A game about forced loneliness, made by TACStudios
1#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch webgpu gles3
2//#pragma enable_d3d11_debug_symbols
3
4#include "Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeUploadDataCommon.hlsl"
5
6#pragma kernel UploadDataL2
7
8RWTexture3D<float4> _Out_L2_0;
9RWTexture3D<float4> _Out_L2_1;
10RWTexture3D<float4> _Out_L2_2;
11RWTexture3D<float4> _Out_L2_3;
12
13
14[numthreads(64, 1, 1)]
15void UploadDataL2(uint3 dispatchThreadID : SV_DispatchThreadID)
16{
17 uint chunkIndex = dispatchThreadID.z;
18 uint chunkProbeIndex = dispatchThreadID.x * 4; // One thread processes 4 probes.
19
20 // We extract 4 probes at a time.
21 // This is driven by the minimum amount of data that we can load at once with a ByteAddressBuffer
22 // Shared data is currently 1 byte per probe so we can load at minimum 4 probes at a time with one ByteAddressBuffer.Load(uint)
23
24
25 uint offsetL2_0 = _L2_0Offset + chunkIndex * _L2Size + chunkProbeIndex * _L2ProbeSize; // 4 x 4 bytes probes.
26 uint offsetL2_1 = _L2_1Offset + chunkIndex * _L2Size + chunkProbeIndex * _L2ProbeSize; // 4 x 4 bytes probes.
27 uint offsetL2_2 = _L2_2Offset + chunkIndex * _L2Size + chunkProbeIndex * _L2ProbeSize; // 4 x 4 bytes probes.
28 uint offsetL2_3 = _L2_3Offset + chunkIndex * _L2Size + chunkProbeIndex * _L2ProbeSize; // 4 x 4 bytes probes.
29
30 // Extract L2
31 float4 L2_0_probe_0, L2_0_probe_1, L2_0_probe_2, L2_0_probe_3;
32 float4 L2_1_probe_0, L2_1_probe_1, L2_1_probe_2, L2_1_probe_3;
33 float4 L2_2_probe_0, L2_2_probe_1, L2_2_probe_2, L2_2_probe_3;
34 float4 L2_3_probe_0, L2_3_probe_1, L2_3_probe_2, L2_3_probe_3;
35 ExtractByte(_ScratchBuffer.Load4(offsetL2_0), L2_0_probe_0, L2_0_probe_1, L2_0_probe_2, L2_0_probe_3);
36 ExtractByte(_ScratchBuffer.Load4(offsetL2_1), L2_1_probe_0, L2_1_probe_1, L2_1_probe_2, L2_1_probe_3);
37 ExtractByte(_ScratchBuffer.Load4(offsetL2_2), L2_2_probe_0, L2_2_probe_1, L2_2_probe_2, L2_2_probe_3);
38 ExtractByte(_ScratchBuffer.Load4(offsetL2_3), L2_3_probe_0, L2_3_probe_1, L2_3_probe_2, L2_3_probe_3);
39
40 APVResourcesRW output;
41 LOAD_APV_RES_L2(output, _Out);
42
43 uint3 baseProbe;
44 uint3 loc;
45 uint3 probe1Offset;
46 uint3 probe2Offset;
47 uint3 probe3Offset;
48 getProbeLocationAndOffsets(chunkIndex, chunkProbeIndex, baseProbe, loc, probe1Offset, probe2Offset, probe3Offset);
49
50
51 _Out_L2_0[loc] = L2_0_probe_0;
52 _Out_L2_0[loc + probe1Offset] = L2_0_probe_1;
53 _Out_L2_0[loc + probe2Offset] = L2_0_probe_2;
54 _Out_L2_0[loc + probe3Offset] = L2_0_probe_3;
55
56 _Out_L2_1[loc] = L2_1_probe_0;
57 _Out_L2_1[loc + probe1Offset] = L2_1_probe_1;
58 _Out_L2_1[loc + probe2Offset] = L2_1_probe_2;
59 _Out_L2_1[loc + probe3Offset] = L2_1_probe_3;
60
61 _Out_L2_2[loc] = L2_2_probe_0;
62 _Out_L2_2[loc + probe1Offset] = L2_2_probe_1;
63 _Out_L2_2[loc + probe2Offset] = L2_2_probe_2;
64 _Out_L2_2[loc + probe3Offset] = L2_2_probe_3;
65
66 _Out_L2_3[loc] = L2_3_probe_0;
67 _Out_L2_3[loc + probe1Offset] = L2_3_probe_1;
68 _Out_L2_3[loc + probe2Offset] = L2_3_probe_2;
69 _Out_L2_3[loc + probe3Offset] = L2_3_probe_3;
70}