Add measured optional tiled Forward+ lighting
Native and manual checks / native (ubuntu-24.04) (push) Failing after 36s
Native and manual checks / manual (push) Successful in 25s
Windows editor and software Vulkan / windows-graphics (push) Canceled after 0s
Native and manual checks / native (windows-2025) (push) Canceled after 0s
Native and manual checks / native (ubuntu-24.04) (push) Failing after 36s
Native and manual checks / manual (push) Successful in 25s
Windows editor and software Vulkan / windows-graphics (push) Canceled after 0s
Native and manual checks / native (windows-2025) (push) Canceled after 0s
This commit is contained in:
+17
-1
@@ -50,6 +50,9 @@ struct ShadowViewGpu {
|
||||
[[vk::binding(1,1)]] StructuredBuffer<LocalLightGpu> localLights;
|
||||
[[vk::binding(2,1)]] StructuredBuffer<ShadowViewGpu> shadowViews;
|
||||
[[vk::binding(3,1)]] Texture2D<float> localShadowAtlas;
|
||||
// 4-word header, then 66 words per 16x16 tile: count, overflow, 64 indices.
|
||||
// An overflowing tile evaluates the full submitted list instead of losing light.
|
||||
[[vk::binding(4,1)]] StructuredBuffer<uint> lightTileWords;
|
||||
[shader("vertex")]
|
||||
VertexOutput vertexMain(VertexInput v) {
|
||||
VertexOutput o;
|
||||
@@ -171,7 +174,20 @@ float4 fragmentMain(VertexOutput v) : SV_Target {
|
||||
linear += directBRDF(base.rgb, rough, metal, n, view, l) *
|
||||
lighting.sunColor.rgb * (lighting.sunDirectionIntensity.w * 3.0 * visibility);
|
||||
}
|
||||
for (uint i=0; i<lighting.counts.x; ++i) {
|
||||
uint candidateCount = lighting.counts.x;
|
||||
uint tileBase = 0;
|
||||
bool tileList = false;
|
||||
if (lightTileWords[1] != 0 && lightTileWords[0] != 0 && lightTileWords[2] != 0) {
|
||||
uint tileX = min(uint(v.position.x) / 16u, lightTileWords[0] - 1u);
|
||||
uint tileY = min(uint(v.position.y) / 16u, lightTileWords[2] - 1u);
|
||||
tileBase = 4u + (tileY * lightTileWords[0] + tileX) * 66u;
|
||||
if (lightTileWords[tileBase + 1u] == 0) {
|
||||
candidateCount = min(lightTileWords[tileBase], lighting.counts.x);
|
||||
tileList = true;
|
||||
}
|
||||
}
|
||||
for (uint candidate=0; candidate<candidateCount; ++candidate) {
|
||||
uint i = tileList ? lightTileWords[tileBase + 2u + candidate] : candidate;
|
||||
LocalLightGpu light=localLights[i];
|
||||
float3 delta=light.positionRange.xyz-v.world;
|
||||
float distanceSquared=max(dot(delta,delta),1e-6);
|
||||
|
||||
@@ -0,0 +1,75 @@
|
||||
// Conservative depth-free 16x16 Forward+ construction. One invocation owns
|
||||
// one tile, so indices remain in the same sorted order as the forward reference.
|
||||
struct LocalLightGpu {
|
||||
float4 positionRange;
|
||||
float4 directionCosOuter;
|
||||
float4 colorIntensity;
|
||||
float4 coneTypeShadowView;
|
||||
float4 reserved;
|
||||
};
|
||||
struct TileBuildParameters {
|
||||
column_major float4x4 viewProjection;
|
||||
float4 viewport; // x, y, width, height in framebuffer pixels
|
||||
uint4 dimensions; // tilesX, tilesY, submitted local lights, capacity (<= 64)
|
||||
};
|
||||
[[vk::push_constant]] ConstantBuffer<TileBuildParameters> build;
|
||||
[[vk::binding(0,0)]] StructuredBuffer<LocalLightGpu> localLights;
|
||||
[[vk::binding(1,0)]] RWStructuredBuffer<uint> tileWords;
|
||||
|
||||
bool sphereTouchesPlane(float3 center, float radius, float4 plane) {
|
||||
// The final epsilon admits boundary/rounding cases rather than dropping a
|
||||
// light. We intentionally do not use scene depth or reject near-plane cuts.
|
||||
return dot(plane, float4(center, 1.0)) + radius * length(plane.xyz) >= -1e-4;
|
||||
}
|
||||
|
||||
[shader("compute")]
|
||||
[numthreads(64, 1, 1)]
|
||||
void lightTileMain(uint3 dispatchId : SV_DispatchThreadID) {
|
||||
uint tileId = dispatchId.x;
|
||||
uint tilesX = build.dimensions.x;
|
||||
uint tilesY = build.dimensions.y;
|
||||
if (tileId >= tilesX * tilesY) return;
|
||||
if (tileId == 0) {
|
||||
tileWords[0] = tilesX;
|
||||
tileWords[1] = 1;
|
||||
tileWords[2] = tilesY;
|
||||
tileWords[3] = min(build.dimensions.w, 64u);
|
||||
}
|
||||
uint tileX = tileId % tilesX;
|
||||
uint tileY = tileId / tilesX;
|
||||
float x0 = float(tileX * 16u);
|
||||
float y0 = float(tileY * 16u);
|
||||
float x1 = x0 + 16.0;
|
||||
float y1 = y0 + 16.0;
|
||||
float left = 2.0 * (x0 - build.viewport.x) / build.viewport.z - 1.0;
|
||||
float right = 2.0 * (x1 - build.viewport.x) / build.viewport.z - 1.0;
|
||||
float top = 2.0 * (y0 - build.viewport.y) / build.viewport.w - 1.0;
|
||||
float bottom = 2.0 * (y1 - build.viewport.y) / build.viewport.w - 1.0;
|
||||
float4 xRow = mul(float4(1, 0, 0, 0), build.viewProjection);
|
||||
float4 yRow = mul(float4(0, 1, 0, 0), build.viewProjection);
|
||||
float4 wRow = mul(float4(0, 0, 0, 1), build.viewProjection);
|
||||
float4 leftPlane = xRow - left * wRow;
|
||||
float4 rightPlane = right * wRow - xRow;
|
||||
float4 topPlane = yRow - top * wRow;
|
||||
float4 bottomPlane = bottom * wRow - yRow;
|
||||
uint base = 4u + tileId * 66u;
|
||||
uint count = 0;
|
||||
bool overflow = false;
|
||||
for (uint i = 0; i < build.dimensions.z; ++i) {
|
||||
LocalLightGpu light = localLights[i];
|
||||
if (light.colorIntensity.w <= 0.0) continue;
|
||||
float3 center = light.positionRange.xyz;
|
||||
float radius = light.positionRange.w;
|
||||
if (!sphereTouchesPlane(center, radius, leftPlane) ||
|
||||
!sphereTouchesPlane(center, radius, rightPlane) ||
|
||||
!sphereTouchesPlane(center, radius, topPlane) ||
|
||||
!sphereTouchesPlane(center, radius, bottomPlane)) continue;
|
||||
if (count < min(build.dimensions.w, 64u))
|
||||
tileWords[base + 2u + count] = i;
|
||||
else
|
||||
overflow = true;
|
||||
++count;
|
||||
}
|
||||
tileWords[base] = min(count, min(build.dimensions.w, 64u));
|
||||
tileWords[base + 1u] = overflow ? 1u : 0u;
|
||||
}
|
||||
Reference in New Issue
Block a user