uint atomicAdd_1(RWByteAddressBuffer buffer, uint offset, uint value) { uint original_value = 0; buffer.InterlockedAdd(offset, value, original_value); return original_value; } RWByteAddressBuffer lightsBuffer : register(u0, space0); RWByteAddressBuffer tileLightId : register(u0, space1); cbuffer cbuffer_config : register(b0, space2) { uint4 config[2]; }; cbuffer cbuffer_uniforms : register(b0, space3) { uint4 uniforms[11]; }; struct tint_symbol_1 { uint3 GlobalInvocationID : SV_DispatchThreadID; }; float4x4 tint_symbol_6(uint4 buffer[11], uint offset) { const uint scalar_offset = ((offset + 0u)) / 4; const uint scalar_offset_1 = ((offset + 16u)) / 4; const uint scalar_offset_2 = ((offset + 32u)) / 4; const uint scalar_offset_3 = ((offset + 48u)) / 4; return float4x4(asfloat(buffer[scalar_offset / 4]), asfloat(buffer[scalar_offset_1 / 4]), asfloat(buffer[scalar_offset_2 / 4]), asfloat(buffer[scalar_offset_3 / 4])); } void main_inner(uint3 GlobalInvocationID) { uint index = GlobalInvocationID.x; if ((index >= config[0].x)) { return; } lightsBuffer.Store(((32u * index) + 4u), asuint(((asfloat(lightsBuffer.Load(((32u * index) + 4u))) - 0.100000001f) + (0.001f * (float(index) - (64.0f * floor((float(index) / 64.0f)))))))); if ((asfloat(lightsBuffer.Load(((32u * index) + 4u))) < asfloat(uniforms[0].y))) { lightsBuffer.Store(((32u * index) + 4u), asuint(asfloat(uniforms[1].y))); } float4x4 M = tint_symbol_6(uniforms, 96u); float viewNear = (-(M[3][2]) / (-1.0f + M[2][2])); float viewFar = (-(M[3][2]) / (1.0f + M[2][2])); float4 lightPos = asfloat(lightsBuffer.Load4((32u * index))); lightPos = mul(lightPos, tint_symbol_6(uniforms, 32u)); lightPos = (lightPos / lightPos.w); float lightRadius = asfloat(lightsBuffer.Load(((32u * index) + 28u))); float4 boxMin = (lightPos - float4(float3((lightRadius).xxx), 0.0f)); float4 boxMax = (lightPos + float4(float3((lightRadius).xxx), 0.0f)); float4 frustumPlanes[6] = (float4[6])0; frustumPlanes[4] = float4(0.0f, 0.0f, -1.0f, viewNear); frustumPlanes[5] = float4(0.0f, 0.0f, 1.0f, -(viewFar)); const int TILE_SIZE = 16; const int TILE_COUNT_X = 2; { for(int y_1 = 0; (y_1 < 2); y_1 = (y_1 + 1)) { { for(int x_1 = 0; (x_1 < TILE_COUNT_X); x_1 = (x_1 + 1)) { int2 tilePixel0Idx = int2((x_1 * TILE_SIZE), (y_1 * TILE_SIZE)); float2 floorCoord = (((2.0f * float2(tilePixel0Idx)) / asfloat(uniforms[10]).xy) - float2((1.0f).xx)); float2 ceilCoord = (((2.0f * float2((tilePixel0Idx + int2((TILE_SIZE).xx)))) / asfloat(uniforms[10]).xy) - float2((1.0f).xx)); float2 viewFloorCoord = float2((((-(viewNear) * floorCoord.x) - (M[2][0] * viewNear)) / M[0][0]), (((-(viewNear) * floorCoord.y) - (M[2][1] * viewNear)) / M[1][1])); float2 viewCeilCoord = float2((((-(viewNear) * ceilCoord.x) - (M[2][0] * viewNear)) / M[0][0]), (((-(viewNear) * ceilCoord.y) - (M[2][1] * viewNear)) / M[1][1])); frustumPlanes[0] = float4(1.0f, 0.0f, (-(viewFloorCoord.x) / viewNear), 0.0f); frustumPlanes[1] = float4(-1.0f, 0.0f, (viewCeilCoord.x / viewNear), 0.0f); frustumPlanes[2] = float4(0.0f, 1.0f, (-(viewFloorCoord.y) / viewNear), 0.0f); frustumPlanes[3] = float4(0.0f, -1.0f, (viewCeilCoord.y / viewNear), 0.0f); float dp = 0.0f; { for(uint i = 0u; (i < 6u); i = (i + 1u)) { float4 p = float4(0.0f, 0.0f, 0.0f, 0.0f); if ((frustumPlanes[i].x > 0.0f)) { p.x = boxMax.x; } else { p.x = boxMin.x; } if ((frustumPlanes[i].y > 0.0f)) { p.y = boxMax.y; } else { p.y = boxMin.y; } if ((frustumPlanes[i].z > 0.0f)) { p.z = boxMax.z; } else { p.z = boxMin.z; } p.w = 1.0f; dp = (dp + min(0.0f, dot(p, frustumPlanes[i]))); } } if ((dp >= 0.0f)) { uint tileId = uint((x_1 + (y_1 * TILE_COUNT_X))); bool tint_tmp = (tileId < 0u); if (!tint_tmp) { tint_tmp = (tileId >= config[0].y); } if ((tint_tmp)) { continue; } uint offset = atomicAdd_1(tileLightId, (260u * tileId), 1u); if ((offset >= config[1].x)) { continue; } tileLightId.Store((((260u * tileId) + 4u) + (4u * offset)), asuint(GlobalInvocationID.x)); } } } } } } [numthreads(64, 1, 1)] void main(tint_symbol_1 tint_symbol) { main_inner(tint_symbol.GlobalInvocationID); return; }