Cleanups to deferred shading workload
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@@ -479,7 +479,7 @@ ShadeTile(
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// Static decomposition
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task void
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RenderTile(uniform int g, uniform int num_groups_x, uniform int num_groups_y,
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RenderTile(uniform int num_groups_x, uniform int num_groups_y,
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reference uniform InputHeader inputHeader,
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reference uniform InputDataArrays inputData,
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uniform int visualizeLightCount,
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@@ -487,16 +487,13 @@ RenderTile(uniform int g, uniform int num_groups_x, uniform int num_groups_y,
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reference uniform unsigned int8 framebuffer_r[],
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reference uniform unsigned int8 framebuffer_g[],
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reference uniform unsigned int8 framebuffer_b[]) {
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uniform int32 group_y = g / num_groups_x;
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uniform int32 group_x = g % num_groups_x;
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uniform int32 group_y = taskIndex / num_groups_x;
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uniform int32 group_x = taskIndex % num_groups_x;
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uniform int32 tile_start_x = group_x * MIN_TILE_WIDTH;
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uniform int32 tile_start_y = group_y * MIN_TILE_HEIGHT;
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uniform int32 tile_end_x = tile_start_x + MIN_TILE_WIDTH;
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uniform int32 tile_end_y = tile_start_y + MIN_TILE_HEIGHT;
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uniform int sTileNumLights = 0;
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uniform int sTileLightIndices[MAX_LIGHTS]; // Light list for the tile
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uniform int framebufferWidth = inputHeader.framebufferWidth;
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uniform int framebufferHeight = inputHeader.framebufferHeight;
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uniform float cameraProj_00 = inputHeader.cameraProj[0][0];
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@@ -504,8 +501,9 @@ RenderTile(uniform int g, uniform int num_groups_x, uniform int num_groups_y,
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uniform float cameraProj_22 = inputHeader.cameraProj[2][2];
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uniform float cameraProj_32 = inputHeader.cameraProj[3][2];
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// Light intersection
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sTileNumLights =
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// Light intersection: figure out which lights illuminate this tile.
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uniform int tileLightIndices[MAX_LIGHTS]; // Light list for the tile
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uniform int numTileLights =
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IntersectLightsWithTile(tile_start_x, tile_end_x,
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tile_start_y, tile_end_y,
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framebufferWidth, framebufferHeight,
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@@ -518,12 +516,13 @@ RenderTile(uniform int g, uniform int num_groups_x, uniform int num_groups_y,
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inputData.lightPositionView_y,
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inputData.lightPositionView_z,
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inputData.lightAttenuationEnd,
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sTileLightIndices);
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tileLightIndices);
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// And now shade the tile, using the lights in tileLightIndices
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ShadeTile(tile_start_x, tile_end_x, tile_start_y, tile_end_y,
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framebufferWidth, framebufferHeight, inputData,
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cameraProj_00, cameraProj_11, cameraProj_22, cameraProj_32,
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sTileLightIndices, sTileNumLights, visualizeLightCount,
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tileLightIndices, numTileLights, visualizeLightCount,
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framebuffer_r, framebuffer_g, framebuffer_b);
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}
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@@ -542,17 +541,19 @@ RenderStatic(reference uniform InputHeader inputHeader,
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MIN_TILE_HEIGHT - 1) / MIN_TILE_HEIGHT;
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uniform int num_groups = num_groups_x * num_groups_y;
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for (uniform int g = 0; g < num_groups; ++g)
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launch < RenderTile(g, num_groups_x, num_groups_y,
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inputHeader, inputData, visualizeLightCount,
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framebuffer_r, framebuffer_g, framebuffer_b) >;
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// Launch a task to render each tile, each of which is MIN_TILE_WIDTH
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// by MIN_TILE_HEIGHT pixels.
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launch[num_groups] < RenderTile(num_groups_x, num_groups_y,
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inputHeader, inputData, visualizeLightCount,
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framebuffer_r, framebuffer_g, framebuffer_b) >;
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}
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///////////////////////////////////////////////////////////////////////////
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// Routines for dynamic decomposition path
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// tile width must be a multiple of programCount (SIMD size)
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// This computes the z min/max range for a whole row worth of tiles.
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// The tile width must be a multiple of programCount (SIMD size)
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export void
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ComputeZBoundsRow(
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uniform int32 tileY,
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@@ -583,6 +584,7 @@ ComputeZBoundsRow(
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}
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// Reclassifies the lights with respect to four sub-tiles when we refine a tile.
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// numLights need not be a multiple of programCount here, but the input and output arrays
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// should be able to handle programCount-sized load/stores.
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export void
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