UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/ShaderLibrary/Clustering.hlsl

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2024-10-27 10:53:47 +03:00
#ifndef UNIVERSAL_CLUSTERING_INCLUDED
#define UNIVERSAL_CLUSTERING_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#if USE_FORWARD_PLUS
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
// Debug switches for disabling parts of the algorithm. Not implemented for mobile.
#define URP_FP_DISABLE_ZBINNING 0
#define URP_FP_DISABLE_TILING 0
// internal
struct ClusterIterator
{
uint tileOffset;
uint zBinOffset;
uint tileMask;
// Stores the next light index in first 16 bits, and the max light index in the last 16 bits.
uint entityIndexNextMax;
};
// internal
ClusterIterator ClusterInit(float2 normalizedScreenSpaceUV, float3 positionWS, int headerIndex)
{
ClusterIterator state = (ClusterIterator)0;
#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
{
#if UNITY_UV_STARTS_AT_TOP
// RemapFoveatedRenderingNonUniformToLinear expects the UV coordinate to be non-flipped, so we un-flip it before
// the call, and then flip it back afterwards.
normalizedScreenSpaceUV.y = 1.0 - normalizedScreenSpaceUV.y;
#endif
normalizedScreenSpaceUV = RemapFoveatedRenderingNonUniformToLinear(normalizedScreenSpaceUV);
#if UNITY_UV_STARTS_AT_TOP
normalizedScreenSpaceUV.y = 1.0 - normalizedScreenSpaceUV.y;
#endif
}
#endif // SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER
uint2 tileId = uint2(normalizedScreenSpaceUV * URP_FP_TILE_SCALE);
state.tileOffset = tileId.y * URP_FP_TILE_COUNT_X + tileId.x;
#if defined(USING_STEREO_MATRICES)
state.tileOffset += URP_FP_TILE_COUNT * unity_StereoEyeIndex;
#endif
state.tileOffset *= URP_FP_WORDS_PER_TILE;
float viewZ = dot(GetViewForwardDir(), positionWS - GetCameraPositionWS());
uint zBinBaseIndex = (uint)((IsPerspectiveProjection() ? log2(viewZ) : viewZ) * URP_FP_ZBIN_SCALE + URP_FP_ZBIN_OFFSET);
#if defined(USING_STEREO_MATRICES)
zBinBaseIndex += URP_FP_ZBIN_COUNT * unity_StereoEyeIndex;
#endif
// The Zbin buffer is laid out in the following manner:
// ZBin 0 ZBin 1
// .-------------------------^------------------------. .----------------^-------
// | header0 | header1 | word 1 | word 2 | ... | word N | header0 | header 1 | ...
// `----------------v--------------'
// URP_FP_WORDS_PER_TILE
//
// The total length of this buffer is `4*MAX_ZBIN_VEC4S`. `zBinBaseIndex` should
// always point to the `header 0` of a ZBin, so we clamp it accordingly, to
// avoid out-of-bounds indexing of the ZBin buffer.
zBinBaseIndex = zBinBaseIndex * (2 + URP_FP_WORDS_PER_TILE);
zBinBaseIndex = min(zBinBaseIndex, 4*MAX_ZBIN_VEC4S - (2 + URP_FP_WORDS_PER_TILE));
uint zBinHeaderIndex = zBinBaseIndex + headerIndex;
state.zBinOffset = zBinBaseIndex + 2;
#if !URP_FP_DISABLE_ZBINNING
uint header = Select4(asuint(urp_ZBins[zBinHeaderIndex / 4]), zBinHeaderIndex % 4);
#else
uint header = headerIndex == 0 ? ((URP_FP_PROBES_BEGIN - 1) << 16) : (((URP_FP_WORDS_PER_TILE * 32 - 1) << 16) | URP_FP_PROBES_BEGIN);
#endif
#if MAX_LIGHTS_PER_TILE > 32 || !defined(_ENVIRONMENTREFLECTIONS_OFF)
state.entityIndexNextMax = header;
#else
uint tileIndex = state.tileOffset;
uint zBinIndex = state.zBinOffset;
if (URP_FP_WORDS_PER_TILE > 0)
{
state.tileMask =
Select4(asuint(urp_Tiles[tileIndex / 4]), tileIndex % 4) &
Select4(asuint(urp_ZBins[zBinIndex / 4]), zBinIndex % 4) &
(0xFFFFFFFFu << (header & 0x1F)) & (0xFFFFFFFFu >> (31 - (header >> 16)));
}
#endif
return state;
}
// internal
bool ClusterNext(inout ClusterIterator it, out uint entityIndex)
{
#if MAX_LIGHTS_PER_TILE > 32 || !defined(_ENVIRONMENTREFLECTIONS_OFF)
uint maxIndex = it.entityIndexNextMax >> 16;
[loop] while (it.tileMask == 0 && (it.entityIndexNextMax & 0xFFFF) <= maxIndex)
{
// Extract the lower 16 bits and shift by 5 to divide by 32.
uint wordIndex = ((it.entityIndexNextMax & 0xFFFF) >> 5);
uint tileIndex = it.tileOffset + wordIndex;
uint zBinIndex = it.zBinOffset + wordIndex;
it.tileMask =
#if !URP_FP_DISABLE_TILING
Select4(asuint(urp_Tiles[tileIndex / 4]), tileIndex % 4) &
#endif
#if !URP_FP_DISABLE_ZBINNING
Select4(asuint(urp_ZBins[zBinIndex / 4]), zBinIndex % 4) &
#endif
// Mask out the beginning and end of the word.
(0xFFFFFFFFu << (it.entityIndexNextMax & 0x1F)) & (0xFFFFFFFFu >> (31 - min(31, maxIndex - wordIndex * 32)));
// The light index can start at a non-multiple of 32, but the following iterations should always be multiples of 32.
// So we add 32 and mask out the lower bits.
it.entityIndexNextMax = (it.entityIndexNextMax + 32) & ~31;
}
#endif
bool hasNext = it.tileMask != 0;
uint bitIndex = FIRST_BIT_LOW(it.tileMask);
it.tileMask ^= (1 << bitIndex);
#if MAX_LIGHTS_PER_TILE > 32 || !defined(_ENVIRONMENTREFLECTIONS_OFF)
// Subtract 32 because it stores the index of the _next_ word to fetch, but we want the current.
// The upper 16 bits and bits representing values < 32 are masked out. The latter is due to the fact that it will be
// included in what FIRST_BIT_LOW returns.
entityIndex = (((it.entityIndexNextMax - 32) & (0xFFFF & ~31))) + bitIndex;
#else
entityIndex = bitIndex;
#endif
return hasNext;
}
#endif
#endif