#ifndef _SAMPLING_SOBOLSAMPLING_HLSL_ #define _SAMPLING_SOBOLSAMPLING_HLSL_ #define SOBOL_MATRIX_SIZE 52 #define SOBOL_MATRICES_COUNT 1024 #include "SamplingResources.hlsl" #include "Hashes.hlsl" #include "Common.hlsl" // HLSLcc cannot correctly translate `reversebits(x)` for large unsigned integers. // Therefore, when using HLSLcc, we use our own implementation. https://jira.unity3d.com/browse/GFXFEAT-629 #ifdef UNITY_COMPILER_HLSLCC uint ReverseBitsSafe(uint x) { x = ((x >> 1) & 0x55555555u) | ((x & 0x55555555u) << 1); x = ((x >> 2) & 0x33333333u) | ((x & 0x33333333u) << 2); x = ((x >> 4) & 0x0f0f0f0fu) | ((x & 0x0f0f0f0fu) << 4); x = ((x >> 8) & 0x00ff00ffu) | ((x & 0x00ff00ffu) << 8); x = ((x >> 16) & 0xffffu) | ((x & 0xffffu) << 16); return x; } #else #define ReverseBitsSafe reversebits #endif // See https://psychopath.io/post/2021_01_30_building_a_better_lk_hash uint LaineKarrasPermutation(uint x, uint seed) { x ^= x * 0x3d20adea; x += seed; x *= (seed >> 16) | 1; x ^= x * 0x05526c56; x ^= x * 0x53a22864; return x; } uint NestedUniformOwenScramble(uint x, uint seed) { x = ReverseBitsSafe(x); x = LaineKarrasPermutation(x, seed); x = ReverseBitsSafe(x); return x; } //See https://psychopath.io/post/2022_08_14_a_fast_hash_for_base_4_owen_scrambling uint LaineKarrasStylePermutationBase4(uint x, uint seed) { x ^= x * 0x3d20adeau; x ^= (x >> 1) & (x << 1) & 0x55555555u; x += seed; x *= (seed >> 16) | 1; x ^= (x >> 1) & (x << 1) & 0x55555555u; x ^= x * 0x05526c56u; x ^= x * 0x53a22864u; return x; } uint NestedUniformScrambleBase4(uint x, uint seed) { x = ReverseBitsSafe(x); x = LaineKarrasStylePermutationBase4(x, seed); x = ReverseBitsSafe(x); return x; } // "Insert" a 0 bit after each of the 16 low bits of x. // Ref: https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/ uint Part1By1(uint x) { x &= 0x0000ffff; // x = ---- ---- ---- ---- fedc ba98 7654 3210 x = (x ^ (x << 8)) & 0x00ff00ff; // x = ---- ---- fedc ba98 ---- ---- 7654 3210 x = (x ^ (x << 4)) & 0x0f0f0f0f; // x = ---- fedc ---- ba98 ---- 7654 ---- 3210 x = (x ^ (x << 2)) & 0x33333333; // x = --fe --dc --ba --98 --76 --54 --32 --10 x = (x ^ (x << 1)) & 0x55555555; // x = -f-e -d-c -b-a -9-8 -7-6 -5-4 -3-2 -1-0 return x; } uint EncodeMorton2D(uint2 coord) { return (Part1By1(coord.y) << 1) + Part1By1(coord.x); } uint SobolSampleUint(uint index, int dimension, uint indexMaxBitCount) { uint result = 0; #ifdef UNIFIED_RT_BACKEND_HARDWARE // Raytracing tracing shaders compile only with unrolled loop, but unrolling fails in the compute path. // TODO: test again when Unity updates the shader compiler [unroll] #endif for (uint i = dimension * SOBOL_MATRIX_SIZE; i < dimension * SOBOL_MATRIX_SIZE + indexMaxBitCount; index >>= 1, ++i) { result ^= _SobolMatricesBuffer[i] * (index & 1); } return result; } uint SobolSampleUint(uint2 index64, uint dimension) { uint result = 0; uint i = dimension * SOBOL_MATRIX_SIZE; for (; i < dimension * SOBOL_MATRIX_SIZE + 32; index64.x >>= 1, ++i) { result ^= _SobolMatricesBuffer[i] * (index64.x & 1); } for (; i < dimension * SOBOL_MATRIX_SIZE + 32+20; index64.y >>= 1, ++i) { result ^= _SobolMatricesBuffer[i] * (index64.y & 1); } return result; } uint GetMortonShuffledSampleIndex(uint index, uint pixelMortonIndex, uint mortonShuffleSeed, uint log2SamplesPerPixel) { uint mortonIndexShuffled = NestedUniformScrambleBase4(pixelMortonIndex, mortonShuffleSeed); uint sampleIndexForPixel = (mortonIndexShuffled << log2SamplesPerPixel) | index; return sampleIndexForPixel; } uint2 GetMortonShuffledSampleIndex64(uint index, uint pixelMortonIndex, uint mortonShuffleSeed, uint log2SamplesPerPixel) { uint mortonIndexShuffled = NestedUniformScrambleBase4(pixelMortonIndex, mortonShuffleSeed); uint2 sampleIndex64; sampleIndex64.x = (mortonIndexShuffled << log2SamplesPerPixel) | index; sampleIndex64.y = mortonIndexShuffled >> (32 - log2SamplesPerPixel); return sampleIndex64; } float GetSobolSample(uint index, int dimension) { uint result = SobolSampleUint(index, dimension, 20); return UintToFloat01(result); } float GetOwenScrambledSobolSample(uint sampleIndex, uint dim, uint valueScrambleSeed) { uint sobolUInt = SobolSampleUint(sampleIndex, dim, 20); uint result = NestedUniformOwenScramble(sobolUInt, valueScrambleSeed); return UintToFloat01(result); } float GetOwenScrambledZShuffledSobolSample(uint sampleIndex, uint dim, uint maxDim, uint pixelMortonCode, uint log2SamplesPerPixel) { const uint kSeedValueScramble = 0xab773au; uint mortonShuffleSeed = LowBiasHash32(dim, 0); uint valueScrambleSeed = LowBiasHash32(dim, kSeedValueScramble); #ifdef QRNG_GLOBAL_SOBOL_ENHANCED_TILING uint2 shuffledSampleIndex = GetMortonShuffledSampleIndex64(sampleIndex, pixelMortonCode, mortonShuffleSeed, log2SamplesPerPixel); uint sobolUInt = SobolSampleUint(shuffledSampleIndex, dim % maxDim); #else uint shuffledSampleIndex = GetMortonShuffledSampleIndex(sampleIndex, pixelMortonCode, mortonShuffleSeed, log2SamplesPerPixel); uint sobolUInt = SobolSampleUint(shuffledSampleIndex, dim % maxDim, 32); #endif uint result = NestedUniformOwenScramble(sobolUInt, valueScrambleSeed); return UintToFloat01(result); } #endif // UNITY_SOBOL_SAMPLING_INCLUDED