forked from BilalY/Rasagar
134 lines
5.8 KiB
C#
134 lines
5.8 KiB
C#
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using System;
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using System.IO;
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using System.Runtime.InteropServices;
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using Unity.Mathematics;
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namespace UnityEngine.Rendering.RadeonRays
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{
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internal class RestructureBvh : IDisposable
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{
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private ComputeShader shader;
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private int kernelInitPrimitiveCounts;
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private int kernelFindTreeletRoots;
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private int kernelRestructure;
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private int kernelPrepareTreeletsDispatchSize;
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private int numIterations = 3;
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public GraphicsBuffer treeletDispatchIndirectBuffer;
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const uint kGroupSize = 256u;
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const uint kTrianglesPerThread = 8u;
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const uint kTrianglesPerGroup = kTrianglesPerThread * kGroupSize;
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const uint kMinPrimitivesPerTreelet = 64u;
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private const int kMaxThreadGroupsPerDispatch = 65535;
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public RestructureBvh(RadeonRaysShaders shaders)
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{
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shader = shaders.restructureBvh;
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kernelInitPrimitiveCounts = shader.FindKernel("InitPrimitiveCounts");
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kernelFindTreeletRoots = shader.FindKernel("FindTreeletRoots");
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kernelRestructure = shader.FindKernel("Restructure");
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kernelPrepareTreeletsDispatchSize = shader.FindKernel("PrepareTreeletsDispatchSize");
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treeletDispatchIndirectBuffer = new GraphicsBuffer(GraphicsBuffer.Target.IndirectArguments, 6, sizeof(uint));
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}
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public void Dispose()
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{
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treeletDispatchIndirectBuffer.Dispose();
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}
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public ulong GetScratchDataSizeInDwords(uint triangleCount)
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{
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var scratchLayout = GetScratchBufferLayout(triangleCount);
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return scratchLayout.TotalSize;
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}
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public static uint GetBvhNodeCount(uint leafCount)
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{
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return 2 * leafCount - 1;
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}
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public void Execute(
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CommandBuffer cmd,
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GraphicsBuffer vertices, int verticesOffset, uint vertexStride,
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GraphicsBuffer indices, int indicesOffset, uint triangleCount,
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GraphicsBuffer scratch, GraphicsBuffer result, uint resultOffset, string objName = null)
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{
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var scratchLayout = GetScratchBufferLayout(triangleCount);
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Common.EnableKeyword(cmd, shader, "TOP_LEVEL", false);
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cmd.SetComputeIntParam(shader, SID.g_indices_offset, indicesOffset);
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cmd.SetComputeIntParam(shader, SID.g_vertices_offset, verticesOffset);
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cmd.SetComputeIntParam(shader, SID.g_constants_vertex_stride, (int)vertexStride);
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cmd.SetComputeIntParam(shader, SID.g_constants_triangle_count, (int)triangleCount);
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cmd.SetComputeIntParam(shader, SID.g_treelet_count_offset, (int)scratchLayout.TreeletCount);
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cmd.SetComputeIntParam(shader, SID.g_treelet_roots_offset, (int)scratchLayout.TreeletRoots);
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cmd.SetComputeIntParam(shader, SID.g_primitive_counts_offset, (int)scratchLayout.PrimitiveCounts);
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cmd.SetComputeIntParam(shader, SID.g_bvh_offset, (int)resultOffset);
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uint minPrimitivePerTreelet = kMinPrimitivesPerTreelet;
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for (int i = 0; i < numIterations; ++i)
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{
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cmd.SetComputeIntParam(shader, SID.g_constants_min_prims_per_treelet, (int)minPrimitivePerTreelet);
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BindKernelArguments(cmd, kernelInitPrimitiveCounts, vertices, indices, scratch, result);
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cmd.DispatchCompute(shader, kernelInitPrimitiveCounts, (int)Common.CeilDivide(kTrianglesPerGroup, kGroupSize), 1, 1);
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BindKernelArguments(cmd, kernelFindTreeletRoots, vertices, indices, scratch, result);
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cmd.DispatchCompute(shader, kernelFindTreeletRoots, (int)Common.CeilDivide(kTrianglesPerGroup, kGroupSize), 1, 1);
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BindKernelArguments(cmd, kernelPrepareTreeletsDispatchSize, vertices, indices, scratch, result);
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cmd.DispatchCompute(shader, kernelPrepareTreeletsDispatchSize, 1, 1, 1);
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BindKernelArguments(cmd, kernelRestructure, vertices, indices, scratch, result);
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cmd.SetComputeIntParam(shader, SID.g_remainder_treelets, 0);
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cmd.DispatchCompute(shader, kernelRestructure, treeletDispatchIndirectBuffer, 0);
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if (Common.CeilDivide(triangleCount, minPrimitivePerTreelet) > kMaxThreadGroupsPerDispatch)
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{
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cmd.SetComputeIntParam(shader, SID.g_remainder_treelets, 1);
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cmd.DispatchCompute(shader, kernelRestructure, treeletDispatchIndirectBuffer, 3 * sizeof(uint));
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}
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minPrimitivePerTreelet *= 2;
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}
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}
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private void BindKernelArguments(
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CommandBuffer cmd, int kernel,
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GraphicsBuffer vertices, GraphicsBuffer indices,
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GraphicsBuffer scratch, GraphicsBuffer result)
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{
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cmd.SetComputeBufferParam(shader, kernel, SID.g_vertices, vertices);
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cmd.SetComputeBufferParam(shader, kernel, SID.g_indices, indices);
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cmd.SetComputeBufferParam(shader, kernel, SID.g_scratch_buffer, scratch);
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cmd.SetComputeBufferParam(shader, kernel, SID.g_bvh, result);
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cmd.SetComputeBufferParam(shader, kernel, SID.g_treelet_dispatch_buffer, treeletDispatchIndirectBuffer);
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}
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struct ScratchBufferOffsets
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{
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public uint TreeletCount;
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public uint TreeletRoots;
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public uint PrimitiveCounts;
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public uint TotalSize;
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}
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ScratchBufferOffsets GetScratchBufferLayout(uint triangleCount)
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{
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var result = new ScratchBufferOffsets();
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uint offset = 0;
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result.TreeletCount = offset;
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offset += 1;
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result.TreeletRoots = offset;
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offset += triangleCount;
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result.PrimitiveCounts = offset;
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offset += GetBvhNodeCount(triangleCount);
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result.TotalSize = offset;
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return result;
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}
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}
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}
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