Optimize ProbesTrace texture in DDGI to use batched probes update
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@@ -34,8 +34,9 @@ float2 Padding0;
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META_CB_END
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META_CB_BEGIN(1, Data1)
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float3 Padding1;
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float2 Padding1;
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uint CascadeIndex;
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uint ProbeIndexOffset;
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META_CB_END
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// Calculates the evenly distributed direction ray on a sphere (Spherical Fibonacci lattice)
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@@ -149,10 +150,10 @@ TextureCube Skybox : register(t13);
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// Compute shader for tracing rays for probes using Global SDF and Global Surface Atlas.
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META_CS(true, FEATURE_LEVEL_SM5)
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[numthreads(DDGI_TRACE_RAYS_GROUP_SIZE_X, 1, 1)]
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void CS_TraceRays(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_DispatchThreadID, uint3 GroupThreadId : SV_GroupThreadID)
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void CS_TraceRays(uint3 DispatchThreadId : SV_DispatchThreadID)
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{
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uint rayIndex = DispatchThreadId.x;
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uint probeIndex = DispatchThreadId.y;
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uint probeIndex = DispatchThreadId.y + ProbeIndexOffset;
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uint3 probeCoords = GetDDGIProbeCoords(DDGI, probeIndex);
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probeIndex = GetDDGIScrollingProbeIndex(DDGI, CascadeIndex, probeCoords);
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@@ -196,7 +197,7 @@ void CS_TraceRays(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_Dispat
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}
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// Write into probes trace results
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RWProbesTrace[uint2(rayIndex, probeIndex)] = radiance;
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RWProbesTrace[uint2(rayIndex, DispatchThreadId.y)] = radiance;
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}
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#endif
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@@ -223,24 +224,28 @@ META_CS(true, FEATURE_LEVEL_SM5)
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META_PERMUTATION_1(DDGI_PROBE_UPDATE_MODE=0)
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META_PERMUTATION_1(DDGI_PROBE_UPDATE_MODE=1)
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[numthreads(DDGI_PROBE_RESOLUTION, DDGI_PROBE_RESOLUTION, 1)]
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void CS_UpdateProbes(uint3 DispatchThreadId : SV_DispatchThreadID, uint GroupIndex : SV_GroupIndex)
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void CS_UpdateProbes(uint3 GroupThreadId : SV_GroupThreadID, uint3 GroupId : SV_GroupID, uint GroupIndex : SV_GroupIndex)
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{
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// GroupThreadId.xy - coordinates of the probe texel: [0; DDGI_PROBE_RESOLUTION)
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// GroupId.x - index of the thread group which is probe index within a batch: [0; batchSize)
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// GroupIndex.x - index of the thread within a thread group: [0; DDGI_PROBE_RESOLUTION * DDGI_PROBE_RESOLUTION)
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// Get probe index and atlas location in the atlas
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uint probeIndex = GetDDGIProbeIndex(DDGI, DispatchThreadId.xy, DDGI_PROBE_RESOLUTION);
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uint probesCount = DDGI.ProbesCounts.x * DDGI.ProbesCounts.y * DDGI.ProbesCounts.z;
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bool skip = probeIndex >= probesCount;
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uint2 outputCoords = uint2(1, 1) + DispatchThreadId.xy + (DispatchThreadId.xy / DDGI_PROBE_RESOLUTION) * 2;
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outputCoords.y += CascadeIndex * DDGI.ProbesCounts.z * (DDGI_PROBE_RESOLUTION + 2);
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// Clear probes that have been scrolled to a new positions (blending with current irradiance will happen the next frame)
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uint probeIndex = GroupId.x + ProbeIndexOffset;
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uint3 probeCoords = GetDDGIProbeCoords(DDGI, probeIndex);
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probeIndex = GetDDGIScrollingProbeIndex(DDGI, CascadeIndex, probeCoords);
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probeCoords = GetDDGIProbeCoords(DDGI, probeIndex);
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uint2 outputCoords = GetDDGIProbeTexelCoords(DDGI, CascadeIndex, probeIndex) * (DDGI_PROBE_RESOLUTION + 2) + 1 + GroupThreadId.xy;
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// Clear probes that have been scrolled to a new positions (blending with current irradiance will happen the next frame)
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int3 probesScrollOffsets = DDGI.ProbesScrollOffsets[CascadeIndex].xyz;
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int probeScrollClear = DDGI.ProbesScrollOffsets[CascadeIndex].w;
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int3 probeScrollDirections = DDGI.ProbeScrollDirections[CascadeIndex].xyz;
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bool skip = false;
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UNROLL
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for (uint planeIndex = 0; planeIndex < 3; planeIndex++)
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{
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if (probeScrollClear & (1 << planeIndex) && !skip)
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if (probeScrollClear & (1 << planeIndex))
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{
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int scrollOffset = probesScrollOffsets[planeIndex];
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int scrollDirection = probeScrollDirections[planeIndex];
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@@ -248,12 +253,15 @@ void CS_UpdateProbes(uint3 DispatchThreadId : SV_DispatchThreadID, uint GroupInd
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uint coord = (probeCount + (scrollDirection ? (scrollOffset - 1) : (scrollOffset % probeCount))) % probeCount;
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if (probeCoords[planeIndex] == coord)
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{
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// Clear and skip scrolled probes
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RWOutput[outputCoords] = float4(0, 0, 0, 0);
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skip = true;
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}
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}
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}
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if (skip)
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{
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// Clear scrolled probe
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RWOutput[outputCoords] = float4(0, 0, 0, 0);
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}
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// Skip disabled probes
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float probeState = LoadDDGIProbeState(DDGI, ProbesState, CascadeIndex, probeIndex);
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@@ -262,14 +270,14 @@ void CS_UpdateProbes(uint3 DispatchThreadId : SV_DispatchThreadID, uint GroupInd
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if (!skip)
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{
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// Load trace rays results into shared memory to reuse across whole thread group
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uint count = (uint)(ceil((float)(DDGI_TRACE_RAYS_LIMIT) / (float)(DDGI_PROBE_RESOLUTION * DDGI_PROBE_RESOLUTION)));
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for (uint i = 0; i < count; i++)
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// Load trace rays results into shared memory to reuse across whole thread group (raysCount per thread)
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uint raysCount = (uint)(ceil((float)DDGI.RaysCount / (float)(DDGI_PROBE_RESOLUTION * DDGI_PROBE_RESOLUTION)));
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uint raysStart = GroupIndex * raysCount;
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raysCount = max(min(raysStart + raysCount, DDGI.RaysCount), raysStart) - raysStart;
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for (uint i = 0; i < raysCount; i++)
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{
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uint rayIndex = (GroupIndex * count) + i;
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if (rayIndex >= DDGI.RaysCount)
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break;
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CachedProbesTraceRadiance[rayIndex] = ProbesTrace[uint2(rayIndex, probeIndex)];
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uint rayIndex = raysStart + i;
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CachedProbesTraceRadiance[rayIndex] = ProbesTrace[uint2(rayIndex, GroupId.x)];
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CachedProbesTraceDirection[rayIndex] = GetProbeRayDirection(DDGI, rayIndex);
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}
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}
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@@ -278,7 +286,7 @@ void CS_UpdateProbes(uint3 DispatchThreadId : SV_DispatchThreadID, uint GroupInd
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return;
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// Calculate octahedral projection for probe (unwraps spherical projection into a square)
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float2 octahedralCoords = GetOctahedralCoords(DispatchThreadId.xy, DDGI_PROBE_RESOLUTION);
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float2 octahedralCoords = GetOctahedralCoords(GroupThreadId.xy, DDGI_PROBE_RESOLUTION);
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float3 octahedralDirection = GetOctahedralDirection(octahedralCoords);
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// Loop over rays
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