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