViewRect.y && QuadTLCoord.y < ViewRect.w,
QuadTLCoord.x + 1u >= ViewRect.x && QuadTLCoord.x + 1u < ViewRect.z,
QuadTLCoord.y + 1u >= ViewRect.y && QuadTLCoord.y + 1u < ViewRect.w
);
const uint4 QuadShadingMask = uint4( all(ValidMask.xy) ? ShadingMask[QuadTLCoord + uint2(0, 0)] : 0u,
all(ValidMask.zy) ? ShadingMask[QuadTLCoord + uint2(1, 0)] : 0u,
all(ValidMask.xw) ? ShadingMask[QuadTLCoord + uint2(0, 1)] : 0u,
all(ValidMask.zw) ? ShadingMask[QuadTLCoord + uint2(1, 1)] : 0u);
const FShadingMask ShadingMask[4] = { UnpackShadingMask(QuadShadingMask.x),
UnpackShadingMask(QuadShadingMask.y),
UnpackShadingMask(QuadShadingMask.z),
UnpackShadingMask(QuadShadingMask.w) };
const bool4 ValidPixels = bool4( ShadingMask[0].bIsNanitePixel,
ShadingMask[1].bIsNanitePixel,
ShadingMask[2].bIsNanitePixel,
ShadingMask[3].bIsNanitePixel);
const uint ActiveMask = PackQuadMask(ValidPixels);
BRANCH
if (SHADING_BIN_SCATTER && !bSingleWave)
{
if(ThreadIndex == 0) GroupEarlyOut = 1;
GroupMemoryBarrierWithGroupSync();
if (ActiveMask != 0)
{
if (WaveIsFirstLane())
{
GroupEarlyOut = 0;
}
}
GroupMemoryBarrierWithGroupSync();
if (GroupEarlyOut != 0)
{
// Quad is entirely non-Nanite or out of bounds.
return;
}
}
else
{
if (!WaveActiveAnyTrue((ActiveMask | DummyZero) != 0))
{
// Quad is entirely non-Nanite or out of bounds.
return;
}
}
const uint WaveLaneIndex = WaveGetLaneIndex();
const uint BlockThreadIndex = WaveLaneIndex & 3u;
const uint BlockFirstThread = WaveLaneIndex & 28u;
const uint4 MaterialFlagValues = uint4( ValidPixels.x ? GetShadingBinMeta(ShadingMask[0].ShadingBin).MaterialFlags : 0u,
ValidPixels.y ? GetShadingBinMeta(ShadingMask[1].ShadingBin).MaterialFlags : 0u,
ValidPixels.z ? GetShadingBinMeta(ShadingMask[2].ShadingBin).MaterialFlags : 0u,
ValidPixels.w ? GetShadingBinMeta(ShadingMask[3].ShadingBin).MaterialFlags : 0u);
const FNaniteMaterialFlags MaterialFlags[4] = { UnpackNaniteMaterialFlags(MaterialFlagValues.x),
UnpackNaniteMaterialFlags(MaterialFlagValues.y),
UnpackNaniteMaterialFlags(MaterialFlagValues.z),
UnpackNaniteMaterialFlags(MaterialFlagValues.w) };
#if VARIABLE_SHADING_RATE
uint PixelShadingRate = clamp(ShadingRateImage[QuadTLCoord.xy >> ShadingRateTileSizeBits] & 0xFu, D3D12_SHADING_RATE_1X1, D3D12_SHADING_RATE_2X2);
if ((ValidPixels.x && !MaterialFlags[0].bAllowVRS) ||
(ValidPixels.y && !MaterialFlags[1].bAllowVRS) ||
(ValidPixels.z && !MaterialFlags[2].bAllowVRS) ||
(ValidPixels.w && !MaterialFlags[3].bAllowVRS))
PixelShadingRate = D3D12_SHADING_RATE_1X1;
const bool bWavePixelVRS = WaveActiveAnyTrue(PixelShadingRate != D3D12_SHADING_RATE_1X1);
bool bWaveQuadVRS = false;
uint QuadShadingRate = PixelShadingRate;
BRANCH
if(bWavePixelVRS)
{
// Vote across 2x2 quad blocks (4x4 pixels) to pick a shared mode that is at least as high resolution in both x and y.
const uint2 FullResXBallot = WaveBallot(PixelShadingRate == D3D12_SHADING_RATE_1X1 || PixelShadingRate == D3D12_SHADING_RATE_1X2);
const uint2 FullResYBallot = WaveBallot(PixelShadingRate == D3D12_SHADING_RATE_1X1 || PixelShadingRate == D3D12_SHADING_RATE_2X1);
const uint BlockFullResXMask = BitFieldExtractU32(WaveLaneIndex >= 32 ? FullResXBallot.y : FullResXBallot.x, 4, BlockFirstThread);
const uint BlockFullResYMask = BitFieldExtractU32(WaveLaneIndex >= 32 ? FullResYBallot.y : FullResYBallot.x, 4, BlockFirstThread);
QuadShadingRate = BlockFullResXMask ? (BlockFullResYMask ? D3D12_SHADING_RATE_1X1 : D3D12_SHADING_RATE_1X2) :
(BlockFullResYMask ? D3D12_SHADING_RATE_2X1 : D3D12_SHADING_RATE_2X2);
bWaveQuadVRS = WaveActiveAnyTrue(QuadShadingRate != D3D12_SHADING_RATE_1X1);
}
#else
const uint PixelShadingRate = D3D12_SHADING_RATE_1X1;
const uint QuadShadingRate = D3D12_SHADING_RATE_1X1;
const bool bWavePixelVRS = false;
const bool bWaveQuadVRS = false;
#endif
const uint2 PixelVRSShift = uint2( PixelShadingRate == D3D12_SHADING_RATE_2X1 || PixelShadingRate == D3D12_SHADING_RATE_2X2,
PixelShadingRate == D3D12_SHADING_RATE_1X2 || PixelShadingRate == D3D12_SHADING_RATE_2X2);
const uint2 QuadVRSShift = uint2( QuadShadingRate == D3D12_SHADING_RATE_2X1 || QuadShadingRate == D3D12_SHADING_RATE_2X2,
QuadShadingRate == D3D12_SHADING_RATE_1X2 || QuadShadingRate == D3D12_SHADING_RATE_2X2);
// Mask invalid shading bins with distinct invalid values, so invalid bins don't compare equal to each other.
int4 PixelShadingBins = int4(
(ValidPixels.x && MaterialFlags[0].bNoDerivativeOps) ? ShadingMask[0].ShadingBin : INVALID_BIN0,
(ValidPixels.y && MaterialFlags[1].bNoDerivativeOps) ? ShadingMask[1].ShadingBin : INVALID_BIN1,
(ValidPixels.z && MaterialFlags[2].bNoDerivativeOps) ? ShadingMask[2].ShadingBin : INVALID_BIN2,
(ValidPixels.w && MaterialFlags[3].bNoDerivativeOps) ? ShadingMask[3].ShadingBin : INVALID_BIN3
);
int4 QuadShadingBins = int4(
(ValidPixels.x && !MaterialFlags[0].bNoDerivativeOps) ? ShadingMask[0].ShadingBin : INVALID_BIN0,
(ValidPixels.y && !MaterialFlags[1].bNoDerivativeOps) ? ShadingMask[1].ShadingBin : INVALID_BIN1,
(ValidPixels.z && !MaterialFlags[2].bNoDerivativeOps) ? ShadingMask[2].ShadingBin : INVALID_BIN2,
(ValidPixels.w && !MaterialFlags[3].bNoDerivativeOps) ? ShadingMask[3].ShadingBin : INVALID_BIN3
);
uint QuadWriteMasks; // 4:4:4:4 write mask. A 4-bits mask per pixel of the current quad. Each mask indicating where in the quad to write that pixel.
uint CoarsePixelWriteMasks; // Same as above, but masks are relative to the top-left of the coarse pixel, instead of the quad.
QuadWriteMasks = CoarsePixelWriteMasks = ConvertQuadCoverageMaskToWriteMask(ActiveMask);
BRANCH
if (bWavePixelVRS)
{
UpdateVRSActiveAndWriteMasks(ActiveMask, PixelVRSShift, PixelShadingBins, CoarsePixelWriteMasks);
// Adjust write masks to be local to the coarse pixel instead of being relative to top-left of the quad
CoarsePixelWriteMasks = (PixelVRSShift.x == 0) ? BitFieldInsertU32(0xF0F0, CoarsePixelWriteMasks >> 1, CoarsePixelWriteMasks) : CoarsePixelWriteMasks;
CoarsePixelWriteMasks = (PixelVRSShift.y == 0) ? BitFieldInsertU32(0xFF00, CoarsePixelWriteMasks >> 2, CoarsePixelWriteMasks) : CoarsePixelWriteMasks;
}
BRANCH
if(bWaveQuadVRS)
{
UpdateVRSActiveAndWriteMasks(ActiveMask, QuadVRSShift, QuadShadingBins, QuadWriteMasks);
}
#if SHADING_BIN_COUNT
// Pixel binning
FCountPixelsTask CountPixelsTask;
BinScalarization<FCountPixelsTask, false, true>(CountPixelsTask, PixelShadingBins, ThreadIndex);
// Quad binning
FCountQuadsTask CountQuadsTask;
CountQuadsTask.Init(bWaveQuadVRS, QuadShadingRate);
BinScalarization<FCountQuadsTask, false, true>(CountQuadsTask, QuadShadingBins, ThreadIndex);
#elif SHADING_BIN_SCATTER
#if GATHER_STATS
WaveInterlockedAdd(OutShadingBinStats[0].TotalNanitePixels, countbits(ActiveMask));
#endif
// Pixel Binning
FScatterPixelsTask<bSingleWave> ScatterPixelsTask;
ScatterPixelsTask.Init(QuadTLCoord, PixelVRSShift, CoarsePixelWriteMasks);
BinScalarization<FScatterPixelsTask<bSingleWave>, !bSingleWave, false>(ScatterPixelsTask, PixelShadingBins, ThreadIndex);
// Quad binning
FScatterQuadsTask<bSingleWave> ScatterQuadsTask;
ScatterQuadsTask.Init(bWaveQuadVRS, QuadTLCoord, QuadVRSShift, QuadShadingRate, QuadWriteMasks);
BinScalarization<FScatterQuadsTask<bSingleWave>, !bSingleWave, false>(ScatterQuadsTask, QuadShadingBins, ThreadIndex);
#endif
#if OPTIMIZE_WRITE_MASK
// NOTE: It should be only necessary to test the TL pixel's cmask index/shift, since a quad shouldn't be able to span multiple nibbles.
uint CMaskIndex;
uint CMaskShift;
ComputeCMaskIndexAndShift(QuadTLCoord / 8u, CMaskIndex, CMaskShift);
uint CMaskTileBitIndex = (ThreadIndex >> 2) & 3u; // 4 threads cover 4x4 CMask tile.
const bool bSubTileMatch = (SubTileMatch == 1u);
if(bSubTileMatch)
{
// Remap to the target CMASK subtile mode (may not be TL, TR, BL, BR)
CMaskTileBitIndex = BitFieldExtractU32(GetSubTileOrder(), 4, CMaskTileBitIndex * 4);
}
const uint CMaskBitOffset = (CMaskIndex & 0x3) * 8u + CMaskShift;
const uint CMaskValue4x4 = (1u << (CMaskBitOffset + CMaskTileBitIndex));
// Calculate 4x4 pixel write masks. Set bit means all 4x4 pixels are written
const uint WriteMaskQuad = BitFieldExtractU32(MaterialFlagValues[0] & MaterialFlagValues[1] & MaterialFlagValues[2] & MaterialFlagValues[3], 8u, 24u);
uint WriteMask4x4 = WriteMaskQuad;
WriteMask4x4 &= QuadReadAcrossX(WriteMask4x4);
WriteMask4x4 &= QuadReadAcrossY(WriteMask4x4);
uint Mask = ValidWriteMask;
UNROLL
for (uint Export = 0; Export < NUM_EXPORTS; ++Export)
{
// Remaps from compacted (valid) targets to sparse write mask indices
// i.e. Export0 can be MRT1 which is represented as bit index 1 in ValidWriteMask
// - 0 is MRT0/SceneColor which isn't valid to export
uint MaskIndex = firstbitlow(Mask);
Mask &= Mask - 1u;
const bool bWriteCMask4x4 = BitFieldExtractU32(WriteMask4x4, 1, MaskIndex) != 0;
uint CMaskValue = bWriteCMask4x4 ? CMaskValue4x4 : 0u;
// Combine CMask bits to form full 8x8 CMask tile to minimize number of atomics
CMaskValue |= WaveLaneSwizzleGCN(CMaskValue, 0x1F, 0x00, 0x04);
CMaskValue |= WaveLaneSwizzleGCN(CMaskValue, 0x1F, 0x00, 0x08);
// Write out 4x4 subtile cmask or 8x8 full tile cmask
const bool bLaneWrite = ((ThreadIndex & 15) == 0) && select(bSubTileMatch, CMaskValue != 0, countbits(CMaskValue) == 4);
if (bLaneWrite)
{
CMaskExports[Export].InterlockedOr(CMaskIndex, CMaskValue);
}
}
#endif // OPTIMIZE_WRITE_MASK
}
[numthreads(SHADING_BIN_TILE_THREADS, 1, 1)]
void ShadingBinBuildCS(uint ThreadIndex : SV_GroupIndex, uint2 GroupId : SV_GroupID)
{
uint2 Coord = GroupId.xy * SHADING_BIN_TILE_SIZE;
Coord += ZOrder2D(ThreadIndex, 3);
const bool bSingleWave = WaveGetLaneCount() >= SHADING_BIN_TILE_THREADS; // Constant at compile/optimization time
BRANCH
if(bSingleWave)
BinShadingQuad<true>(Coord, ThreadIndex);
else
BinShadingQuad<false>(Coord, ThreadIndex);
}
#elif SHADING_BIN_RESERVE
[numthreads(64, 1, 1)]
void ShadingBinReserveCS(uint ShadingBin : SV_DispatchThreadID)
{
if (ShadingBin >= ShadingBinCount)
return;
const FNaniteMaterialFlags MaterialFlags = UnpackNaniteMaterialFlags(GetShadingBinMeta(ShadingBin).MaterialFlags);
uint BinPixelCount;
if (MaterialFlags.bNoDerivativeOps)
{
BinPixelCount = OutShadingBinScatterCounters[ShadingBin].LooseElementCount;
if (BinPixelCount > 0)
{
uint RangeStart;
InterlockedAdd(OutShadingBinAllocator[0], BinPixelCount, RangeStart);
OutShadingBinData.Store((ShadingBin * NANITE_SHADING_BIN_META_BYTES) + NANITE_SHADING_BIN_META_RANGE_START_OFFSET, RangeStart);
OutShadingBinData.Store((ShadingBin * NANITE_SHADING_BIN_META_BYTES) + NANITE_SHADING_BIN_META_ELEMENT_COUNT_OFFSET, BinPixelCount);
OutShadingBinScatterRanges[ShadingBin].RangeStart = RangeStart;
OutShadingBinScatterRanges[ShadingBin].RangeEnd = RangeStart + BinPixelCount;
OutShadingBinScatterCounters[ShadingBin].LooseElementCount = 0;
OutShadingBinScatterCounters[ShadingBin].FullTileElementCount = 0;
}
#if GATHER_STATS
const uint WaveBinPixelCount = WaveActiveSum(BinPixelCount);
if (WaveIsFirstLane())
{
InterlockedAdd(OutShadingBinStats[0].TotalShadedPixels, WaveBinPixelCount);
}
#endif
}
else
{
const uint BinQuadCount = OutShadingBinScatterCounters[ShadingBin].LooseElementCount;
if (BinQuadCount > 0)
{
uint RangeStart;
InterlockedAdd(OutShadingBinAllocator[0], BinQuadCount * 2, RangeStart);
OutShadingBinData.Store((ShadingBin * NANITE_SHADING_BIN_META_BYTES) + NANITE_SHADING_BIN_META_RANGE_START_OFFSET, RangeStart);
OutShadingBinData.Store((ShadingBin * NANITE_SHADING_BIN_META_BYTES) + NANITE_SHADING_BIN_META_ELEMENT_COUNT_OFFSET, BinQuadCount);
OutShadingBinScatterRanges[ShadingBin].RangeStart = RangeStart;
OutShadingBinScatterRanges[ShadingBin].RangeEnd = RangeStart + BinQuadCount * 2;
OutShadingBinScatterCounters[ShadingBin].LooseElementCount = 0;
OutShadingBinScatterCounters[ShadingBin].FullTileElementCount = 0;
}
const uint ArgsOffset = ShadingBin * 4u;
// Includes helper lanes
BinPixelCount = BinQuadCount * 4u;
#if GATHER_STATS
const uint WaveBinQuadCount = WaveActiveSum(BinQuadCount);
if (WaveIsFirstLane())
{
InterlockedAdd(OutShadingBinStats[0].TotalShadedQuads, WaveBinQuadCount);
}
#endif
}
uint4 ShadingBinArgs;
ShadingBinArgs.x = DivideAndRoundUp(BinPixelCount, COMPUTE_MATERIAL_GROUP_SIZE); // ThreadGroupCountX
ShadingBinArgs.y = 1u; // ThreadGroupCountY
ShadingBinArgs.z = 1u; // ThreadGroupCountZ
ShadingBinArgs.w = 0u; // Reserved / Unused
OutShadingBinArgs.Store4(ShadingBin * 16u, ShadingBinArgs);
}
#elif SHADING_BIN_VALIDATE
[numthreads(64, 1, 1)]
void ShadingBinValidateCS(uint ShadingBin : SV_DispatchThreadID)
{
if (ShadingBin >= ShadingBinCount)
return;
const FNaniteShadingBinMeta ShadingBinMeta = GetShadingBinMeta(ShadingBin);
const uint WrittenCount = OutShadingBinScatterCounters[ShadingBin].LooseElementCount + OutShadingBinScatterCounters[ShadingBin].FullTileElementCount;
if (ShadingBinMeta.ElementCount != WrittenCount)
{
PLATFORM_BREAK();
}
}
#elif SHADING_BIN_CMASK_CLEAR
uint2 ClearTileRectMin;
uint2 ClearTileRectSize;
[numthreads(8, 8, 1)]
void ClearCMaskRectCS(uint2 DispatchThreadID : SV_DispatchThreadID)
{
bool bActive = all(DispatchThreadID < ClearTileRectSize);
const uint2 TileCoord = ClearTileRectMin + DispatchThreadID;
uint CMaskByteAddress;
uint CMaskShift;
ComputeCMaskIndexAndShift(TileCoord, CMaskByteAddress, CMaskShift);
const uint Value = 0xFu << ((CMaskByteAddress & 3u) * 8u + CMaskShift);
const uint AlignedAddress = CMaskByteAddress & ~3u;
uint WriteAddress = 0;
uint WriteValue = 0;
// For now, just scalarize to avoid atomic contention, so we don't have to worry about the specifics of the cmask layout.
while (WaveActiveAnyTrue(bActive))
{
if (bActive)
{
const uint ScalarAlignedAddress = WaveReadLaneFirst(AlignedAddress);
if (AlignedAddress == ScalarAlignedAddress)
{
const uint ScalarValue = WaveActiveBitOr(Value);
if (WaveIsFirstLane())
{
WriteAddress = ScalarAlignedAddress;
WriteValue = ScalarValue;
}
bActive = false;
}
}
}
if (WriteValue != 0u)
{
uint Mask = ValidWriteMask;
UNROLL
for (uint Export = 0; Export < NUM_EXPORTS; ++Export)
{
uint MaskIndex = firstbitlow(Mask);
Mask &= Mask - 1u;
CMaskExports[Export].InterlockedOr(WriteAddress, WriteValue);
}
}
}
#endif