/
redgpu
/
ispc
Обзор
Документация
Войти
/
redgpu
/
ispc
Код
Запросы
0
Задачи
Вики
Пакеты
0
Релизы
0
Аналитика
Безопасность
main
examples/cpu/deferred/dynamic_c.cpp
712 строк
32 KB
root
Fixed warnings in ISPC examples and define the C++17 standard in CMakeLists.txt of the examples
08 мар 2025, 02:24
08 мар 2025, 02:24
005c666
Код
Авторство
О чём код?
/* Copyright (c) 2011-2025, Intel Corporation SPDX-License-Identifier: BSD-3-Clause */ #include "deferred.h" #include "kernels_ispc.h" #include <algorithm> #include <assert.h> #include <math.h> #include <stdint.h> #ifdef _MSC_VER #define ISPC_IS_WINDOWS #elif defined(__linux__) || defined(__FreeBSD__) #define ISPC_IS_LINUX #elif defined(__APPLE__) #define ISPC_IS_APPLE #else #error "Host OS was not detected" #endif #ifdef ISPC_IS_LINUX #include <malloc.h> #endif // ISPC_IS_LINUX // Currently tile widths must be a multiple of SIMD width (i.e. 8 for ispc sse4x2)! #define MIN_TILE_WIDTH 16 #define MIN_TILE_HEIGHT 16 #define DYNAMIC_TREE_LEVELS 5 // If this is set to 1 then the result will be identical to the static version #define DYNAMIC_MIN_LIGHTS_TO_SUBDIVIDE 1 static void *lAlignedMalloc(size_t size, int32_t alignment) { #ifdef ISPC_IS_WINDOWS return _aligned_malloc(size, alignment); #elif defined ISPC_IS_LINUX return memalign(alignment, size); #elif defined ISPC_IS_APPLE void *mem = malloc(size + (alignment - 1) + sizeof(void *)); char *amem = ((char *)mem) + sizeof(void *); amem = amem + uint32_t(alignment - (reinterpret_cast<uint64_t>(amem) & (alignment - 1))); ((void **)amem)[-1] = mem; return amem; #else #error "Host OS was not detected" #endif } static void lAlignedFree(void *ptr) { #ifdef ISPC_IS_WINDOWS _aligned_free(ptr); #elif defined ISPC_IS_LINUX free(ptr); #elif defined ISPC_IS_APPLE free(((void **)ptr)[-1]); #else #error "Host OS was not detected" #endif } static void ComputeZBounds(int tileStartX, int tileEndX, int tileStartY, int tileEndY, // G-buffer data float zBuffer[], int gBufferWidth, // Camera data float cameraProj_33, float cameraProj_43, float cameraNear, float cameraFar, // Output float *minZ, float *maxZ) { // Find Z bounds float laneMinZ = cameraFar; float laneMaxZ = cameraNear; for (int y = tileStartY; y < tileEndY; ++y) { for (int x = tileStartX; x < tileEndX; ++x) { // Unproject depth buffer Z value into view space float z = zBuffer[(y * gBufferWidth + x)]; float viewSpaceZ = cameraProj_43 / (z - cameraProj_33); // Work out Z bounds for our samples // Avoid considering skybox/background or otherwise invalid pixels if ((viewSpaceZ < cameraFar) && (viewSpaceZ >= cameraNear)) { laneMinZ = std::min(laneMinZ, viewSpaceZ); laneMaxZ = std::max(laneMaxZ, viewSpaceZ); } } } *minZ = laneMinZ; *maxZ = laneMaxZ; } static void ComputeZBoundsRow(int tileY, int tileWidth, int tileHeight, int numTilesX, int numTilesY, // G-buffer data float zBuffer[], int gBufferWidth, // Camera data float cameraProj_33, float cameraProj_43, float cameraNear, float cameraFar, // Output float minZArray[], float maxZArray[]) { for (int tileX = 0; tileX < numTilesX; ++tileX) { float minZ, maxZ; ComputeZBounds(tileX * tileWidth, tileX * tileWidth + tileWidth, tileY * tileHeight, tileY * tileHeight + tileHeight, zBuffer, gBufferWidth, cameraProj_33, cameraProj_43, cameraNear, cameraFar, &minZ, &maxZ); minZArray[tileX] = minZ; maxZArray[tileX] = maxZ; } } class MinMaxZTree { public: // Currently (min) tile dimensions must divide gBuffer dimensions evenly // Levels must be small enough that neither dimension goes below one tile MinMaxZTree(int tileWidth, int tileHeight, int levels, int gBufferWidth, int gBufferHeight) : mTileWidth(tileWidth), mTileHeight(tileHeight), mLevels(levels) { mNumTilesX = gBufferWidth / mTileWidth; mNumTilesY = gBufferHeight / mTileHeight; // Allocate arrays mMinZArrays = (float **)lAlignedMalloc(sizeof(float *) * mLevels, 16); mMaxZArrays = (float **)lAlignedMalloc(sizeof(float *) * mLevels, 16); for (int i = 0; i < mLevels; ++i) { int x = NumTilesX(i); int y = NumTilesY(i); assert(x > 0); assert(y > 0); // NOTE: If the following two asserts fire it probably means that // the base tile dimensions do not evenly divide the G-buffer dimensions assert(x * (mTileWidth << i) >= gBufferWidth); assert(y * (mTileHeight << i) >= gBufferHeight); mMinZArrays[i] = (float *)lAlignedMalloc(sizeof(float) * x * y, 16); mMaxZArrays[i] = (float *)lAlignedMalloc(sizeof(float) * x * y, 16); } } void Update(float *zBuffer, int gBufferPitchInElements, float cameraProj_33, float cameraProj_43, float cameraNear, float cameraFar) { for (int tileY = 0; tileY < mNumTilesY; ++tileY) { ComputeZBoundsRow(tileY, mTileWidth, mTileHeight, mNumTilesX, mNumTilesY, zBuffer, gBufferPitchInElements, cameraProj_33, cameraProj_43, cameraNear, cameraFar, mMinZArrays[0] + (tileY * mNumTilesX), mMaxZArrays[0] + (tileY * mNumTilesX)); } // Generate other levels for (int level = 1; level < mLevels; ++level) { int destTilesX = NumTilesX(level); int destTilesY = NumTilesY(level); int srcLevel = level - 1; int srcTilesX = NumTilesX(srcLevel); int srcTilesY = NumTilesY(srcLevel); for (int y = 0; y < destTilesY; ++y) { for (int x = 0; x < destTilesX; ++x) { int srcX = x << 1; int srcY = y << 1; // NOTE: Ugly branches to deal with non-multiple dimensions at some levels // TODO: SSE branchless min/max is probably better... float minZ = mMinZArrays[srcLevel][(srcY)*srcTilesX + (srcX)]; float maxZ = mMaxZArrays[srcLevel][(srcY)*srcTilesX + (srcX)]; if (srcX + 1 < srcTilesX) { minZ = std::min(minZ, mMinZArrays[srcLevel][(srcY)*srcTilesX + (srcX + 1)]); maxZ = std::max(maxZ, mMaxZArrays[srcLevel][(srcY)*srcTilesX + (srcX + 1)]); if (srcY + 1 < srcTilesY) { minZ = std::min(minZ, mMinZArrays[srcLevel][(srcY + 1) * srcTilesX + (srcX + 1)]); maxZ = std::max(maxZ, mMaxZArrays[srcLevel][(srcY + 1) * srcTilesX + (srcX + 1)]); } } if (srcY + 1 < srcTilesY) { minZ = std::min(minZ, mMinZArrays[srcLevel][(srcY + 1) * srcTilesX + (srcX)]); maxZ = std::max(maxZ, mMaxZArrays[srcLevel][(srcY + 1) * srcTilesX + (srcX)]); } mMinZArrays[level][y * destTilesX + x] = minZ; mMaxZArrays[level][y * destTilesX + x] = maxZ; } } } } ~MinMaxZTree() { for (int i = 0; i < mLevels; ++i) { lAlignedFree(mMinZArrays[i]); lAlignedFree(mMaxZArrays[i]); } lAlignedFree(mMinZArrays); lAlignedFree(mMaxZArrays); } int Levels() const { return mLevels; } // These round UP, so beware that the last tile for a given level may not be completely full // TODO: Verify this... int NumTilesX(int level = 0) const { return (mNumTilesX + (1 << level) - 1) >> level; } int NumTilesY(int level = 0) const { return (mNumTilesY + (1 << level) - 1) >> level; } int TileWidth(int level = 0) const { return (mTileWidth << level); } int TileHeight(int level = 0) const { return (mTileHeight << level); } float MinZ(int level, int tileX, int tileY) const { return mMinZArrays[level][tileY * NumTilesX(level) + tileX]; } float MaxZ(int level, int tileX, int tileY) const { return mMaxZArrays[level][tileY * NumTilesX(level) + tileX]; } private: int mTileWidth; int mTileHeight; int mLevels; int mNumTilesX; int mNumTilesY; // One array for each "level" in the tree float **mMinZArrays; float **mMaxZArrays; }; static MinMaxZTree *gMinMaxZTree = 0; void InitDynamicC(InputData *input) { gMinMaxZTree = new MinMaxZTree(MIN_TILE_WIDTH, MIN_TILE_HEIGHT, DYNAMIC_TREE_LEVELS, input->header.framebufferWidth, input->header.framebufferHeight); } /* We're going to split a tile into 4 sub-tiles. This function reclassifies the tile's lights with respect to the sub-tiles. */ static void SplitTileMinMax(int tileMidX, int tileMidY, // Subtile data (00, 10, 01, 11) float subtileMinZ[], float subtileMaxZ[], // G-buffer data int gBufferWidth, int gBufferHeight, // Camera data float cameraProj_11, float cameraProj_22, // Light Data int lightIndices[], int numLights, float light_positionView_x_array[], float light_positionView_y_array[], float light_positionView_z_array[], float light_attenuationEnd_array[], // Outputs int subtileIndices[], int subtileIndicesPitch, int subtileNumLights[]) { float gBufferScale_x = 0.5f * (float)gBufferWidth; float gBufferScale_y = 0.5f * (float)gBufferHeight; float frustumPlanes_xy[2] = {-(cameraProj_11 * gBufferScale_x), (cameraProj_22 * gBufferScale_y)}; float frustumPlanes_z[2] = {tileMidX - gBufferScale_x, tileMidY - gBufferScale_y}; for (int i = 0; i < 2; ++i) { // Normalize float norm = 1.f / sqrtf(frustumPlanes_xy[i] * frustumPlanes_xy[i] + frustumPlanes_z[i] * frustumPlanes_z[i]); frustumPlanes_xy[i] *= norm; frustumPlanes_z[i] *= norm; } // Initialize int subtileLightOffset[4]; subtileLightOffset[0] = 0 * subtileIndicesPitch; subtileLightOffset[1] = 1 * subtileIndicesPitch; subtileLightOffset[2] = 2 * subtileIndicesPitch; subtileLightOffset[3] = 3 * subtileIndicesPitch; for (int i = 0; i < numLights; ++i) { int lightIndex = lightIndices[i]; float light_positionView_x = light_positionView_x_array[lightIndex]; float light_positionView_y = light_positionView_y_array[lightIndex]; float light_positionView_z = light_positionView_z_array[lightIndex]; float light_attenuationEnd = light_attenuationEnd_array[lightIndex]; float light_attenuationEndNeg = -light_attenuationEnd; // Test lights again against subtile z bounds bool inFrustum[4]; inFrustum[0] = (light_positionView_z - subtileMinZ[0] >= light_attenuationEndNeg) && (subtileMaxZ[0] - light_positionView_z >= light_attenuationEndNeg); inFrustum[1] = (light_positionView_z - subtileMinZ[1] >= light_attenuationEndNeg) && (subtileMaxZ[1] - light_positionView_z >= light_attenuationEndNeg); inFrustum[2] = (light_positionView_z - subtileMinZ[2] >= light_attenuationEndNeg) && (subtileMaxZ[2] - light_positionView_z >= light_attenuationEndNeg); inFrustum[3] = (light_positionView_z - subtileMinZ[3] >= light_attenuationEndNeg) && (subtileMaxZ[3] - light_positionView_z >= light_attenuationEndNeg); float dx = light_positionView_z * frustumPlanes_z[0] + light_positionView_x * frustumPlanes_xy[0]; float dy = light_positionView_z * frustumPlanes_z[1] + light_positionView_y * frustumPlanes_xy[1]; if (fabsf(dx) > light_attenuationEnd) { bool positiveX = dx > 0.0f; inFrustum[0] = inFrustum[0] && positiveX; // 00 subtile inFrustum[1] = inFrustum[1] && !positiveX; // 10 subtile inFrustum[2] = inFrustum[2] && positiveX; // 01 subtile inFrustum[3] = inFrustum[3] && !positiveX; // 11 subtile } if (fabsf(dy) > light_attenuationEnd) { bool positiveY = dy > 0.0f; inFrustum[0] = inFrustum[0] && positiveY; // 00 subtile inFrustum[1] = inFrustum[1] && positiveY; // 10 subtile inFrustum[2] = inFrustum[2] && !positiveY; // 01 subtile inFrustum[3] = inFrustum[3] && !positiveY; // 11 subtile } if (inFrustum[0]) subtileIndices[subtileLightOffset[0]++] = lightIndex; if (inFrustum[1]) subtileIndices[subtileLightOffset[1]++] = lightIndex; if (inFrustum[2]) subtileIndices[subtileLightOffset[2]++] = lightIndex; if (inFrustum[3]) subtileIndices[subtileLightOffset[3]++] = lightIndex; } subtileNumLights[0] = subtileLightOffset[0] - 0 * subtileIndicesPitch; subtileNumLights[1] = subtileLightOffset[1] - 1 * subtileIndicesPitch; subtileNumLights[2] = subtileLightOffset[2] - 2 * subtileIndicesPitch; subtileNumLights[3] = subtileLightOffset[3] - 3 * subtileIndicesPitch; } static inline float dot3(float x, float y, float z, float a, float b, float c) { return (x * a + y * b + z * c); } static inline void normalize3(float x, float y, float z, float &ox, float &oy, float &oz) { float n = 1.f / sqrtf(x * x + y * y + z * z); ox = x * n; oy = y * n; oz = z * n; } static inline float Unorm8ToFloat32(uint8_t u) { return (float)u * (1.0f / 255.0f); } static inline uint8_t Float32ToUnorm8(float f) { return (uint8_t)(f * 255.0f); } static inline float half_to_float_fast(uint16_t h) { uint32_t hs = h & (int32_t)0x8000u; // Pick off sign bit uint32_t he = h & (int32_t)0x7C00u; // Pick off exponent bits uint32_t hm = h & (int32_t)0x03FFu; // Pick off mantissa bits // sign uint32_t xs = ((uint32_t)hs) << 16; // Exponent: unbias the halfp, then bias the single int32_t xes = ((int32_t)(he >> 10)) - 15 + 127; // Exponent uint32_t xe = (uint32_t)(xes << 23); // Mantissa uint32_t xm = ((uint32_t)hm) << 13; uint32_t bits = (xs | xe | xm); // Use a union for safe type punning. union { uint32_t u; float f; } conv; conv.u = bits; return conv.f; } static void ShadeTileC(int32_t tileStartX, int32_t tileEndX, int32_t tileStartY, int32_t tileEndY, int32_t gBufferWidth, int32_t gBufferHeight, const ispc::InputDataArrays &inputData, // Camera data float cameraProj_11, float cameraProj_22, float cameraProj_33, float cameraProj_43, // Light list int32_t tileLightIndices[], int32_t tileNumLights, // UI bool visualizeLightCount, // Output uint8_t framebuffer_r[], uint8_t framebuffer_g[], uint8_t framebuffer_b[]) { if (tileNumLights == 0 || visualizeLightCount) { uint8_t c = (uint8_t)(std::min(tileNumLights << 2, 255)); for (int32_t y = tileStartY; y < tileEndY; ++y) { for (int32_t x = tileStartX; x < tileEndX; ++x) { int32_t framebufferIndex = (y * gBufferWidth + x); framebuffer_r[framebufferIndex] = c; framebuffer_g[framebufferIndex] = c; framebuffer_b[framebufferIndex] = c; } } } else { float twoOverGBufferWidth = 2.0f / gBufferWidth; float twoOverGBufferHeight = 2.0f / gBufferHeight; for (int32_t y = tileStartY; y < tileEndY; ++y) { float positionScreen_y = -(((0.5f + y) * twoOverGBufferHeight) - 1.f); for (int32_t x = tileStartX; x < tileEndX; ++x) { int32_t gBufferOffset = y * gBufferWidth + x; // Reconstruct position and (negative) view vector from G-buffer float surface_positionView_x, surface_positionView_y, surface_positionView_z; float Vneg_x, Vneg_y, Vneg_z; float z = inputData.zBuffer[gBufferOffset]; // Compute screen/clip-space position // NOTE: Mind DX11 viewport transform and pixel center! float positionScreen_x = (0.5f + (float)(x)) * twoOverGBufferWidth - 1.0f; // Unproject depth buffer Z value into view space surface_positionView_z = cameraProj_43 / (z - cameraProj_33); surface_positionView_x = positionScreen_x * surface_positionView_z / cameraProj_11; surface_positionView_y = positionScreen_y * surface_positionView_z / cameraProj_22; // We actually end up with a vector pointing *at* the // surface (i.e. the negative view vector) normalize3(surface_positionView_x, surface_positionView_y, surface_positionView_z, Vneg_x, Vneg_y, Vneg_z); // Reconstruct normal from G-buffer float surface_normal_x, surface_normal_y, surface_normal_z; float normal_x = half_to_float_fast(inputData.normalEncoded_x[gBufferOffset]); float normal_y = half_to_float_fast(inputData.normalEncoded_y[gBufferOffset]); float f = (normal_x - normal_x * normal_x) + (normal_y - normal_y * normal_y); float m = sqrtf(4.0f * f - 1.0f); surface_normal_x = m * (4.0f * normal_x - 2.0f); surface_normal_y = m * (4.0f * normal_y - 2.0f); surface_normal_z = 3.0f - 8.0f * f; // Load other G-buffer parameters float surface_specularAmount = half_to_float_fast(inputData.specularAmount[gBufferOffset]); float surface_specularPower = half_to_float_fast(inputData.specularPower[gBufferOffset]); float surface_albedo_x = Unorm8ToFloat32(inputData.albedo_x[gBufferOffset]); float surface_albedo_y = Unorm8ToFloat32(inputData.albedo_y[gBufferOffset]); float surface_albedo_z = Unorm8ToFloat32(inputData.albedo_z[gBufferOffset]); float lit_x = 0.0f; float lit_y = 0.0f; float lit_z = 0.0f; for (int32_t tileLightIndex = 0; tileLightIndex < tileNumLights; ++tileLightIndex) { int32_t lightIndex = tileLightIndices[tileLightIndex]; // Gather light data relevant to initial culling float light_positionView_x = inputData.lightPositionView_x[lightIndex]; float light_positionView_y = inputData.lightPositionView_y[lightIndex]; float light_positionView_z = inputData.lightPositionView_z[lightIndex]; float light_attenuationEnd = inputData.lightAttenuationEnd[lightIndex]; // Compute light vector float L_x = light_positionView_x - surface_positionView_x; float L_y = light_positionView_y - surface_positionView_y; float L_z = light_positionView_z - surface_positionView_z; float distanceToLight2 = dot3(L_x, L_y, L_z, L_x, L_y, L_z); // Clip at end of attenuation float light_attenutaionEnd2 = light_attenuationEnd * light_attenuationEnd; if (distanceToLight2 < light_attenutaionEnd2) { float distanceToLight = sqrtf(distanceToLight2); float distanceToLightRcp = 1.f / distanceToLight; L_x *= distanceToLightRcp; L_y *= distanceToLightRcp; L_z *= distanceToLightRcp; // Start computing brdf float NdotL = dot3(surface_normal_x, surface_normal_y, surface_normal_z, L_x, L_y, L_z); // Clip back facing if (NdotL > 0.0f) { float light_attenuationBegin = inputData.lightAttenuationBegin[lightIndex]; // Light distance attenuation (linstep) float lightRange = (light_attenuationEnd - light_attenuationBegin); float falloffPosition = (light_attenuationEnd - distanceToLight); float attenuation = std::min(falloffPosition / lightRange, 1.0f); float H_x = (L_x - Vneg_x); float H_y = (L_y - Vneg_y); float H_z = (L_z - Vneg_z); normalize3(H_x, H_y, H_z, H_x, H_y, H_z); float NdotH = dot3(surface_normal_x, surface_normal_y, surface_normal_z, H_x, H_y, H_z); NdotH = std::max(NdotH, 0.0f); float specular = powf(NdotH, surface_specularPower); float specularNorm = (surface_specularPower + 2.0f) * (1.0f / 8.0f); float specularContrib = surface_specularAmount * specularNorm * specular; float k = attenuation * NdotL * (1.0f + specularContrib); float light_color_x = inputData.lightColor_x[lightIndex]; float light_color_y = inputData.lightColor_y[lightIndex]; float light_color_z = inputData.lightColor_z[lightIndex]; float lightContrib_x = surface_albedo_x * light_color_x; float lightContrib_y = surface_albedo_y * light_color_y; float lightContrib_z = surface_albedo_z * light_color_z; lit_x += lightContrib_x * k; lit_y += lightContrib_y * k; lit_z += lightContrib_z * k; } } } // Gamma correct float gamma = 1.0 / 2.2f; lit_x = powf(std::min(std::max(lit_x, 0.0f), 1.0f), gamma); lit_y = powf(std::min(std::max(lit_y, 0.0f), 1.0f), gamma); lit_z = powf(std::min(std::max(lit_z, 0.0f), 1.0f), gamma); framebuffer_r[gBufferOffset] = Float32ToUnorm8(lit_x); framebuffer_g[gBufferOffset] = Float32ToUnorm8(lit_y); framebuffer_b[gBufferOffset] = Float32ToUnorm8(lit_z); } } } } void ShadeDynamicTileRecurse(InputData *input, int level, int tileX, int tileY, int *lightIndices, int numLights, Framebuffer *framebuffer) { const MinMaxZTree *minMaxZTree = gMinMaxZTree; // If we few enough lights or this is the base case (last level), shade // this full tile directly if (level == 0 || numLights < DYNAMIC_MIN_LIGHTS_TO_SUBDIVIDE) { int width = minMaxZTree->TileWidth(level); int height = minMaxZTree->TileHeight(level); int startX = tileX * width; int startY = tileY * height; int endX = std::min(input->header.framebufferWidth, startX + width); int endY = std::min(input->header.framebufferHeight, startY + height); // Skip entirely offscreen tiles if (endX > startX && endY > startY) { ShadeTileC(startX, endX, startY, endY, input->header.framebufferWidth, input->header.framebufferHeight, input->arrays, input->header.cameraProj[0][0], input->header.cameraProj[1][1], input->header.cameraProj[2][2], input->header.cameraProj[3][2], lightIndices, numLights, VISUALIZE_LIGHT_COUNT, framebuffer->r, framebuffer->g, framebuffer->b); } } else { // Otherwise, subdivide and 4-way recurse using X and Y splitting planes // Move down a level in the tree --level; tileX <<= 1; tileY <<= 1; int width = minMaxZTree->TileWidth(level); int height = minMaxZTree->TileHeight(level); // Work out splitting coords int midX = (tileX + 1) * width; int midY = (tileY + 1) * height; // Read subtile min/max data // NOTE: We must be sure to handle out-of-bounds access here since // sometimes we'll only have 1 or 2 subtiles for non-pow-2 // framebuffer sizes. bool rightTileExists = (tileX + 1 < minMaxZTree->NumTilesX(level)); bool bottomTileExists = (tileY + 1 < minMaxZTree->NumTilesY(level)); // NOTE: Order is 00, 10, 01, 11 // Set defaults up to cull all lights if the tile doesn't exist (offscreen) float minZ[4] = {input->header.cameraFar, input->header.cameraFar, input->header.cameraFar, input->header.cameraFar}; float maxZ[4] = {input->header.cameraNear, input->header.cameraNear, input->header.cameraNear, input->header.cameraNear}; minZ[0] = minMaxZTree->MinZ(level, tileX, tileY); maxZ[0] = minMaxZTree->MaxZ(level, tileX, tileY); if (rightTileExists) { minZ[1] = minMaxZTree->MinZ(level, tileX + 1, tileY); maxZ[1] = minMaxZTree->MaxZ(level, tileX + 1, tileY); if (bottomTileExists) { minZ[3] = minMaxZTree->MinZ(level, tileX + 1, tileY + 1); maxZ[3] = minMaxZTree->MaxZ(level, tileX + 1, tileY + 1); } } if (bottomTileExists) { minZ[2] = minMaxZTree->MinZ(level, tileX, tileY + 1); maxZ[2] = minMaxZTree->MaxZ(level, tileX, tileY + 1); } // Cull lights into subtile lists #ifdef ISPC_IS_WINDOWS __declspec(align(ALIGNMENT_BYTES)) #endif int subtileLightIndices[4][MAX_LIGHTS] #ifndef ISPC_IS_WINDOWS __attribute__((aligned(ALIGNMENT_BYTES))) #endif ; int subtileNumLights[4]; SplitTileMinMax(midX, midY, minZ, maxZ, input->header.framebufferWidth, input->header.framebufferHeight, input->header.cameraProj[0][0], input->header.cameraProj[1][1], lightIndices, numLights, input->arrays.lightPositionView_x, input->arrays.lightPositionView_y, input->arrays.lightPositionView_z, input->arrays.lightAttenuationEnd, subtileLightIndices[0], MAX_LIGHTS, subtileNumLights); // Recurse into subtiles ShadeDynamicTileRecurse(input, level, tileX, tileY, subtileLightIndices[0], subtileNumLights[0], framebuffer); ShadeDynamicTileRecurse(input, level, tileX + 1, tileY, subtileLightIndices[1], subtileNumLights[1], framebuffer); ShadeDynamicTileRecurse(input, level, tileX, tileY + 1, subtileLightIndices[2], subtileNumLights[2], framebuffer); ShadeDynamicTileRecurse(input, level, tileX + 1, tileY + 1, subtileLightIndices[3], subtileNumLights[3], framebuffer); } } static int IntersectLightsWithTileMinMax(int tileStartX, int tileEndX, int tileStartY, int tileEndY, // Tile data float minZ, float maxZ, // G-buffer data int gBufferWidth, int gBufferHeight, // Camera data float cameraProj_11, float cameraProj_22, // Light Data int numLights, float light_positionView_x_array[], float light_positionView_y_array[], float light_positionView_z_array[], float light_attenuationEnd_array[], // Output int tileLightIndices[]) { float gBufferScale_x = 0.5f * (float)gBufferWidth; float gBufferScale_y = 0.5f * (float)gBufferHeight; float frustumPlanes_xy[4]; float frustumPlanes_z[4]; // This one is totally constant over the whole screen... worth pulling it up at all? float frustumPlanes_xy_v[4] = {-(cameraProj_11 * gBufferScale_x), (cameraProj_11 * gBufferScale_x), (cameraProj_22 * gBufferScale_y), -(cameraProj_22 * gBufferScale_y)}; float frustumPlanes_z_v[4] = {tileEndX - gBufferScale_x, -tileStartX + gBufferScale_x, tileEndY - gBufferScale_y, -tileStartY + gBufferScale_y}; for (int i = 0; i < 4; ++i) { float norm = 1.f / sqrtf(frustumPlanes_xy_v[i] * frustumPlanes_xy_v[i] + frustumPlanes_z_v[i] * frustumPlanes_z_v[i]); frustumPlanes_xy_v[i] *= norm; frustumPlanes_z_v[i] *= norm; frustumPlanes_xy[i] = frustumPlanes_xy_v[i]; frustumPlanes_z[i] = frustumPlanes_z_v[i]; } int tileNumLights = 0; for (int lightIndex = 0; lightIndex < numLights; ++lightIndex) { float light_positionView_z = light_positionView_z_array[lightIndex]; float light_attenuationEnd = light_attenuationEnd_array[lightIndex]; float light_attenuationEndNeg = -light_attenuationEnd; float d = light_positionView_z - minZ; bool inFrustum = (d >= light_attenuationEndNeg); d = maxZ - light_positionView_z; inFrustum = inFrustum && (d >= light_attenuationEndNeg); if (!inFrustum) continue; float light_positionView_x = light_positionView_x_array[lightIndex]; float light_positionView_y = light_positionView_y_array[lightIndex]; d = light_positionView_z * frustumPlanes_z[0] + light_positionView_x * frustumPlanes_xy[0]; inFrustum = inFrustum && (d >= light_attenuationEndNeg); d = light_positionView_z * frustumPlanes_z[1] + light_positionView_x * frustumPlanes_xy[1]; inFrustum = inFrustum && (d >= light_attenuationEndNeg); d = light_positionView_z * frustumPlanes_z[2] + light_positionView_y * frustumPlanes_xy[2]; inFrustum = inFrustum && (d >= light_attenuationEndNeg); d = light_positionView_z * frustumPlanes_z[3] + light_positionView_y * frustumPlanes_xy[3]; inFrustum = inFrustum && (d >= light_attenuationEndNeg); // Pack and store intersecting lights if (inFrustum) tileLightIndices[tileNumLights++] = lightIndex; } return tileNumLights; } void ShadeDynamicTile(InputData *input, int level, int tileX, int tileY, Framebuffer *framebuffer) { const MinMaxZTree *minMaxZTree = gMinMaxZTree; // Get Z min/max for this tile int width = minMaxZTree->TileWidth(level); int height = minMaxZTree->TileHeight(level); float minZ = minMaxZTree->MinZ(level, tileX, tileY); float maxZ = minMaxZTree->MaxZ(level, tileX, tileY); int startX = tileX * width; int startY = tileY * height; int endX = std::min(input->header.framebufferWidth, startX + width); int endY = std::min(input->header.framebufferHeight, startY + height); // This is a root tile, so first do a full 6-plane cull #ifdef ISPC_IS_WINDOWS __declspec(align(ALIGNMENT_BYTES)) #endif int lightIndices[MAX_LIGHTS] #ifndef ISPC_IS_WINDOWS __attribute__((aligned(ALIGNMENT_BYTES))) #endif ; int numLights = IntersectLightsWithTileMinMax( startX, endX, startY, endY, minZ, maxZ, input->header.framebufferWidth, input->header.framebufferHeight, input->header.cameraProj[0][0], input->header.cameraProj[1][1], MAX_LIGHTS, input->arrays.lightPositionView_x, input->arrays.lightPositionView_y, input->arrays.lightPositionView_z, input->arrays.lightAttenuationEnd, lightIndices); // Now kick off the recursive process for this tile ShadeDynamicTileRecurse(input, level, tileX, tileY, lightIndices, numLights, framebuffer); } void DispatchDynamicC(InputData *input, Framebuffer *framebuffer) { MinMaxZTree *minMaxZTree = gMinMaxZTree; // Update min/max Z tree minMaxZTree->Update(input->arrays.zBuffer, input->header.framebufferWidth, input->header.cameraProj[2][2], input->header.cameraProj[3][2], input->header.cameraNear, input->header.cameraFar); int rootLevel = minMaxZTree->Levels() - 1; int rootTilesX = minMaxZTree->NumTilesX(rootLevel); int rootTilesY = minMaxZTree->NumTilesY(rootLevel); int rootTiles = rootTilesX * rootTilesY; for (int g = 0; g < rootTiles; ++g) { uint32_t tileY = g / rootTilesX; uint32_t tileX = g % rootTilesX; ShadeDynamicTile(input, rootLevel, tileX, tileY, framebuffer); } }