forked from BilalY/Rasagar
206 lines
8.9 KiB
C#
206 lines
8.9 KiB
C#
using System;
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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 struct TopLevelAccelStruct : IDisposable
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{
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public const GraphicsBuffer.Target topLevelBvhTarget = GraphicsBuffer.Target.Structured;
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public const GraphicsBuffer.Target instanceInfoTarget = GraphicsBuffer.Target.Structured;
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public GraphicsBuffer topLevelBvh;
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public GraphicsBuffer bottomLevelBvhs;
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public GraphicsBuffer instanceInfos;
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public uint instanceCount;
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public void Dispose()
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{
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topLevelBvh?.Dispose();
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instanceInfos?.Dispose();
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}
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}
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internal class HlbvhTopLevelBuilder
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{
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private ComputeShader shaderBuildHlbvh;
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private int kernelInit;
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private int kernelCalculateAabb;
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private int kernelCalculateMortonCodes;
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private int kernelBuildTreeBottomUp;
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private int kernelClearUpdateFlags;
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private RadixSort radixSort;
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const uint kTrianglesPerThread = 8u;
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const uint kGroupSize = 256u;
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const uint kTrianglesPerGroup = kTrianglesPerThread * kGroupSize;
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public HlbvhTopLevelBuilder(RadeonRaysShaders shaders)
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{
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shaderBuildHlbvh = shaders.buildHlbvh;
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kernelInit = shaderBuildHlbvh.FindKernel("Init");
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kernelCalculateAabb = shaderBuildHlbvh.FindKernel("CalculateAabb");
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kernelCalculateMortonCodes = shaderBuildHlbvh.FindKernel("CalculateMortonCodes");
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kernelBuildTreeBottomUp = shaderBuildHlbvh.FindKernel("BuildTreeBottomUp");
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kernelClearUpdateFlags = shaderBuildHlbvh.FindKernel("ClearUpdateFlags");
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radixSort = new RadixSort(shaders);
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}
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public ulong GetScratchDataSizeInDwords(uint instanceCount)
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{
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var scratchLayout = GetScratchBufferLayout(instanceCount);
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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 AllocateResultBuffers(uint instanceCount, ref TopLevelAccelStruct accelStruct)
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{
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var bvhNodeCount = GetBvhNodeCount(instanceCount);
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accelStruct.Dispose();
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accelStruct.instanceInfos = new GraphicsBuffer(TopLevelAccelStruct.instanceInfoTarget, (int)instanceCount, Marshal.SizeOf<InstanceInfo>());
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accelStruct.topLevelBvh = new GraphicsBuffer(TopLevelAccelStruct.topLevelBvhTarget, (int)bvhNodeCount + 1, Marshal.SizeOf<BvhNode>()); // plus one for header
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}
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public void CreateEmpty(ref TopLevelAccelStruct accelStruct)
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{
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accelStruct.Dispose();
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accelStruct.topLevelBvh = new GraphicsBuffer(TopLevelAccelStruct.topLevelBvhTarget, (int)2, Marshal.SizeOf<BvhNode>());
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accelStruct.instanceInfos = accelStruct.topLevelBvh;
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accelStruct.bottomLevelBvhs = accelStruct.topLevelBvh;
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accelStruct.instanceCount = 0;
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var top = new BvhNode[2];
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top[0].child0 = 0;
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top[0].child1 = 0;
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top[0].parent = 0;
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top[1].child0 = 0;
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top[1].child1 = 0;
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top[1].parent = 0xFFFFFFFF;
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top[1].update = 0;
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top[1].aabb0_min = math.asuint(new float3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity));
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top[1].aabb0_max = math.asuint(new float3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity));
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top[1].aabb1_min = math.asuint(new float3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity));
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top[1].aabb1_max = math.asuint(new float3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity));
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accelStruct.topLevelBvh.SetData(top);
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}
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struct ScratchBufferOffsets
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{
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public uint Aabb;
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public uint MortonCodes;
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public uint PrimitiveRefs;
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public uint SortedMortonCodes;
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public uint SortedPrimitiveRefs;
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public uint SortMemory;
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public uint InternalNodeRange;
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public uint TotalSize;
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}
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public void Execute(CommandBuffer cmd, GraphicsBuffer scratch, ref TopLevelAccelStruct accelStruct)
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{
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Common.EnableKeyword(cmd, shaderBuildHlbvh, "TOP_LEVEL", true);
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Common.EnableKeyword(cmd, shaderBuildHlbvh, "NO_REDUCTION", true);
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uint instanceCount = accelStruct.instanceCount;
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var scratchLayout = GetScratchBufferLayout(instanceCount);
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cmd.SetComputeIntParam(shaderBuildHlbvh, SID.g_constants_vertex_stride, (int)0);
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cmd.SetComputeIntParam(shaderBuildHlbvh, SID.g_constants_triangle_count, (int)instanceCount);
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cmd.SetComputeIntParam(shaderBuildHlbvh, SID.g_bvh_offset, 0);
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cmd.SetComputeIntParam(shaderBuildHlbvh, SID.g_internal_node_range_offset, (int)scratchLayout.InternalNodeRange);
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BindKernelArguments(cmd, kernelInit, scratch, scratchLayout, accelStruct, false);
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cmd.DispatchCompute(shaderBuildHlbvh, kernelInit, 1, 1, 1);
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BindKernelArguments(cmd, kernelCalculateAabb, scratch, scratchLayout, accelStruct, false);
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cmd.DispatchCompute(shaderBuildHlbvh, kernelCalculateAabb, (int)Common.CeilDivide(instanceCount, kTrianglesPerGroup), 1, 1);
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BindKernelArguments(cmd, kernelCalculateMortonCodes, scratch, scratchLayout, accelStruct, false);
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cmd.DispatchCompute(shaderBuildHlbvh, kernelCalculateMortonCodes, (int)Common.CeilDivide(instanceCount, kTrianglesPerGroup), 1, 1);
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radixSort.Execute(cmd, scratch,
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scratchLayout.MortonCodes, scratchLayout.SortedMortonCodes,
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scratchLayout.PrimitiveRefs, scratchLayout.SortedPrimitiveRefs,
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scratchLayout.SortMemory, instanceCount);
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BindKernelArguments(cmd, kernelClearUpdateFlags, scratch, scratchLayout, accelStruct, true);
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cmd.DispatchCompute(shaderBuildHlbvh, kernelClearUpdateFlags, (int)Common.CeilDivide(instanceCount, kTrianglesPerGroup), 1, 1);
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BindKernelArguments(cmd, kernelBuildTreeBottomUp, scratch, scratchLayout, accelStruct, true);
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cmd.DispatchCompute(shaderBuildHlbvh, kernelBuildTreeBottomUp, (int)Common.CeilDivide(instanceCount, kTrianglesPerGroup), 1, 1);
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}
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private ScratchBufferOffsets cachedScratchOffsets;
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private uint cachedInstanceCount = 0;
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ScratchBufferOffsets GetScratchBufferLayout(uint instanceCount)
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{
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if (cachedInstanceCount == instanceCount)
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{
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return cachedScratchOffsets;
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}
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var result = new ScratchBufferOffsets();
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uint offset = 0;
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result.Aabb = offset;
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offset += 6;
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result.MortonCodes = offset;
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offset += instanceCount;
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result.PrimitiveRefs = offset;
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offset += instanceCount;
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result.SortedMortonCodes = offset;
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offset += instanceCount;
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result.SortedPrimitiveRefs = offset;
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offset += instanceCount;
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result.SortMemory = offset;
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offset += (uint)radixSort.GetScratchDataSizeInDwords(instanceCount);
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result.TotalSize = offset;
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// overlaps with MortonCodes and PrimitiveRefs
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result.InternalNodeRange = result.MortonCodes;
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cachedScratchOffsets = result;
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cachedInstanceCount = instanceCount;
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return result;
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}
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private void BindKernelArguments(
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CommandBuffer cmd,
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int kernel,
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GraphicsBuffer scratch,
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ScratchBufferOffsets scratchLayout,
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TopLevelAccelStruct accelStruct,
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bool setSortedCodes)
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{
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cmd.SetComputeBufferParam(shaderBuildHlbvh, kernel, SID.g_scratch_buffer, scratch);
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cmd.SetComputeBufferParam(shaderBuildHlbvh, kernel, SID.g_bvh, accelStruct.topLevelBvh);
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cmd.SetComputeBufferParam(shaderBuildHlbvh, kernel, SID.g_bottom_bvhs, accelStruct.bottomLevelBvhs);
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cmd.SetComputeBufferParam(shaderBuildHlbvh, kernel, SID.g_instance_infos, accelStruct.instanceInfos);
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cmd.SetComputeIntParam(shaderBuildHlbvh, SID.g_aabb_offset, (int)scratchLayout.Aabb);
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if (setSortedCodes)
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{
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cmd.SetComputeIntParam(shaderBuildHlbvh, SID.g_morton_codes_offset, (int)scratchLayout.SortedMortonCodes);
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cmd.SetComputeIntParam(shaderBuildHlbvh, SID.g_primitive_refs_offset, (int)scratchLayout.SortedPrimitiveRefs);
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}
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else
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{
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cmd.SetComputeIntParam(shaderBuildHlbvh, SID.g_morton_codes_offset, (int)scratchLayout.MortonCodes);
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cmd.SetComputeIntParam(shaderBuildHlbvh, SID.g_primitive_refs_offset, (int)scratchLayout.PrimitiveRefs);
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}
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}
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}
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}
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