UnityGame/Library/PackageCache/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/Compute/ComputeRayTracingShader.cs

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2024-10-27 10:53:47 +03:00
using Unity.Mathematics;
using UnityEngine.Assertions;
namespace UnityEngine.Rendering.UnifiedRayTracing
{
internal class ComputeRayTracingShader : IRayTracingShader
{
readonly ComputeShader m_Shader;
readonly int m_KernelIndex;
readonly int m_ComputeIndirectDispatchDimsKernelIndex;
uint3 m_ThreadGroupSizes;
// Temp buffer containing the dispatch dimensions
// For standard dispatches, it contains the dims counted in work groups.
// For indirect dispatches, it contains the dims counted in threads.
readonly GraphicsBuffer m_DispatchBuffer;
internal ComputeRayTracingShader(ComputeShader shader, string dispatchFuncName, GraphicsBuffer dispatchBuffer)
{
m_Shader = shader;
m_KernelIndex = m_Shader.FindKernel(dispatchFuncName);
m_ComputeIndirectDispatchDimsKernelIndex = m_Shader.FindKernel("ComputeIndirectDispatchDims");
m_Shader.GetKernelThreadGroupSizes(m_KernelIndex,
out m_ThreadGroupSizes.x, out m_ThreadGroupSizes.y, out m_ThreadGroupSizes.z);
m_DispatchBuffer = dispatchBuffer;
}
public uint3 GetThreadGroupSizes()
{
return m_ThreadGroupSizes;
}
public void SetAccelerationStructure(CommandBuffer cmd, string name, IRayTracingAccelStruct accelStruct)
{
var computeAccelStruct = accelStruct as ComputeRayTracingAccelStruct;
Assert.IsNotNull(computeAccelStruct);
computeAccelStruct.Bind(cmd, name, this);
}
public void SetIntParam(CommandBuffer cmd, int nameID, int val)
{
cmd.SetComputeIntParam(m_Shader, nameID, val);
}
public void SetFloatParam(CommandBuffer cmd, int nameID, float val)
{
cmd.SetComputeFloatParam(m_Shader, nameID, val);
}
public void SetVectorParam(CommandBuffer cmd, int nameID, Vector4 val)
{
cmd.SetComputeVectorParam(m_Shader, nameID, val);
}
public void SetMatrixParam(CommandBuffer cmd, int nameID, Matrix4x4 val)
{
cmd.SetComputeMatrixParam(m_Shader, nameID, val);
}
public void SetTextureParam(CommandBuffer cmd, int nameID, RenderTargetIdentifier rt)
{
cmd.SetComputeTextureParam(m_Shader, m_KernelIndex, nameID, rt);
}
public void SetBufferParam(CommandBuffer cmd, int nameID, GraphicsBuffer buffer)
{
cmd.SetComputeBufferParam(m_Shader, m_KernelIndex, nameID, buffer);
}
public void SetBufferParam(CommandBuffer cmd, int nameID, ComputeBuffer buffer)
{
cmd.SetComputeBufferParam(m_Shader, m_KernelIndex, nameID, buffer);
}
public void Dispatch(CommandBuffer cmd, GraphicsBuffer scratchBuffer, uint width, uint height, uint depth)
{
var requiredScratchSize = GetTraceScratchBufferRequiredSizeInBytes(width, height, depth);
if (requiredScratchSize > 0)
{
Debug.Assert(scratchBuffer != null && ((ulong)(scratchBuffer.count * scratchBuffer.stride) >= requiredScratchSize), "scratchBuffer size is too small");
Debug.Assert(scratchBuffer.stride == 4, "scratchBuffer stride must be 4");
}
cmd.SetComputeBufferParam(m_Shader, m_KernelIndex, RadeonRays.SID.g_stack, scratchBuffer);
cmd.SetBufferData(m_DispatchBuffer, new uint[] { width, height, depth });
SetBufferParam(cmd, RadeonRays.SID.g_dispatch_dimensions, m_DispatchBuffer);
uint workgroupsX = (uint)GraphicsHelpers.DivUp((int)width, m_ThreadGroupSizes.x);
uint workgroupsY = (uint)GraphicsHelpers.DivUp((int)height, m_ThreadGroupSizes.y);
uint workgroupsZ = (uint)GraphicsHelpers.DivUp((int)depth, m_ThreadGroupSizes.z);
cmd.DispatchCompute(m_Shader, m_KernelIndex, (int)workgroupsX, (int)workgroupsY, (int)workgroupsZ);
}
public void Dispatch(CommandBuffer cmd, GraphicsBuffer scratchBuffer, GraphicsBuffer argsBuffer)
{
SetIndirectDispatchDimensions(cmd, argsBuffer);
DispatchIndirect(cmd, scratchBuffer, argsBuffer);
}
internal void SetIndirectDispatchDimensions(CommandBuffer cmd, GraphicsBuffer argsBuffer)
{
cmd.SetComputeBufferParam(m_Shader, m_ComputeIndirectDispatchDimsKernelIndex, RadeonRays.SID.g_dispatch_dimensions, argsBuffer);
cmd.SetComputeBufferParam(m_Shader, m_ComputeIndirectDispatchDimsKernelIndex, RadeonRays.SID.g_dispatch_dims_in_workgroups, m_DispatchBuffer);
cmd.DispatchCompute(m_Shader, m_ComputeIndirectDispatchDimsKernelIndex, 1, 1, 1);
}
internal void DispatchIndirect(CommandBuffer cmd, GraphicsBuffer scratchBuffer, GraphicsBuffer argsBuffer)
{
cmd.SetComputeBufferParam(m_Shader, m_KernelIndex, RadeonRays.SID.g_stack, scratchBuffer);
cmd.SetComputeBufferParam(m_Shader, m_KernelIndex, RadeonRays.SID.g_dispatch_dimensions, argsBuffer);
cmd.DispatchCompute(m_Shader, m_KernelIndex, m_DispatchBuffer, 0);
}
public ulong GetTraceScratchBufferRequiredSizeInBytes(uint width, uint height, uint depth)
{
uint rayCount = width * height * depth;
return (RadeonRays.RadeonRaysAPI.GetTraceMemoryRequirements(rayCount) * 4);
}
}
}