Refactor Global Surface Atlas to not rewrite objects data and use indirection for faster culling
This commit is contained in:
@@ -202,12 +202,13 @@ RWTexture2D<float4> RWProbesTrace : register(u0);
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Texture3D<float> GlobalSDFTex : register(t0);
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Texture3D<float> GlobalSDFMip : register(t1);
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ByteAddressBuffer GlobalSurfaceAtlasChunks : register(t2);
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Buffer<float4> GlobalSurfaceAtlasCulledObjects : register(t3);
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Texture2D GlobalSurfaceAtlasDepth : register(t4);
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Texture2D GlobalSurfaceAtlasTex : register(t5);
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Texture2D<snorm float4> ProbesState : register(t6);
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TextureCube Skybox : register(t7);
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ByteAddressBuffer ActiveProbes : register(t8);
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ByteAddressBuffer RWGlobalSurfaceAtlasCulledObjects : register(t3);
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Buffer<float4> GlobalSurfaceAtlasObjects : register(t4);
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Texture2D GlobalSurfaceAtlasDepth : register(t5);
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Texture2D GlobalSurfaceAtlasTex : register(t6);
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Texture2D<snorm float4> ProbesState : register(t7);
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TextureCube Skybox : register(t8);
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ByteAddressBuffer ActiveProbes : register(t9);
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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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@@ -248,7 +249,7 @@ void CS_TraceRays(uint3 DispatchThreadId : SV_DispatchThreadID)
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// Sample Global Surface Atlas to get the lighting at the hit location
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float3 hitPosition = hit.GetHitPosition(trace);
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float surfaceThreshold = GetGlobalSurfaceAtlasThreshold(GlobalSDF, hit);
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float4 surfaceColor = SampleGlobalSurfaceAtlas(GlobalSurfaceAtlas, GlobalSurfaceAtlasChunks, GlobalSurfaceAtlasCulledObjects, GlobalSurfaceAtlasDepth, GlobalSurfaceAtlasTex, hitPosition, -probeRayDirection, surfaceThreshold);
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float4 surfaceColor = SampleGlobalSurfaceAtlas(GlobalSurfaceAtlas, GlobalSurfaceAtlasChunks, RWGlobalSurfaceAtlasCulledObjects, GlobalSurfaceAtlasObjects, GlobalSurfaceAtlasDepth, GlobalSurfaceAtlasTex, hitPosition, -probeRayDirection, surfaceThreshold);
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radiance = float4(surfaceColor.rgb, hit.HitTime);
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// Add some bias to prevent self occlusion artifacts in Chebyshev due to Global SDF being very incorrect in small scale
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@@ -163,7 +163,7 @@ float4 SampleGlobalSurfaceAtlasTile(const GlobalSurfaceAtlasData data, GlobalSur
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// Samples the Global Surface Atlas and returns the lighting (with opacity) at the given world location (and direction).
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// surfaceThreshold - Additional threshold (in world-units) between object or tile size compared with input data (error due to SDF or LOD incorrect appearance)
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float4 SampleGlobalSurfaceAtlas(const GlobalSurfaceAtlasData data, ByteAddressBuffer chunks, Buffer<float4> culledObjects, Texture2D depth, Texture2D atlas, float3 worldPosition, float3 worldNormal, float surfaceThreshold = 20.0f)
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float4 SampleGlobalSurfaceAtlas(const GlobalSurfaceAtlasData data, ByteAddressBuffer chunks, ByteAddressBuffer culledObjects, Buffer<float4> objects, Texture2D depth, Texture2D atlas, float3 worldPosition, float3 worldNormal, float surfaceThreshold = 20.0f)
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{
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float4 result = float4(0, 0, 0, 0);
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@@ -178,24 +178,22 @@ float4 SampleGlobalSurfaceAtlas(const GlobalSurfaceAtlasData data, ByteAddressBu
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}
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// Read objects counter
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float4 chunkHeader = culledObjects[objectsStart];
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objectsStart++;
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uint objectsCount = asuint(chunkHeader.x);
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uint objectsCount = culledObjects.Load(objectsStart * 4);
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if (objectsCount > data.ObjectsCount) // Prevents crashing - don't know why the data is invalid here (rare issue when moving fast though scene with terrain)
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return result;
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objectsStart++;
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// Loop over culled objects inside the chunk
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LOOP
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for (uint objectIndex = 0; objectIndex < objectsCount; objectIndex++)
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{
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// Cull point vs sphere
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uint objectAddress = objectsStart;
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float4 objectBounds = LoadGlobalSurfaceAtlasObjectBounds(culledObjects, objectAddress);
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uint objectSize = LoadGlobalSurfaceAtlasObjectDataSize(culledObjects, objectAddress);
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objectsStart += objectSize;
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uint objectAddress = culledObjects.Load(objectsStart * 4);
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objectsStart++;
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float4 objectBounds = LoadGlobalSurfaceAtlasObjectBounds(objects, objectAddress);
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if (distance(objectBounds.xyz, worldPosition) > objectBounds.w)
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continue;
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GlobalSurfaceObject object = LoadGlobalSurfaceAtlasObject(culledObjects, objectAddress);
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GlobalSurfaceObject object = LoadGlobalSurfaceAtlasObject(objects, objectAddress);
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float3 localPosition = mul(float4(worldPosition, 1), object.WorldToLocal).xyz;
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float3 localExtent = object.Extent + surfaceThreshold;
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if (any(localPosition > localExtent) || any(localPosition < -localExtent))
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@@ -221,56 +219,56 @@ float4 SampleGlobalSurfaceAtlas(const GlobalSurfaceAtlasData data, ByteAddressBu
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uint tileOffset = object.TileOffsets[localNormal.x > 0.0f ? 0 : 1];
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if (localNormalSq.x > GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD * GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD && tileOffset != 0)
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{
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GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(culledObjects, objectAddress + tileOffset);
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GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(objects, objectAddress + tileOffset);
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result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
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}
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tileOffset = object.TileOffsets[localNormal.y > 0.0f ? 2 : 3];
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if (localNormalSq.y > GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD * GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD && tileOffset != 0)
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{
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GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(culledObjects, objectAddress + tileOffset);
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GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(objects, objectAddress + tileOffset);
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result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
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}
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tileOffset = object.TileOffsets[localNormal.z > 0.0f ? 4 : 5];
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if (localNormalSq.z > GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD * GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD && tileOffset != 0)
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{
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GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(culledObjects, objectAddress + tileOffset);
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GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(objects, objectAddress + tileOffset);
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result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
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}
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#else
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uint tileOffset = object.TileOffsets[0];
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if (tileOffset != 0)
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{
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GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(culledObjects, objectAddress + tileOffset);
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GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(objects, objectAddress + tileOffset);
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result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
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}
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tileOffset = object.TileOffsets[1];
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if (tileOffset != 0)
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{
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GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(culledObjects, objectAddress + tileOffset);
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GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(objects, objectAddress + tileOffset);
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result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
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}
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tileOffset = object.TileOffsets[2];
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if (tileOffset != 0)
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{
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GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(culledObjects, objectAddress + tileOffset);
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GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(objects, objectAddress + tileOffset);
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result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
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}
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tileOffset = object.TileOffsets[3];
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if (tileOffset != 0)
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{
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GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(culledObjects, objectAddress + tileOffset);
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GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(objects, objectAddress + tileOffset);
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result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
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}
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tileOffset = object.TileOffsets[4];
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if (tileOffset != 0)
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{
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GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(culledObjects, objectAddress + tileOffset);
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GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(objects, objectAddress + tileOffset);
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result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
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}
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tileOffset = object.TileOffsets[5];
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if (tileOffset != 0)
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{
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GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(culledObjects, objectAddress + tileOffset);
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GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(objects, objectAddress + tileOffset);
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result += SampleGlobalSurfaceAtlasTile(data, tile, depth, atlas, worldPosition, worldNormal, surfaceThreshold);
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}
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#endif
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@@ -187,24 +187,23 @@ float4 PS_Lighting(AtlasVertexOutput input) : SV_Target
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#include "./Flax/Collisions.hlsl"
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RWByteAddressBuffer RWGlobalSurfaceAtlasChunks : register(u0);
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RWBuffer<float4> RWGlobalSurfaceAtlasCulledObjects : register(u1);
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RWByteAddressBuffer RWGlobalSurfaceAtlasCulledObjects : register(u1);
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Buffer<float4> GlobalSurfaceAtlasObjects : register(t0);
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// Compute shader for culling objects into chunks
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META_CS(true, FEATURE_LEVEL_SM5)
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[numthreads(GLOBAL_SURFACE_ATLAS_CHUNKS_GROUP_SIZE, GLOBAL_SURFACE_ATLAS_CHUNKS_GROUP_SIZE, GLOBAL_SURFACE_ATLAS_CHUNKS_GROUP_SIZE)]
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void CS_CullObjects(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_DispatchThreadID, uint3 GroupThreadId : SV_GroupThreadID)
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void CS_CullObjects(uint3 DispatchThreadId : SV_DispatchThreadID)
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{
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uint3 chunkCoord = DispatchThreadId;
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uint chunkAddress = (chunkCoord.z * (GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION * GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION) + chunkCoord.y * GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION + chunkCoord.x) * 4;
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if (chunkAddress == 0)
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return; // Skip chunk at 0,0,0 (used for counter)
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float3 chunkMin = GlobalSurfaceAtlas.ViewPos + (chunkCoord - (GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION * 0.5f)) * GlobalSurfaceAtlas.ChunkSize;
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float3 chunkMax = chunkMin + GlobalSurfaceAtlas.ChunkSize;
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// Count objects data size in this chunk (amount of float4s)
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uint objectsSize = 0, objectAddress = 0, objectsCount = 0;
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// TODO: maybe cache 20-30 culled object indices in thread memory to skip culling them again when copying data (maybe reude chunk size to get smaller objects count per chunk)?
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// Count objects in this chunk
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uint objectAddress = 0, objectsCount = 0;
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// TODO: pre-cull objects within a thread group
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// TODO: maybe cache 20-30 culled object indices in thread memory to skip culling them again when copying data (maybe reuse chunk size to get smaller objects count per chunk)?
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LOOP
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for (uint objectIndex = 0; objectIndex < GlobalSurfaceAtlas.ObjectsCount; objectIndex++)
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{
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@@ -212,22 +211,21 @@ void CS_CullObjects(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_Disp
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uint objectSize = LoadGlobalSurfaceAtlasObjectDataSize(GlobalSurfaceAtlasObjects, objectAddress);
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if (BoxIntersectsSphere(chunkMin, chunkMax, objectBounds.xyz, objectBounds.w))
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{
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objectsSize += objectSize;
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objectsCount++;
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}
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objectAddress += objectSize;
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}
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if (objectsSize == 0)
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if (objectsCount == 0)
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{
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// Empty chunk
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RWGlobalSurfaceAtlasChunks.Store(chunkAddress, 0);
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return;
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}
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objectsSize++; // Include objects count before actual objects data
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// Allocate object data size in the buffer
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uint objectsStart;
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RWGlobalSurfaceAtlasChunks.InterlockedAdd(0, objectsSize, objectsStart);
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uint objectsSize = objectsCount + 1; // Include objects count before actual objects data
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RWGlobalSurfaceAtlasCulledObjects.InterlockedAdd(0, objectsSize, objectsStart); // Counter at 0
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if (objectsStart + objectsSize > CulledObjectsCapacity)
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{
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// Not enough space in the buffer
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@@ -238,9 +236,8 @@ void CS_CullObjects(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_Disp
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// Write object data start
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RWGlobalSurfaceAtlasChunks.Store(chunkAddress, objectsStart);
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// Write objects count before actual objects data
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RWGlobalSurfaceAtlasCulledObjects[objectsStart] = float4(asfloat(objectsCount), 0, 0, 0);
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objectsStart++;
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// Write objects count before actual objects indices
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RWGlobalSurfaceAtlasCulledObjects.Store(objectsStart * 4, objectsCount);
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// Copy objects data in this chunk
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objectAddress = 0;
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@@ -251,11 +248,8 @@ void CS_CullObjects(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_Disp
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uint objectSize = LoadGlobalSurfaceAtlasObjectDataSize(GlobalSurfaceAtlasObjects, objectAddress);
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if (BoxIntersectsSphere(chunkMin, chunkMax, objectBounds.xyz, objectBounds.w))
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{
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for (uint i = 0; i < objectSize; i++)
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{
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RWGlobalSurfaceAtlasCulledObjects[objectsStart + i] = GlobalSurfaceAtlasObjects[objectAddress + i];
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}
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objectsStart += objectSize;
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objectsStart++;
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RWGlobalSurfaceAtlasCulledObjects.Store(objectsStart * 4, objectAddress);
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}
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objectAddress += objectSize;
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}
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@@ -268,10 +262,11 @@ void CS_CullObjects(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_Disp
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Texture3D<float> GlobalSDFTex : register(t0);
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Texture3D<float> GlobalSDFMip : register(t1);
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ByteAddressBuffer GlobalSurfaceAtlasChunks : register(t2);
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Buffer<float4> GlobalSurfaceAtlasCulledObjects : register(t3);
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Texture2D GlobalSurfaceAtlasDepth : register(t4);
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ByteAddressBuffer GlobalSurfaceAtlasCulledObjects : register(t3);
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Buffer<float4> GlobalSurfaceAtlasObjects : register(t4);
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Texture2D GlobalSurfaceAtlasTex : register(t5);
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TextureCube Skybox : register(t6);
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Texture2D GlobalSurfaceAtlasDepth : register(t6);
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TextureCube Skybox : register(t7);
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// Pixel shader for Global Surface Atlas debug drawing
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META_PS(true, FEATURE_LEVEL_SM5)
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@@ -295,7 +290,7 @@ float4 PS_Debug(Quad_VS2PS input) : SV_Target
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{
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// Sample Global Surface Atlas at the hit location
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float surfaceThreshold = GetGlobalSurfaceAtlasThreshold(GlobalSDF, hit);
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color = SampleGlobalSurfaceAtlas(GlobalSurfaceAtlas, GlobalSurfaceAtlasChunks, GlobalSurfaceAtlasCulledObjects, GlobalSurfaceAtlasDepth, GlobalSurfaceAtlasTex, hit.GetHitPosition(trace), -viewRay, surfaceThreshold).rgb;
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color = SampleGlobalSurfaceAtlas(GlobalSurfaceAtlas, GlobalSurfaceAtlasChunks, GlobalSurfaceAtlasCulledObjects, GlobalSurfaceAtlasObjects, GlobalSurfaceAtlasDepth, GlobalSurfaceAtlasTex, hit.GetHitPosition(trace), -viewRay, surfaceThreshold).rgb;
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//color = hit.HitNormal * 0.5f + 0.5f;
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}
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else
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