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

623 lines
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HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#include "/Engine/Private/Common.ush"
#define SUBSTRATE_INLINE_SHADING 0
#define SUBSTRATE_SSS_MATERIAL_OVERRIDE 0
// Complex Special path is only supported with Format=1
#define SUBSTRATE_COMPLEXSPECIALPATH (SUBSTRATE_GBUFFER_FORMAT==1)
#include "/Engine/Private/Substrate/Substrate.ush"
#include "SubstrateTile.ush"
#if SUBSTRATE_GBUFFER_FORMAT==0
#include "../DeferredShadingCommon.ush"
#endif
#define GROUP_THREAD_COUNT (SUBSTRATE_TILE_SIZE * SUBSTRATE_TILE_SIZE)
#define SUBSTRATE_TILE_BITMASK_SSS (1<<SUBSTRATE_TILE_TYPE_COUNT)
////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if SHADER_TILE_CATEGORIZATION
int bRectPrimitive;
int2 ViewResolution;
uint MaxBytesPerPixel;
int FirstSliceStoringSubstrateSSSData;
Texture2D<SUBSTRATE_TOP_LAYER_TYPE> TopLayerTexture;
#if PERMUTATION_CMASK
Texture2D<uint> TopLayerCmaskTexture;
#endif
#if SUBSTRATE_GBUFFER_FORMAT==1
RWTexture2DArray<uint> MaterialTextureArrayUAV;
#endif
uint TileEncoding;
uint4 TileListBufferOffsets[SUBSTRATE_TILE_TYPE_COUNT];
uint GetTileListBufferOffsets(uint Type)
{
return TileListBufferOffsets[Type].x;
}
// Indirect draw data buffer for all tile types
RWBuffer<uint> TileDrawIndirectDataBufferUAV;
RWBuffer<uint> TileListBufferUAV;
#if PERMUTATION_DECAL
Texture2D<float4> DBufferATexture;
Texture2D<float4> DBufferBTexture;
Texture2D<float4> DBufferCTexture;
Texture2D<uint> DBufferRenderMask;
SamplerState DBufferATextureSampler;
SamplerState DBufferBTextureSampler;
SamplerState DBufferCTextureSampler;
// @param BufferUV - UV space in the DBuffer textures
uint GetDBufferTargetMask(uint2 PixelPos)
{
#if PLATFORM_SUPPORTS_RENDERTARGET_WRITE_MASK
return DecodeRTWriteMask(PixelPos, DBufferRenderMask, 3);
#elif PLATFORM_SUPPORTS_PER_PIXEL_DBUFFER_MASK
uint Mask = DBufferRenderMask.Load(uint3(PixelPos, 0));
return Mask > 0 ? 0x07 : 0x00;
#else
// For debug purpose:
// return
// (DBufferATexture.Load(uint3(PixelPos, 0)).a < 1.f ? 0x1 : 0x0) |
// (DBufferBTexture.Load(uint3(PixelPos, 0)).a < 1.f ? 0x2 : 0x0) |
// (DBufferCTexture.Load(uint3(PixelPos, 0)).a < 1.f ? 0x3 : 0x0) ;
return 0x07;
#endif
}
#endif // PERMUTATION_DECAL
#if SUBSTRATE_OPAQUE_ROUGH_REFRACTION_ENABLED
Texture2D<float3> OpaqueRoughRefractionTexture;
#endif // SUBSTRATE_OPAQUE_ROUGH_REFRACTION_ENABLED
#if PERMUTATION_WAVE_OPS
groupshared uint s_TileBitmask;
#else
groupshared uint s_TileBitmask[GROUP_THREAD_COUNT];
#endif
[numthreads(SUBSTRATE_TILE_SIZE, SUBSTRATE_TILE_SIZE, 1)]
void TileMainCS(uint2 DispatchThreadId : SV_DispatchThreadID, uint LinearIndex : SV_GroupIndex, uint3 GroupId : SV_GroupID)
{
// Init primitive index
if (DispatchThreadId.x < SUBSTRATE_TILE_TYPE_COUNT && DispatchThreadId.y == 0)
{
const uint TileType = DispatchThreadId.x;
const uint IndexCountPerInstance = bRectPrimitive > 0 ? 4 : 6;
TileDrawIndirectDataBufferUAV[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(TileType) + 0] = IndexCountPerInstance;
}
const uint2 PixelCoord = DispatchThreadId.xy + View.ViewRectMin.xy;
const bool bIsValid = all(DispatchThreadId.xy < uint2(View.ViewSizeAndInvSize.xy));
const float2 BufferUV = float2(PixelCoord + 0.5f) * View.BufferSizeAndInvSize.zw;
// If CMask data are available, we use it as a coarse evaluation to know if a tile contains any data.
// * If the tile is entirely empty: we clear the header & SSS data
// * If the data contains any data: we do fine grain checking, and clear header & SSS data only for needed pixels. The top layer data texture is used
// to know if a pixel is valid or not (since the material header is not cleared when the Cmask permutation is used).
uint GroupTileBitmask = 0;
#if PERMUTATION_CMASK && SUBSTRATE_GBUFFER_FORMAT==1
// Coarse test for clearing header (& SSS data) based on CMask data
const uint CMask = TopLayerCmaskTexture.Load(uint3(GroupId.xy, 0));
BRANCH
if (CMask == 0x0)
{
MaterialTextureArrayUAV[uint3(PixelCoord, 0)] = 0u;
SubstrateStoreSubsurfaceHeader(MaterialTextureArrayUAV, FirstSliceStoringSubstrateSSSData, PixelCoord, 0u); // This is a good clear for FSubstrateSubsurfaceHeader, and we only need to clear the header.
}
else
#endif
{
FSubstrateOpaqueRoughRefractionData OpaqueRoughRefractionData = (FSubstrateOpaqueRoughRefractionData)0;
if (bIsValid)
{
#if SUBSTRATE_GBUFFER_FORMAT==0
// Control tiles using ShadingModelID
const FGBufferData GBufferData = GetGBufferData(BufferUV);
if (GBufferData.ShadingModelID != SHADINGMODELID_UNLIT)
{
bool bHasAnisotropy = false;
BRANCH
if(HasAnisotropy(GBufferData.SelectiveOutputMask))
{
bHasAnisotropy = abs(GBufferData.Anisotropy) > 0; // Skip this load when the material doesn't even support anisotropy.
}
#if SUBSTRATE_COMPLEXSPECIALPATH
if (false)
{
GroupTileBitmask |= SUBSTRATE_TILE_BITMASK_COMPLEXSPECIAL;
}
else
#endif
if (bHasAnisotropy || GBufferData.ShadingModelID == SHADINGMODELID_EYE || GBufferData.ShadingModelID == SHADINGMODELID_HAIR)
{
GroupTileBitmask |= SUBSTRATE_TILE_BITMASK_COMPLEX;
}
else if (GBufferData.ShadingModelID == SHADINGMODELID_DEFAULT_LIT)
{
GroupTileBitmask |= SUBSTRATE_TILE_BITMASK_SIMPLE;
}
else
{
GroupTileBitmask |= SUBSTRATE_TILE_BITMASK_SINGLE;
}
// Skipped as only used for Format=0
// if (GBufferData.ShadingModelID == SHADINGMODELID_SUBSURFACE_PROFILE || GBufferData.ShadingModelID == SHADINGMODELID_EYE)
// {
// GroupTileBitmask |= SUBSTRATE_TILE_BITMASK_SSS;
// }
}
#else // SUBSTRATE_GBUFFER_FORMAT==0
FSubstrateAddressing SubstrateAddressing = GetSubstratePixelDataByteOffset(PixelCoord, uint2(View.BufferSizeAndInvSize.xy), MaxBytesPerPixel);
// Load mini header.
const uint PackedHeader = MaterialTextureArrayUAV[uint3(PixelCoord, 0)];
FSubstratePixelHeader SubstratePixelHeader = UnpackSubstrateHeaderIn(PackedHeader, SubstrateAddressing, TopLayerTexture);
const bool bIsSimple = SubstratePixelHeader.IsSimpleMaterial() || SubstratePixelHeader.ClosureCount == 0; // BSDFCount == 0 ensures that non-Substrate pixel, like sky pixels, won't make a simple tile flagged as complex
const bool bIsSingle = !SubstratePixelHeader.IsSimpleMaterial() && SubstratePixelHeader.IsSingleMaterial();
if (SubstratePixelHeader.IsComplexSpecialMaterial())
{
GroupTileBitmask |= SUBSTRATE_TILE_BITMASK_COMPLEXSPECIAL;
}
else if (!bIsSingle && !bIsSimple)
{
GroupTileBitmask |= SUBSTRATE_TILE_BITMASK_COMPLEX;
}
else if (bIsSingle)
{
GroupTileBitmask |= SUBSTRATE_TILE_BITMASK_SINGLE;
}
else if (bIsSimple)
{
GroupTileBitmask |= SUBSTRATE_TILE_BITMASK_SIMPLE;
}
if (SubstratePixelHeader.HasSubsurface())
{
GroupTileBitmask |= SUBSTRATE_TILE_BITMASK_SSS;
}
#if PERMUTATION_DECAL
const uint DBufferResponseMask = SceneStencilTexture.Load(uint3(PixelCoord, 0)) STENCIL_COMPONENT_SWIZZLE;
const uint DBufferTargetMask = GetDBufferTargetMask(PixelCoord);
if (DBufferResponseMask != 0 && DBufferTargetMask != 0)
{
GroupTileBitmask |= SUBSTRATE_TILE_BITMASK_DECAL;
}
#endif
#if SUBSTRATE_OPAQUE_ROUGH_REFRACTION_ENABLED
OpaqueRoughRefractionData = SubstrateUnpackOpaqueRoughRefractionData(OpaqueRoughRefractionTexture[PixelCoord]);
if (OpaqueRoughRefractionData.OpaqueRoughRefractionEnabled > 0.0f)
{
GroupTileBitmask |= SUBSTRATE_TILE_BITMASK_ROUGH_REFRACT;
}
#endif
// Output/Patch SSS data for legacy encoding (this allows to save ALU & bandwidth during the base pass0
uint OptimisedLegacyMode = ((PackedHeader >> (HEADER_SINGLEENCODING_BIT_COUNT)) & HEADER_SINGLE_OPTLEGACYMODE_BIT_MASK);
const bool bIsLegacyWrapOrWrapThin = OptimisedLegacyMode == SINGLE_OPTLEGACYMODE_SSSWRAP || OptimisedLegacyMode == SINGLE_OPTLEGACYMODE_TWO_SIDED_SSSWRAP; // Wrap and Wrap thin have same packing
const bool bIsLegacySSSProfile = OptimisedLegacyMode == SINGLE_OPTLEGACYMODE_SSSPROFILE;
if (bIsSingle && (bIsLegacyWrapOrWrapThin || bIsLegacySSSProfile))
{
GroupTileBitmask |= SUBSTRATE_TILE_BITMASK_SSS;
if (bIsLegacyWrapOrWrapThin)
{
FSubstrateSubsurfaceHeader SSSHeader = (FSubstrateSubsurfaceHeader)0;
if (OptimisedLegacyMode == SINGLE_OPTLEGACYMODE_SSSWRAP)
{
SubstrateSubSurfaceHeaderSetSSSType(SSSHeader, SSS_TYPE_WRAP);
}
else
{
SubstrateSubSurfaceHeaderSetSSSType(SSSHeader, SSS_TYPE_TWO_SIDED_WRAP);
}
const uint Data0 = PackedHeader;
const uint Data2 = MaterialTextureArrayUAV[uint3(PixelCoord, 2)];
const uint PackedSSSWOpacity7bits = BitFieldExtractU32(Data0, 5, HEADER_SINGLEENCODING_BIT_COUNT + HEADER_SINGLE_OPTLEGACYMODE_BIT_COUNT) | (BitFieldExtractU32(Data2, 2, 30) << 5);
const float Opacity = UnpackR7(PackedSSSWOpacity7bits);
SubstrateSubSurfaceHeaderSetWrapOpacity(SSSHeader, Opacity);
SubstrateStoreSubsurfaceHeader(MaterialTextureArrayUAV, FirstSliceStoringSubstrateSSSData, PixelCoord, SSSHeader.Bytes);
}
else if (bIsLegacySSSProfile)
{
const uint Data1 = MaterialTextureArrayUAV[uint3(PixelCoord, 1)];
const uint Data2 = MaterialTextureArrayUAV[uint3(PixelCoord, 2)];
uint ProfileId = Data2 & 0xFF;
float RadiusScale = UnpackG8(Data2);
const uint PackedDiffuse20Bits = (Data1 & 0xFFFFF);
const float3 BaseColor = UnpackR7G7B6Gamma2(PackedDiffuse20Bits);
FSubstrateSubsurfaceHeader SSSHeader = (FSubstrateSubsurfaceHeader)0;
SubstrateSubSurfaceHeaderSetSSSType(SSSHeader, SSS_TYPE_DIFFUSION_PROFILE);
SubstrateSubSurfaceHeaderSetProfile(SSSHeader, RadiusScale, ProfileId);
FSubstrateSubsurfaceExtras SSSExtras = (FSubstrateSubsurfaceExtras)0;
SubstrateSubsurfaceExtrasSetBaseColor(SSSExtras, BaseColor);
SubstrateStoreSubsurfaceHeader(MaterialTextureArrayUAV, FirstSliceStoringSubstrateSSSData, PixelCoord, SSSHeader.Bytes);
SubstrateStoreSubsurfaceExtras(MaterialTextureArrayUAV, FirstSliceStoringSubstrateSSSData, PixelCoord, SSSExtras.Bytes);
}
}
// Fine grain test for clearing based on CMask data
#if PERMUTATION_CMASK
// Fine grain check if clear is needed
bool bClearHeader = false;
BRANCH
if (CMask > 0u && CMask < 0xF)
{
bClearHeader = !SubstrateIsTopLayerMaterial(TopLayerTexture.Load(uint3(PixelCoord, 0)));
}
// Header clear
BRANCH
if (bClearHeader)
{
MaterialTextureArrayUAV[uint3(PixelCoord, 0)] = 0u;
}
#endif
#endif // SUBSTRATE_GBUFFER_FORMAT==0
}
#if SUBSTRATE_GBUFFER_FORMAT==1
BRANCH
if ((GroupTileBitmask & SUBSTRATE_TILE_BITMASK_SSS) == 0)
{
// 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.
SubstrateStoreSubsurfaceHeader(MaterialTextureArrayUAV, FirstSliceStoringSubstrateSSSData, PixelCoord, 0u); // This is a good clear for FSubstrateSubsurfaceHeader, and we only need to clear the header.
}
#endif
#if PERMUTATION_WAVE_OPS
GroupTileBitmask = WaveActiveBitOr(GroupTileBitmask);
if (WaveGetLaneCount() < SUBSTRATE_TILE_SIZE * SUBSTRATE_TILE_SIZE)
{
if (LinearIndex == 0)
{
s_TileBitmask = 0;
}
GroupMemoryBarrierWithGroupSync();
if (WaveIsFirstLane())
{
uint Unused;
InterlockedOr(s_TileBitmask, GroupTileBitmask, Unused);
}
GroupMemoryBarrierWithGroupSync();
GroupTileBitmask = s_TileBitmask;
}
#else // PERMUTATION_WAVE_OPS
s_TileBitmask[LinearIndex] = GroupTileBitmask;
GroupMemoryBarrierWithGroupSync();
if (LinearIndex < 32)
{
s_TileBitmask[LinearIndex] = s_TileBitmask[LinearIndex] | s_TileBitmask[LinearIndex + 32];
}
GroupMemoryBarrierWithGroupSync();
if (LinearIndex < 16)
{
s_TileBitmask[LinearIndex] = s_TileBitmask[LinearIndex] | s_TileBitmask[LinearIndex + 16];
}
GroupMemoryBarrierWithGroupSync();
if (LinearIndex < 8)
{
s_TileBitmask[LinearIndex] = s_TileBitmask[LinearIndex] | s_TileBitmask[LinearIndex + 8];
}
GroupMemoryBarrierWithGroupSync();
if (LinearIndex < 4)
{
s_TileBitmask[LinearIndex] = s_TileBitmask[LinearIndex] | s_TileBitmask[LinearIndex + 4];
}
GroupMemoryBarrierWithGroupSync();
if (LinearIndex < 2)
{
s_TileBitmask[LinearIndex] = s_TileBitmask[LinearIndex] | s_TileBitmask[LinearIndex + 2];
}
GroupMemoryBarrierWithGroupSync();
GroupTileBitmask = s_TileBitmask[0] | s_TileBitmask[1];
#endif // PERMUTATION_WAVE_OPS
if (LinearIndex == 0 && GroupTileBitmask != 0)
{
const uint EncodedTile = SubstratePackTile(GroupId.xy, TileEncoding);
#if SUBSTRATE_COMPLEXSPECIALPATH
if (GroupTileBitmask & SUBSTRATE_TILE_BITMASK_COMPLEXSPECIAL)
{
uint WriteToIndex;
InterlockedAdd(TileDrawIndirectDataBufferUAV[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(SUBSTRATE_TILE_TYPE_COMPLEX_SPECIAL) + 1], 1, WriteToIndex);
TileListBufferUAV[GetTileListBufferOffsets(SUBSTRATE_TILE_TYPE_COMPLEX_SPECIAL) + WriteToIndex] = EncodedTile;
}
else
#endif
if (GroupTileBitmask & SUBSTRATE_TILE_BITMASK_COMPLEX)
{
uint WriteToIndex;
InterlockedAdd(TileDrawIndirectDataBufferUAV[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(SUBSTRATE_TILE_TYPE_COMPLEX) + 1], 1, WriteToIndex);
TileListBufferUAV[GetTileListBufferOffsets(SUBSTRATE_TILE_TYPE_COMPLEX) + WriteToIndex] = EncodedTile;
}
else if (GroupTileBitmask & SUBSTRATE_TILE_BITMASK_SINGLE)
{
uint WriteToIndex;
InterlockedAdd(TileDrawIndirectDataBufferUAV[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(SUBSTRATE_TILE_TYPE_SINGLE) + 1], 1, WriteToIndex);
TileListBufferUAV[GetTileListBufferOffsets(SUBSTRATE_TILE_TYPE_SINGLE) + WriteToIndex] = EncodedTile;
}
else // (GroupTileBitmask & SUBSTRATE_TILE_BITMASK_SIMPLE)
{
uint WriteToIndex;
InterlockedAdd(TileDrawIndirectDataBufferUAV[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(SUBSTRATE_TILE_TYPE_SIMPLE) + 1], 1, WriteToIndex);
TileListBufferUAV[GetTileListBufferOffsets(SUBSTRATE_TILE_TYPE_SIMPLE) + WriteToIndex] = EncodedTile;
}
#if SUBSTRATE_OPAQUE_ROUGH_REFRACTION_ENABLED
const bool bTileContainsOpaqueRoughRefraction = GroupTileBitmask & SUBSTRATE_TILE_BITMASK_ROUGH_REFRACT;
const bool bTileContainsScreenSpaceSubsurfaceScattering = GroupTileBitmask & SUBSTRATE_TILE_BITMASK_SSS;
if (bTileContainsOpaqueRoughRefraction)
{
uint WriteToIndex;
InterlockedAdd(TileDrawIndirectDataBufferUAV[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(SUBSTRATE_TILE_TYPE_ROUGH_REFRACT) + 1], 1, WriteToIndex);
TileListBufferUAV[GetTileListBufferOffsets(SUBSTRATE_TILE_TYPE_ROUGH_REFRACT) + WriteToIndex] = EncodedTile;
}
if(bTileContainsScreenSpaceSubsurfaceScattering && !bTileContainsOpaqueRoughRefraction)
{
uint WriteToIndex;
InterlockedAdd(TileDrawIndirectDataBufferUAV[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(SUBSTRATE_TILE_TYPE_ROUGH_REFRACT_SSS_WITHOUT) + 1], 1, WriteToIndex);
TileListBufferUAV[GetTileListBufferOffsets(SUBSTRATE_TILE_TYPE_ROUGH_REFRACT_SSS_WITHOUT) + WriteToIndex] = EncodedTile;
}
#endif
#if PERMUTATION_DECAL
if (GroupTileBitmask & SUBSTRATE_TILE_BITMASK_DECAL)
{
if (GroupTileBitmask & SUBSTRATE_TILE_BITMASK_COMPLEX)
{
uint WriteToIndex;
InterlockedAdd(TileDrawIndirectDataBufferUAV[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(SUBSTRATE_TILE_TYPE_DECAL_COMPLEX) + 1], 1, WriteToIndex);
TileListBufferUAV[GetTileListBufferOffsets(SUBSTRATE_TILE_TYPE_DECAL_COMPLEX) + WriteToIndex] = EncodedTile;
}
else if (GroupTileBitmask & SUBSTRATE_TILE_BITMASK_SINGLE)
{
uint WriteToIndex;
InterlockedAdd(TileDrawIndirectDataBufferUAV[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(SUBSTRATE_TILE_TYPE_DECAL_SINGLE) + 1], 1, WriteToIndex);
TileListBufferUAV[GetTileListBufferOffsets(SUBSTRATE_TILE_TYPE_DECAL_SINGLE) + WriteToIndex] = EncodedTile;
}
else // (GroupTileBitmask & SUBSTRATE_TILE_BITMASK_SIMPLE)
{
uint WriteToIndex;
InterlockedAdd(TileDrawIndirectDataBufferUAV[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(SUBSTRATE_TILE_TYPE_DECAL_SIMPLE) + 1], 1, WriteToIndex);
TileListBufferUAV[GetTileListBufferOffsets(SUBSTRATE_TILE_TYPE_DECAL_SIMPLE) + WriteToIndex] = EncodedTile;
}
}
#endif
}
}
}
#endif // SHADER_TILE_CATEGORIZATION
////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if SHADER_MATERIAL_TILE_PREPARE_ARGS
Buffer<uint> TileDrawIndirectDataBuffer;
RWBuffer<uint> TileDispatchIndirectDataBuffer;
[numthreads(32, 1, 1)]
void ArgsMainCS(uint2 DispatchThreadId : SV_DispatchThreadID)
{
const uint TileType = DispatchThreadId.x;
if (TileType < SUBSTRATE_TILE_TYPE_COUNT)
{
// We could have more than 65k tile in particular with complex multi-layer closure covering full
TileDispatchIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(TileType) + 0] = TileDrawIndirectDataBuffer[GetSubstrateTileTypeDrawIndirectArgOffset_DWord(TileType) + 1];
TileDispatchIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(TileType) + 1] = 1;
TileDispatchIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(TileType) + 2] = 1;
}
}
#endif // SHADER_MATERIAL_TILE_PREPARE_ARGS
////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if SHADER_CLOSURE_TILE_PREPARE_ARGS
int2 TileCount_Primary;
Buffer<uint> TileDrawIndirectDataBuffer;
RWBuffer<uint> TileDispatchIndirectDataBuffer;
RWBuffer<uint> TileDispatchPerThreadIndirectDataBuffer;
RWBuffer<uint> TileRaytracingIndirectDataBuffer;
void WriteArgs(uint InTileCount, uint OutOffset)
{
const uint DispatchX = min(InTileCount, uint(TileCount_Primary.x));
const uint DispatchY = DivideAndRoundUp(InTileCount, TileCount_Primary.x);
TileDispatchIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(OutOffset) + 0] = DispatchX;
TileDispatchIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(OutOffset) + 1] = DispatchY;
TileDispatchIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(OutOffset) + 2] = 1;
TileDispatchPerThreadIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(OutOffset) + 0] = DivideAndRoundUp(InTileCount, SUBSTRATE_TILE_SIZE * SUBSTRATE_TILE_SIZE);
TileDispatchPerThreadIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(OutOffset) + 1] = 1;
TileDispatchPerThreadIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(OutOffset) + 2] = 1;
// Indirect raytracing args are mapped on ray count. Each tile is expended into rays.
const uint RayDispatchX = min(InTileCount, uint(TileCount_Primary.x)) * SUBSTRATE_TILE_SIZE;
const uint RayDispatchY = DivideAndRoundUp(InTileCount, TileCount_Primary.x) * SUBSTRATE_TILE_SIZE;
TileRaytracingIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(OutOffset) + 0] = RayDispatchX;
TileRaytracingIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(OutOffset) + 1] = RayDispatchY;
TileRaytracingIndirectDataBuffer[GetSubstrateTileTypeDispatchIndirectArgOffset_DWord(OutOffset) + 2] = 1;
}
[numthreads(3, 1, 1)]
void ArgsMainCS(uint2 DispatchThreadId : SV_DispatchThreadID)
{
const uint WriteOffset = DispatchThreadId.x;
if (WriteOffset < 3)
{
const uint TileCount = TileDrawIndirectDataBuffer[0].x;
uint TileCounts[3];
TileCounts[0] = TileCount; // Downsample factor=1
TileCounts[1] = DivideAndRoundUp4(TileCount); // Downsample factor=2 - 4 subtiles per per 8x8 tile
TileCounts[2] = DivideAndRoundUp16(TileCount); // Downsample factor=3 - 16 subtiles per per 8x8 tile
WriteArgs(TileCounts[WriteOffset], WriteOffset);
}
}
#endif // SHADER_CLOSURE_TILE_PREPARE_ARGS
////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if SHADER_CLOSURE_TILE
int2 ViewResolution;
uint MaxBytesPerPixel;
uint TileSizeLog2;
int2 TileCount_Primary;
Texture2D<SUBSTRATE_TOP_LAYER_TYPE> TopLayerTexture;
Texture2DArray<uint> MaterialTextureArray;
Buffer<uint> TileListBuffer;
uint TileListBufferOffset;
uint TileEncoding;
RWTexture2D<uint> RWClosureOffsetTexture;
RWBuffer<uint> RWClosureTileCountBuffer;
RWBuffer<uint> RWClosureTileBuffer;
#if !PERMUTATION_WAVE_OPS
groupshared uint s_TileClosureCount[GROUP_THREAD_COUNT];
#endif
#if PERMUTATION_WAVE_OPS && COMPILER_SUPPORTS_WAVE_SIZE
WAVESIZE(64) // PERMUTATION_WAVE_OPS is true only when wave>=64 are available
#endif
[numthreads(SUBSTRATE_TILE_SIZE, SUBSTRATE_TILE_SIZE, 1)]
void ClosureTileMainCS(uint2 GroupThreadId : SV_GroupThreadID, uint2 GroupId : SV_GroupID, uint LinearIndex : SV_GroupIndex)
{
const uint2 TileCoord = SubstrateUnpackTile(TileListBuffer[TileListBufferOffset + GroupId.x], TileEncoding);
uint2 PixelCoord = TileCoord * SUBSTRATE_TILE_SIZE + GroupThreadId;
const bool bIsInViewRect = all(PixelCoord < uint2(View.ViewRectMinAndSize.zw));
PixelCoord += View.ViewRectMinAndSize.xy;
uint ClosureCount = 0;
if (bIsInViewRect)
{
FSubstrateAddressing SubstrateAddressing = GetSubstratePixelDataByteOffset(PixelCoord, uint2(View.BufferSizeAndInvSize.xy), MaxBytesPerPixel);
FSubstratePixelHeader SubstratePixelHeader = UnpackSubstrateHeaderIn(MaterialTextureArray, SubstrateAddressing, TopLayerTexture);
ClosureCount = min(SubstratePixelHeader.ClosureCount, SUBSTRATE_MATERIAL_CLOSURE_COUNT);
if (ClosureCount > 0)
{
FSubstrateClosureOffset Offsets = (FSubstrateClosureOffset)0;
Offsets.ClosureCount = ClosureCount;
UNROLL_N(SUBSTRATE_MATERIAL_CLOSURE_COUNT)
for (uint ClosureIndex = 0; ClosureIndex < ClosureCount; ++ClosureIndex)
{
Offsets.ClosureOffsets[ClosureIndex] = SubstrateAddressing.CurrentIndex;
UnpackSubstrateBSDFIn(MaterialTextureArray, SubstrateAddressing, SubstratePixelHeader);
}
RWClosureOffsetTexture[PixelCoord] = PackClosureOffset(Offsets);
}
}
#if PERMUTATION_WAVE_OPS
const uint TileClosureCount = WaveActiveMax(ClosureCount);
#else // PERMUTATION_WAVE_OPS
s_TileClosureCount[LinearIndex] = ClosureCount;
GroupMemoryBarrierWithGroupSync();
if (LinearIndex < 32)
{
s_TileClosureCount[LinearIndex] = max(s_TileClosureCount[LinearIndex], s_TileClosureCount[LinearIndex + 32]);
}
GroupMemoryBarrierWithGroupSync();
if (LinearIndex < 16)
{
s_TileClosureCount[LinearIndex] = max(s_TileClosureCount[LinearIndex], s_TileClosureCount[LinearIndex + 16]);
}
GroupMemoryBarrierWithGroupSync();
if (LinearIndex < 8)
{
s_TileClosureCount[LinearIndex] = max(s_TileClosureCount[LinearIndex], s_TileClosureCount[LinearIndex + 8]);
}
GroupMemoryBarrierWithGroupSync();
if (LinearIndex < 4)
{
s_TileClosureCount[LinearIndex] = max(s_TileClosureCount[LinearIndex], s_TileClosureCount[LinearIndex + 4]);
}
GroupMemoryBarrierWithGroupSync();
if (LinearIndex < 2)
{
s_TileClosureCount[LinearIndex] = max(s_TileClosureCount[LinearIndex], s_TileClosureCount[LinearIndex + 2]);
}
GroupMemoryBarrierWithGroupSync();
const uint TileClosureCount = max(s_TileClosureCount[LinearIndex], s_TileClosureCount[LinearIndex + 1]);
#endif // PERMUTATION_WAVE_OPS
#if SUBSTRATE_MATERIAL_CLOSURE_COUNT > 1
if (LinearIndex == 0)
{
if (TileClosureCount > 1)
{
// Store only tile data for Closure[1..X]. Closure[0] is implicity stored into the first layer
uint StoreIndex = 0;
InterlockedAdd(RWClosureTileCountBuffer[0], TileClosureCount - 1, StoreIndex);
FSubstrateClosureTile Tile;
Tile.TileCoord = TileCoord;
Tile.ClosureCount = TileClosureCount;
for (uint ClosureIndex = 1; ClosureIndex < TileClosureCount; ++ClosureIndex)
{
Tile.ClosureIndex = ClosureIndex;
RWClosureTileBuffer[StoreIndex + ClosureIndex - 1] = PackClosureTile(Tile);
}
}
}
#endif
}
#endif // SHADER_CLOSURE_TILE