added kernels that use shared memory
This commit is contained in:
659
examples_cuda/deferred/kernels_shared.cu
Normal file
659
examples_cuda/deferred/kernels_shared.cu
Normal file
@@ -0,0 +1,659 @@
|
||||
/*
|
||||
Copyright (c) 2010-2011, Intel Corporation
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are
|
||||
met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in the
|
||||
documentation and/or other materials provided with the distribution.
|
||||
|
||||
* Neither the name of Intel Corporation nor the names of its
|
||||
contributors may be used to endorse or promote products derived from
|
||||
this software without specific prior written permission.
|
||||
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
|
||||
IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
||||
TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
|
||||
PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
|
||||
OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
|
||||
#include "deferred.h"
|
||||
#include <stdio.h>
|
||||
#include <assert.h>
|
||||
|
||||
#define programCount 32
|
||||
#define programIndex (threadIdx.x & 31)
|
||||
#define taskIndex (blockIdx.x*4 + (threadIdx.x >> 5))
|
||||
#define taskCount (gridDim.x*4)
|
||||
#define warpIdx (threadIdx.x >> 5)
|
||||
|
||||
#define int32 int
|
||||
#define int16 short
|
||||
#define int8 char
|
||||
|
||||
__device__ static inline float clamp(float v, float low, float high)
|
||||
{
|
||||
return min(max(v, low), high);
|
||||
}
|
||||
|
||||
struct InputDataArrays
|
||||
{
|
||||
float *zBuffer;
|
||||
unsigned int16 *normalEncoded_x; // half float
|
||||
unsigned int16 *normalEncoded_y; // half float
|
||||
unsigned int16 *specularAmount; // half float
|
||||
unsigned int16 *specularPower; // half float
|
||||
unsigned int8 *albedo_x; // unorm8
|
||||
unsigned int8 *albedo_y; // unorm8
|
||||
unsigned int8 *albedo_z; // unorm8
|
||||
float *lightPositionView_x;
|
||||
float *lightPositionView_y;
|
||||
float *lightPositionView_z;
|
||||
float *lightAttenuationBegin;
|
||||
float *lightColor_x;
|
||||
float *lightColor_y;
|
||||
float *lightColor_z;
|
||||
float *lightAttenuationEnd;
|
||||
};
|
||||
|
||||
struct InputHeader
|
||||
{
|
||||
float cameraProj[4][4];
|
||||
float cameraNear;
|
||||
float cameraFar;
|
||||
|
||||
int32 framebufferWidth;
|
||||
int32 framebufferHeight;
|
||||
int32 numLights;
|
||||
int32 inputDataChunkSize;
|
||||
int32 inputDataArrayOffsets[idaNum];
|
||||
};
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
// Common utility routines
|
||||
|
||||
__device__
|
||||
static inline float
|
||||
dot3(float x, float y, float z, float a, float b, float c) {
|
||||
return (x*a + y*b + z*c);
|
||||
}
|
||||
|
||||
|
||||
#if 0
|
||||
template<typename T, int N>
|
||||
struct Uniform
|
||||
{
|
||||
static __shared__ T shdata[128];
|
||||
T data[(N-1)/programCount+1];
|
||||
|
||||
__device__ inline const T get(const int i) const
|
||||
{
|
||||
const int elemIdx = i & (programCount-1);
|
||||
const int chunkIdx = i >> 5;
|
||||
return __shfl(data[chunkIdx], elemIdx);
|
||||
}
|
||||
|
||||
__device__ inline void set(const int i, const T value) const
|
||||
{
|
||||
const int elemIdx = i & (programCount-1);
|
||||
const int chunkIdx = i >> 5;
|
||||
shdata[elemIdx] = value;
|
||||
data[chunkIdx] = shdata[programIndex];
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
__device__
|
||||
static inline void
|
||||
normalize3(float x, float y, float z, float &ox, float &oy, float &oz) {
|
||||
float n = rsqrt(x*x + y*y + z*z);
|
||||
ox = x * n;
|
||||
oy = y * n;
|
||||
oz = z * n;
|
||||
}
|
||||
|
||||
__device__ inline
|
||||
static float reduce_min(float value)
|
||||
{
|
||||
#pragma unroll
|
||||
for (int i = 4; i >=0; i--)
|
||||
value = min(value, __shfl_xor(value, 1<<i, 32));
|
||||
return value;
|
||||
}
|
||||
__device__ inline
|
||||
static float reduce_max(float value)
|
||||
{
|
||||
#pragma unroll
|
||||
for (int i = 4; i >=0; i--)
|
||||
value = max(value, __shfl_xor(value, 1<<i, 32));
|
||||
return value;
|
||||
}
|
||||
__device__ inline
|
||||
static int reduce_sum(int value)
|
||||
{
|
||||
#pragma unroll
|
||||
for (int i = 4; i >=0; i--)
|
||||
value += __shfl_xor(value, 1<<i, 32);
|
||||
return value;
|
||||
}
|
||||
static __device__ __forceinline__ uint shfl_scan_add_step(uint partial, uint up_offset)
|
||||
{
|
||||
uint result;
|
||||
asm(
|
||||
"{.reg .u32 r0;"
|
||||
".reg .pred p;"
|
||||
"shfl.up.b32 r0|p, %1, %2, 0;"
|
||||
"@p add.u32 r0, r0, %3;"
|
||||
"mov.u32 %0, r0;}"
|
||||
: "=r"(result) : "r"(partial), "r"(up_offset), "r"(partial));
|
||||
return result;
|
||||
}
|
||||
static __device__ __forceinline__ int inclusive_scan_warp(const int value)
|
||||
{
|
||||
uint sum = value;
|
||||
#pragma unroll
|
||||
for(int i = 0; i < 5; ++i)
|
||||
sum = shfl_scan_add_step(sum, 1 << i);
|
||||
return sum - value;
|
||||
}
|
||||
|
||||
|
||||
static __device__ __forceinline__ int lanemask_lt()
|
||||
{
|
||||
int mask;
|
||||
asm("mov.u32 %0, %lanemask_lt;" : "=r" (mask));
|
||||
return mask;
|
||||
}
|
||||
static __device__ __forceinline__ int2 warpBinExclusiveScan(const bool p)
|
||||
{
|
||||
const unsigned int b = __ballot(p);
|
||||
return make_int2(__popc(b & lanemask_lt()), __popc(b));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
__device__
|
||||
static inline float
|
||||
Unorm8ToFloat32(unsigned int8 u) {
|
||||
return (float)u * (1.0f / 255.0f);
|
||||
}
|
||||
|
||||
|
||||
__device__
|
||||
static inline unsigned int8
|
||||
Float32ToUnorm8(float f) {
|
||||
return (unsigned int8)(f * 255.0f);
|
||||
}
|
||||
|
||||
|
||||
__device__
|
||||
static inline void
|
||||
ComputeZBounds(
|
||||
int32 tileStartX, int32 tileEndX,
|
||||
int32 tileStartY, int32 tileEndY,
|
||||
// G-buffer data
|
||||
float zBuffer[],
|
||||
int32 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 ( int32 y = tileStartY; y < tileEndY; ++y) {
|
||||
for ( int xb = tileStartX; xb < tileEndX; xb += programCount)
|
||||
{
|
||||
const int x = xb + programIndex;
|
||||
if (x >= tileEndX) break;
|
||||
// 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 = min(laneMinZ, viewSpaceZ);
|
||||
laneMaxZ = max(laneMaxZ, viewSpaceZ);
|
||||
}
|
||||
}
|
||||
}
|
||||
minZ = reduce_min(laneMinZ);
|
||||
maxZ = reduce_max(laneMaxZ);
|
||||
}
|
||||
|
||||
|
||||
__device__
|
||||
static inline int32
|
||||
IntersectLightsWithTileMinMax(
|
||||
int32 tileStartX, int32 tileEndX,
|
||||
int32 tileStartY, int32 tileEndY,
|
||||
// Tile data
|
||||
float minZ,
|
||||
float maxZ,
|
||||
// G-buffer data
|
||||
int32 gBufferWidth, int32 gBufferHeight,
|
||||
// Camera data
|
||||
float cameraProj_11, float cameraProj_22,
|
||||
// Light Data
|
||||
int32 numLights,
|
||||
float light_positionView_x_array[],
|
||||
float light_positionView_y_array[],
|
||||
float light_positionView_z_array[],
|
||||
float light_attenuationEnd_array[],
|
||||
// Output
|
||||
int32 tileLightIndices[]
|
||||
)
|
||||
{
|
||||
float gBufferScale_x = 0.5f * (float)gBufferWidth;
|
||||
float gBufferScale_y = 0.5f * (float)gBufferHeight;
|
||||
|
||||
float frustumPlanes_xy[4] = {
|
||||
-(cameraProj_11 * gBufferScale_x),
|
||||
(cameraProj_11 * gBufferScale_x),
|
||||
(cameraProj_22 * gBufferScale_y),
|
||||
-(cameraProj_22 * gBufferScale_y) };
|
||||
float frustumPlanes_z[4] = {
|
||||
tileEndX - gBufferScale_x,
|
||||
-tileStartX + gBufferScale_x,
|
||||
tileEndY - gBufferScale_y,
|
||||
-tileStartY + gBufferScale_y };
|
||||
|
||||
for ( int i = 0; i < 4; ++i) {
|
||||
float norm = rsqrt(frustumPlanes_xy[i] * frustumPlanes_xy[i] +
|
||||
frustumPlanes_z[i] * frustumPlanes_z[i]);
|
||||
frustumPlanes_xy[i] *= norm;
|
||||
frustumPlanes_z[i] *= norm;
|
||||
}
|
||||
|
||||
int32 tileNumLights = 0;
|
||||
|
||||
for ( int lightIndexB = 0; lightIndexB < numLights; lightIndexB += programCount)
|
||||
{
|
||||
const int lightIndex = lightIndexB + programIndex;
|
||||
|
||||
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);
|
||||
|
||||
// This seems better than cif(!inFrustum) ccontinue; here since we
|
||||
// don't actually need to mask the rest of this function - this is
|
||||
// just a greedy early-out. Could also structure all of this as
|
||||
// nested if() statements, but this a bit easier to read
|
||||
int active = 0;
|
||||
if ((inFrustum)) {
|
||||
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 0
|
||||
if (inFrustum) {
|
||||
tileNumLights += packed_store_active(&tileLightIndices[tileNumLights],
|
||||
lightIndex);
|
||||
}
|
||||
#else
|
||||
if (inFrustum)
|
||||
{
|
||||
active = 1;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#if 1
|
||||
if (lightIndex >= numLights)
|
||||
active = 0;
|
||||
|
||||
#if 0
|
||||
const int idx = tileNumLights + inclusive_scan_warp(active);
|
||||
const int nactive = reduce_sum(active);
|
||||
#else
|
||||
const int2 res = warpBinExclusiveScan(active);
|
||||
const int idx = tileNumLights + res.x;
|
||||
const int nactive = res.y;
|
||||
#endif
|
||||
if (active)
|
||||
tileLightIndices[idx] = lightIndex;
|
||||
tileNumLights += nactive;
|
||||
#endif
|
||||
}
|
||||
|
||||
return tileNumLights;
|
||||
}
|
||||
|
||||
|
||||
__device__
|
||||
static inline int32
|
||||
IntersectLightsWithTile(
|
||||
int32 tileStartX, int32 tileEndX,
|
||||
int32 tileStartY, int32 tileEndY,
|
||||
int32 gBufferWidth, int32 gBufferHeight,
|
||||
// G-buffer data
|
||||
float zBuffer[],
|
||||
// Camera data
|
||||
float cameraProj_11, float cameraProj_22,
|
||||
float cameraProj_33, float cameraProj_43,
|
||||
float cameraNear, float cameraFar,
|
||||
// Light Data
|
||||
int32 numLights,
|
||||
float light_positionView_x_array[],
|
||||
float light_positionView_y_array[],
|
||||
float light_positionView_z_array[],
|
||||
float light_attenuationEnd_array[],
|
||||
// Output
|
||||
int32 tileLightIndices[]
|
||||
)
|
||||
{
|
||||
float minZ, maxZ;
|
||||
ComputeZBounds(tileStartX, tileEndX, tileStartY, tileEndY,
|
||||
zBuffer, gBufferWidth, cameraProj_33, cameraProj_43, cameraNear, cameraFar,
|
||||
minZ, maxZ);
|
||||
|
||||
|
||||
int32 tileNumLights = IntersectLightsWithTileMinMax(
|
||||
tileStartX, tileEndX, tileStartY, tileEndY, minZ, maxZ,
|
||||
gBufferWidth, gBufferHeight, cameraProj_11, cameraProj_22,
|
||||
MAX_LIGHTS, light_positionView_x_array, light_positionView_y_array,
|
||||
light_positionView_z_array, light_attenuationEnd_array,
|
||||
tileLightIndices);
|
||||
|
||||
return tileNumLights;
|
||||
}
|
||||
|
||||
|
||||
__device__
|
||||
static inline void
|
||||
ShadeTile(
|
||||
int32 tileStartX, int32 tileEndX,
|
||||
int32 tileStartY, int32 tileEndY,
|
||||
int32 gBufferWidth, int32 gBufferHeight,
|
||||
const InputDataArrays &inputData,
|
||||
// Camera data
|
||||
float cameraProj_11, float cameraProj_22,
|
||||
float cameraProj_33, float cameraProj_43,
|
||||
// Light list
|
||||
int32 tileLightIndices[],
|
||||
int32 tileNumLights,
|
||||
// UI
|
||||
bool visualizeLightCount,
|
||||
// Output
|
||||
unsigned int8 framebuffer_r[],
|
||||
unsigned int8 framebuffer_g[],
|
||||
unsigned int8 framebuffer_b[]
|
||||
)
|
||||
{
|
||||
if (tileNumLights == 0 || visualizeLightCount) {
|
||||
unsigned int8 c = (unsigned int8)(min(tileNumLights << 2, 255));
|
||||
for ( int32 y = tileStartY; y < tileEndY; ++y) {
|
||||
for ( int xb = tileStartX ; xb < tileEndX; xb += programCount)
|
||||
{
|
||||
const int x = xb + programIndex;
|
||||
if (x >= tileEndX) continue;
|
||||
int32 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 y = tileStartY; y < tileEndY; ++y) {
|
||||
float positionScreen_y = -(((0.5f + y) * twoOverGBufferHeight) - 1.f);
|
||||
|
||||
for ( int xb = tileStartX ; xb < tileEndX; xb += programCount)
|
||||
{
|
||||
const int x = xb + programIndex;
|
||||
// if (x >= tileEndX) break;
|
||||
int32 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 = __half2float(inputData.normalEncoded_x[gBufferOffset]);
|
||||
float normal_y = __half2float(inputData.normalEncoded_y[gBufferOffset]);
|
||||
|
||||
float f = (normal_x - normal_x * normal_x) + (normal_y - normal_y * normal_y);
|
||||
float m = sqrt(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 =
|
||||
__half2float(inputData.specularAmount[gBufferOffset]);
|
||||
float surface_specularPower =
|
||||
__half2float(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 tileLightIndex = 0; tileLightIndex < tileNumLights;
|
||||
++tileLightIndex) {
|
||||
int32 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 = sqrt(distanceToLight2);
|
||||
|
||||
// HLSL "rcp" is allowed to be fairly inaccurate
|
||||
float distanceToLightRcp = 1.0f/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 = 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 = max(NdotH, 0.0f);
|
||||
|
||||
float specular = pow(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
|
||||
// These pows are pretty slow right now, but we can do
|
||||
// something faster if really necessary to squeeze every
|
||||
// last bit of performance out of it
|
||||
float gamma = 1.0 / 2.2f;
|
||||
lit_x = pow(clamp(lit_x, 0.0f, 1.0f), gamma);
|
||||
lit_y = pow(clamp(lit_y, 0.0f, 1.0f), gamma);
|
||||
lit_z = pow(clamp(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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
// Static decomposition
|
||||
|
||||
extern "C" __global__ void
|
||||
RenderTile( int num_groups_x, int num_groups_y,
|
||||
const InputHeader *inputHeaderPtr,
|
||||
const InputDataArrays *inputDataPtr,
|
||||
int visualizeLightCount,
|
||||
// Output
|
||||
unsigned int8 framebuffer_r[],
|
||||
unsigned int8 framebuffer_g[],
|
||||
unsigned int8 framebuffer_b[]) {
|
||||
if (taskIndex >= taskCount) return;
|
||||
|
||||
const InputHeader inputHeader = *inputHeaderPtr;
|
||||
const InputDataArrays inputData = *inputDataPtr;
|
||||
int32 group_y = taskIndex / num_groups_x;
|
||||
int32 group_x = taskIndex % num_groups_x;
|
||||
|
||||
int32 tile_start_x = group_x * MIN_TILE_WIDTH;
|
||||
int32 tile_start_y = group_y * MIN_TILE_HEIGHT;
|
||||
int32 tile_end_x = tile_start_x + MIN_TILE_WIDTH;
|
||||
int32 tile_end_y = tile_start_y + MIN_TILE_HEIGHT;
|
||||
|
||||
int framebufferWidth = inputHeader.framebufferWidth;
|
||||
int framebufferHeight = inputHeader.framebufferHeight;
|
||||
float cameraProj_00 = inputHeader.cameraProj[0][0];
|
||||
float cameraProj_11 = inputHeader.cameraProj[1][1];
|
||||
float cameraProj_22 = inputHeader.cameraProj[2][2];
|
||||
float cameraProj_32 = inputHeader.cameraProj[3][2];
|
||||
|
||||
// Light intersection: figure out which lights illuminate this tile.
|
||||
#if 0
|
||||
int tileLightIndices[MAX_LIGHTS]; // Light list for the tile
|
||||
#else
|
||||
__shared__ int tileLightIndicesFull[4*MAX_LIGHTS]; // Light list for the tile
|
||||
int *tileLightIndices = &tileLightIndicesFull[warpIdx*MAX_LIGHTS];
|
||||
#endif
|
||||
int numTileLights =
|
||||
IntersectLightsWithTile(tile_start_x, tile_end_x,
|
||||
tile_start_y, tile_end_y,
|
||||
framebufferWidth, framebufferHeight,
|
||||
inputData.zBuffer,
|
||||
cameraProj_00, cameraProj_11,
|
||||
cameraProj_22, cameraProj_32,
|
||||
inputHeader.cameraNear, inputHeader.cameraFar,
|
||||
MAX_LIGHTS,
|
||||
inputData.lightPositionView_x,
|
||||
inputData.lightPositionView_y,
|
||||
inputData.lightPositionView_z,
|
||||
inputData.lightAttenuationEnd,
|
||||
tileLightIndices);
|
||||
|
||||
// And now shade the tile, using the lights in tileLightIndices
|
||||
ShadeTile(tile_start_x, tile_end_x, tile_start_y, tile_end_y,
|
||||
framebufferWidth, framebufferHeight, inputData,
|
||||
cameraProj_00, cameraProj_11, cameraProj_22, cameraProj_32,
|
||||
tileLightIndices, numTileLights, visualizeLightCount,
|
||||
framebuffer_r, framebuffer_g, framebuffer_b);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user