dawn-cmake/test/tint/benchmark/cluster-lights.wgsl

120 lines
3.5 KiB
WebGPU Shading Language

struct Camera {
projection : mat4x4<f32>,
inverseProjection : mat4x4<f32>,
view : mat4x4<f32>,
position : vec3<f32>,
time : f32,
outputSize : vec2<f32>,
zNear : f32,
zFar : f32,
}
@group(0) @binding(0) var<uniform> camera : Camera;
struct ClusterBounds {
minAABB : vec3<f32>,
maxAABB : vec3<f32>,
}
struct Clusters {
bounds : array<ClusterBounds, 27648>,
}
@group(0) @binding(1) var<storage, read> clusters : Clusters;
struct ClusterLights {
offset : u32,
count : u32,
}
struct ClusterLightGroup {
offset : atomic<u32>,
lights : array<ClusterLights, 27648>,
indices : array<u32, 1769472>,
}
@group(0) @binding(2) var<storage, read_write> clusterLights : ClusterLightGroup;
struct Light {
position : vec3<f32>,
range : f32,
color : vec3<f32>,
intensity : f32,
}
struct GlobalLights {
ambient : vec3<f32>,
dirColor : vec3<f32>,
dirIntensity : f32,
dirDirection : vec3<f32>,
lightCount : u32,
lights : array<Light>,
}
@group(0) @binding(3) var<storage, read> globalLights : GlobalLights;
const tileCount = vec3(32u, 18u, 48u);
fn linearDepth(depthSample : f32) -> f32 {
return ((camera.zFar * camera.zNear) / fma(depthSample, (camera.zNear - camera.zFar), camera.zFar));
}
fn getTile(fragCoord : vec4<f32>) -> vec3<u32> {
let sliceScale = (f32(tileCount.z) / log2((camera.zFar / camera.zNear)));
let sliceBias = -(((f32(tileCount.z) * log2(camera.zNear)) / log2((camera.zFar / camera.zNear))));
let zTile = u32(max(((log2(linearDepth(fragCoord.z)) * sliceScale) + sliceBias), 0.0));
return vec3(u32((fragCoord.x / (camera.outputSize.x / f32(tileCount.x)))), u32((fragCoord.y / (camera.outputSize.y / f32(tileCount.y)))), zTile);
}
fn getClusterIndex(fragCoord : vec4<f32>) -> u32 {
let tile = getTile(fragCoord);
return ((tile.x + (tile.y * tileCount.x)) + ((tile.z * tileCount.x) * tileCount.y));
}
fn sqDistPointAABB(point : vec3<f32>, minAABB : vec3<f32>, maxAABB : vec3<f32>) -> f32 {
var sqDist = 0.0;
for(var i : i32 = 0; (i < 3); i = (i + 1)) {
let v = point[i];
if ((v < minAABB[i])) {
sqDist = (sqDist + ((minAABB[i] - v) * (minAABB[i] - v)));
}
if ((v > maxAABB[i])) {
sqDist = (sqDist + ((v - maxAABB[i]) * (v - maxAABB[i])));
}
}
return sqDist;
}
@compute @workgroup_size(4, 2, 4)
fn computeMain(@builtin(global_invocation_id) global_id : vec3<u32>) {
let tileIndex = ((global_id.x + (global_id.y * tileCount.x)) + ((global_id.z * tileCount.x) * tileCount.y));
var clusterLightCount = 0u;
var cluserLightIndices : array<u32, 256>;
for(var i = 0u; (i < globalLights.lightCount); i = (i + 1u)) {
let range = globalLights.lights[i].range;
var lightInCluster : bool = (range <= 0.0);
if (!(lightInCluster)) {
let lightViewPos = (camera.view * vec4(globalLights.lights[i].position, 1.0));
let sqDist = sqDistPointAABB(lightViewPos.xyz, clusters.bounds[tileIndex].minAABB, clusters.bounds[tileIndex].maxAABB);
lightInCluster = (sqDist <= (range * range));
}
if (lightInCluster) {
cluserLightIndices[clusterLightCount] = i;
clusterLightCount = (clusterLightCount + 1u);
}
if ((clusterLightCount == 256u)) {
break;
}
}
let lightCount = clusterLightCount;
var offset = atomicAdd(&(clusterLights.offset), lightCount);
if ((offset >= 1769472u)) {
return;
}
for(var i = 0u; (i < clusterLightCount); i = (i + 1u)) {
clusterLights.indices[(offset + i)] = cluserLightIndices[i];
}
clusterLights.lights[tileIndex].offset = offset;
clusterLights.lights[tileIndex].count = clusterLightCount;
}