dawn-cmake/test/bug/tint/1121.wgsl

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// Take from here:
// https://github.com/shrekshao/webgpu-deferred-renderer/blob/4f8bf0910793100aa8d60dbd1319bddb5357b1fa/renderer/LightCulling.js
// With these token replacements:
// $NUM_TILE_LIGHT_SLOT = 64
// $NUM_TILES = 4
// $TILE_COUNT_Y = 2
// $TILE_COUNT_X = 2
// $TILE_SIZE = 16
struct LightData {
position : vec4<f32>;
color : vec3<f32>;
radius : f32;
};
struct LightsBuffer {
lights: array<LightData>;
};
[[group(0), binding(0)]] var<storage, read_write> lightsBuffer: LightsBuffer;
struct TileLightIdData {
count: atomic<u32>;
lightId: array<u32, 64>;
};
struct Tiles {
data: array<TileLightIdData, 4>;
};
[[group(1), binding(0)]] var<storage, read_write> tileLightId: Tiles;
struct Config {
numLights : u32;
numTiles : u32;
tileCountX : u32;
tileCountY : u32;
numTileLightSlot : u32;
tileSize : u32;
};
[[group(2), binding(0)]] var<uniform> config: Config;
struct Uniforms {
min : vec4<f32>;
max : vec4<f32>;
// camera
viewMatrix : mat4x4<f32>;
projectionMatrix : mat4x4<f32>;
// Tile info
fullScreenSize : vec4<f32>; // width, height
};
[[group(3), binding(0)]] var<uniform> uniforms: Uniforms;
[[stage(compute), workgroup_size(64, 1, 1)]]
fn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {
var index = GlobalInvocationID.x;
if (index >= config.numLights) {
return;
}
// Light position updating
lightsBuffer.lights[index].position.y = lightsBuffer.lights[index].position.y - 0.1 + 0.001 * (f32(index) - 64.0 * floor(f32(index) / 64.0));
if (lightsBuffer.lights[index].position.y < uniforms.min.y) {
lightsBuffer.lights[index].position.y = uniforms.max.y;
}
// Light culling
// Implementation here is Tiled without per tile min-max depth
// You could also implement cluster culling
// Feel free to add more compute passes if necessary
// some math reference: http://www.txutxi.com/?p=444
var M: mat4x4<f32> = uniforms.projectionMatrix;
var viewNear: f32 = - M[3][2] / ( -1.0 + M[2][2]);
var viewFar: f32 = - M[3][2] / (1.0 + M[2][2]);
var lightPos = lightsBuffer.lights[index].position;
lightPos = uniforms.viewMatrix * lightPos;
lightPos = lightPos / lightPos.w;
var lightRadius: f32 = lightsBuffer.lights[index].radius;
var boxMin: vec4<f32> = lightPos - vec4<f32>(vec3<f32>(lightRadius), 0.0);
var boxMax: vec4<f32> = lightPos + vec4<f32>(vec3<f32>(lightRadius), 0.0);
var frustumPlanes: array<vec4<f32>, 6>;
frustumPlanes[4] = vec4<f32>(0.0, 0.0, -1.0, viewNear); // near
frustumPlanes[5] = vec4<f32>(0.0, 0.0, 1.0, -viewFar); // far
let TILE_SIZE: i32 = 16;
let TILE_COUNT_X: i32 = 2;
let TILE_COUNT_Y: i32 = 2;
for (var y : i32 = 0; y < TILE_COUNT_Y; y = y + 1) {
for (var x : i32 = 0; x < TILE_COUNT_X; x = x + 1) {
var tilePixel0Idx : vec2<i32> = vec2<i32>(x * TILE_SIZE, y * TILE_SIZE);
// tile position in NDC space
var floorCoord: vec2<f32> = 2.0 * vec2<f32>(tilePixel0Idx) / uniforms.fullScreenSize.xy - vec2<f32>(1.0); // -1, 1
var ceilCoord: vec2<f32> = 2.0 * vec2<f32>(tilePixel0Idx + vec2<i32>(TILE_SIZE)) / uniforms.fullScreenSize.xy - vec2<f32>(1.0); // -1, 1
var viewFloorCoord: vec2<f32> = vec2<f32>( (- viewNear * floorCoord.x - M[2][0] * viewNear) / M[0][0] , (- viewNear * floorCoord.y - M[2][1] * viewNear) / M[1][1] );
var viewCeilCoord: vec2<f32> = vec2<f32>( (- viewNear * ceilCoord.x - M[2][0] * viewNear) / M[0][0] , (- viewNear * ceilCoord.y - M[2][1] * viewNear) / M[1][1] );
frustumPlanes[0] = vec4<f32>(1.0, 0.0, - viewFloorCoord.x / viewNear, 0.0); // left
frustumPlanes[1] = vec4<f32>(-1.0, 0.0, viewCeilCoord.x / viewNear, 0.0); // right
frustumPlanes[2] = vec4<f32>(0.0, 1.0, - viewFloorCoord.y / viewNear, 0.0); // bottom
frustumPlanes[3] = vec4<f32>(0.0, -1.0, viewCeilCoord.y / viewNear, 0.0); // top
var dp: f32 = 0.0; // dot product
for (var i: u32 = 0u; i < 6u; i = i + 1u)
{
var p: vec4<f32>;
if (frustumPlanes[i].x > 0.0) {
p.x = boxMax.x;
} else {
p.x = boxMin.x;
}
if (frustumPlanes[i].y > 0.0) {
p.y = boxMax.y;
} else {
p.y = boxMin.y;
}
if (frustumPlanes[i].z > 0.0) {
p.z = boxMax.z;
} else {
p.z = boxMin.z;
}
p.w = 1.0;
dp = dp + min(0.0, dot(p, frustumPlanes[i]));
}
if (dp >= 0.0) {
// light is overlapping with the tile
var tileId: u32 = u32(x + y * TILE_COUNT_X);
if (tileId < 0u || tileId >= config.numTiles) {
continue;
}
var offset: u32 = atomicAdd(&(tileLightId.data[tileId].count), 1u);
if (offset >= config.numTileLightSlot) {
continue;
}
tileLightId.data[tileId].lightId[offset] = GlobalInvocationID.x;
}
}
}
}