blob: d8b6e017c40daeb63345ea5e2bff1d31c2caf921 [file] [log] [blame] [edit]
uint atomicAdd_1(RWByteAddressBuffer buffer, uint offset, uint value) {
uint original_value = 0;
buffer.InterlockedAdd(offset, value, original_value);
return original_value;
}
cbuffer cbuffer_camera : register(b0, space0) {
uint4 camera[14];
};
ByteAddressBuffer clusters : register(t1, space0);
RWByteAddressBuffer clusterLights : register(u2, space0);
ByteAddressBuffer globalLights : register(t3, space0);
static const uint3 tileCount = uint3(32u, 18u, 48u);
float linearDepth(float depthSample) {
return ((asfloat(camera[13].w) * asfloat(camera[13].z)) / mad(depthSample, (asfloat(camera[13].z) - asfloat(camera[13].w)), asfloat(camera[13].w)));
}
uint3 getTile(float4 fragCoord) {
const float sliceScale = (float(tileCount.z) / log2((asfloat(camera[13].w) / asfloat(camera[13].z))));
const float sliceBias = -(((float(tileCount.z) * log2(asfloat(camera[13].z))) / log2((asfloat(camera[13].w) / asfloat(camera[13].z)))));
const uint zTile = uint(max(((log2(linearDepth(fragCoord.z)) * sliceScale) + sliceBias), 0.0f));
return uint3(uint((fragCoord.x / (asfloat(camera[13].x) / float(tileCount.x)))), uint((fragCoord.y / (asfloat(camera[13].y) / float(tileCount.y)))), zTile);
}
uint getClusterIndex(float4 fragCoord) {
const uint3 tile = getTile(fragCoord);
return ((tile.x + (tile.y * tileCount.x)) + ((tile.z * tileCount.x) * tileCount.y));
}
float sqDistPointAABB(float3 tint_symbol, float3 minAABB, float3 maxAABB) {
float sqDist = 0.0f;
{
[loop] for(int i = 0; (i < 3); i = (i + 1)) {
const float v = tint_symbol[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;
}
struct tint_symbol_2 {
uint3 global_id : SV_DispatchThreadID;
};
float4x4 tint_symbol_6(uint4 buffer[14], uint offset) {
const uint scalar_offset = ((offset + 0u)) / 4;
const uint scalar_offset_1 = ((offset + 16u)) / 4;
const uint scalar_offset_2 = ((offset + 32u)) / 4;
const uint scalar_offset_3 = ((offset + 48u)) / 4;
return float4x4(asfloat(buffer[scalar_offset / 4]), asfloat(buffer[scalar_offset_1 / 4]), asfloat(buffer[scalar_offset_2 / 4]), asfloat(buffer[scalar_offset_3 / 4]));
}
void computeMain_inner(uint3 global_id) {
const uint tileIndex = ((global_id.x + (global_id.y * tileCount.x)) + ((global_id.z * tileCount.x) * tileCount.y));
uint clusterLightCount = 0u;
uint cluserLightIndices[256] = (uint[256])0;
{
[loop] for(uint i = 0u; (i < globalLights.Load(44u)); i = (i + 1u)) {
const float range = asfloat(globalLights.Load(((48u + (32u * i)) + 12u)));
bool lightInCluster = (range <= 0.0f);
if (!(lightInCluster)) {
const float4 lightViewPos = mul(float4(asfloat(globalLights.Load3((48u + (32u * i)))), 1.0f), tint_symbol_6(camera, 128u));
const float sqDist = sqDistPointAABB(lightViewPos.xyz, asfloat(clusters.Load3((32u * tileIndex))), asfloat(clusters.Load3(((32u * tileIndex) + 16u))));
lightInCluster = (sqDist <= (range * range));
}
if (lightInCluster) {
cluserLightIndices[clusterLightCount] = i;
clusterLightCount = (clusterLightCount + 1u);
}
if ((clusterLightCount == 256u)) {
break;
}
}
}
uint offset = atomicAdd_1(clusterLights, 0u, clusterLightCount);
if ((offset >= 1769472u)) {
return;
}
{
[loop] for(uint i = 0u; (i < clusterLightCount); i = (i + 1u)) {
clusterLights.Store((221188u + (4u * (offset + i))), asuint(cluserLightIndices[i]));
}
}
clusterLights.Store((4u + (8u * tileIndex)), asuint(offset));
clusterLights.Store(((4u + (8u * tileIndex)) + 4u), asuint(clusterLightCount));
}
[numthreads(4, 2, 4)]
void computeMain(tint_symbol_2 tint_symbol_1) {
computeMain_inner(tint_symbol_1.global_id);
return;
}