/* clang-format off */ [compute] #version 450 VERSION_DEFINES layout(local_size_x = OCT_RES, local_size_y = OCT_RES, local_size_z = 1) in; /* clang-format on */ #define MAX_CASCADES 8 layout(rgba16f, set = 0, binding = 1) uniform restrict image2DArray irradiance_texture; layout(rg16f, set = 0, binding = 2) uniform restrict image2DArray depth_texture; layout(rgba32ui, set = 0, binding = 3) uniform restrict uimage2DArray irradiance_history_texture; layout(rg32ui, set = 0, binding = 4) uniform restrict uimage2DArray depth_history_texture; struct CascadeData { vec3 offset; //offset of (0,0,0) in world coordinates float to_cell; // 1/bounds * grid_size }; layout(set = 0, binding = 5, std140) uniform Cascades { CascadeData data[MAX_CASCADES]; } cascades; #define DEPTH_HISTORY_BITS 24 #define IRRADIANCE_HISTORY_BITS 16 layout(push_constant, binding = 0, std430) uniform Params { vec3 grid_size; uint max_cascades; uint probe_axis_size; uint cascade; uint history_size; uint pad0; ivec3 scroll; //scroll in probes uint pad1; } params; void main() { ivec2 local = ivec2(gl_LocalInvocationID.xy); ivec2 probe = ivec2(gl_WorkGroupID.xy); ivec3 probe_cell; probe_cell.x = probe.x % int(params.probe_axis_size); probe_cell.y = probe.y; probe_cell.z = probe.x / int(params.probe_axis_size); #ifdef MODE_SCROLL_BEGIN ivec3 read_cell = probe_cell - params.scroll; uint src_layer = (params.history_size + 1) * params.cascade; uint dst_layer = (params.history_size + 1) * params.max_cascades; for (uint i = 0; i <= params.history_size; i++) { ivec3 write_pos = ivec3(probe * OCT_RES + local, int(i)); if (any(lessThan(read_pos, ivec3(0))) || any(greaterThanEqual(read_pos, ivec3(params.probe_axis_size)))) { // nowhere to read from for scrolling, try finding the value from upper probes #ifdef MODE_IRRADIANCE imageStore(irradiance_history_texture, write_pos, uvec4(0)); #endif #ifdef MODE_DEPTH imageStore(depth_history_texture, write_pos, uvec4(0)); #endif } else { ivec3 read_pos; read_pos.xy = read_cell.xy; read_pos.x += read_cell.z * params.probe_axis_size; read_pos.xy = read_pos.xy * OCT_RES + local; read_pos.z = int(i); #ifdef MODE_IRRADIANCE uvec4 value = imageLoad(irradiance_history_texture, read_pos); imageStore(irradiance_history_texture, write_pos, value); #endif #ifdef MODE_DEPTH uvec2 value = imageLoad(depth_history_texture, read_pos); imageStore(depth_history_texture, write_pos, value); #endif } } #endif // MODE_SCROLL_BEGIN #ifdef MODE_SCROLL_END uint src_layer = (params.history_size + 1) * params.max_cascades; uint dst_layer = (params.history_size + 1) * params.cascade; for (uint i = 0; i <= params.history_size; i++) { ivec3 pos = ivec3(probe * OCT_RES + local, int(i)); #ifdef MODE_IRRADIANCE uvec4 value = imageLoad(irradiance_history_texture, read_pos); imageStore(irradiance_history_texture, write_pos, value); #endif #ifdef MODE_DEPTH uvec2 value = imageLoad(depth_history_texture, read_pos); imageStore(depth_history_texture, write_pos, value); #endif } #endif //MODE_SCROLL_END #ifdef MODE_STORE uint src_layer = (params.history_size + 1) * params.cascade + params.history_size; ivec3 read_pos = ivec3(probe * OCT_RES + local, int(src_layer)); ivec3 write_pos = ivec3(probe * (OCT_RES + 2) + ivec2(1), int(params.cascade)); ivec3 copy_to[4] = ivec3[](write_pos, ivec3(-2, -2, -2), ivec3(-2, -2, -2), ivec3(-2, -2, -2)); #ifdef MODE_IRRADIANCE uvec4 average = imageLoad(irradiance_history_texture, read_pos); vec4 light_accum = vec4(average / params.history_size) / float(1 << IRRADIANCE_HISTORY_BITS); #endif #ifdef MODE_DEPTH uvec2 value = imageLoad(depth_history_texture, read_pos); vec2 depth_accum = vec4(average / params.history_size) / float(1 << IRRADIANCE_HISTORY_BITS); float probe_cell_size = float(params.grid_size / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell; float max_depth = length(params.grid_size / cascades.data[params.max_cascades - 1].to_cell); max_depth /= probe_cell_size; depth_value = (vec2(average / params.history_size) / float(1 << DEPTH_HISTORY_BITS)) * vec2(max_depth, max_depth * max_depth); #endif /* Fill the border if required */ if (local == ivec2(0, 0)) { copy_to[1] = texture_pos + ivec3(OCT_RES - 1, -1, 0); copy_to[2] = texture_pos + ivec3(-1, OCT_RES - 1, 0); copy_to[3] = texture_pos + ivec3(OCT_RES, OCT_RES, 0); } else if (local == ivec2(OCT_RES - 1, 0)) { copy_to[1] = texture_pos + ivec3(0, -1, 0); copy_to[2] = texture_pos + ivec3(OCT_RES, OCT_RES - 1, 0); copy_to[3] = texture_pos + ivec3(-1, OCT_RES, 0); } else if (local == ivec2(0, OCT_RES - 1)) { copy_to[1] = texture_pos + ivec3(-1, 0, 0); copy_to[2] = texture_pos + ivec3(OCT_RES - 1, OCT_RES, 0); copy_to[3] = texture_pos + ivec3(OCT_RES, -1, 0); } else if (local == ivec2(OCT_RES - 1, OCT_RES - 1)) { copy_to[1] = texture_pos + ivec3(0, OCT_RES, 0); copy_to[2] = texture_pos + ivec3(OCT_RES, 0, 0); copy_to[3] = texture_pos + ivec3(-1, -1, 0); } else if (local.y == 0) { copy_to[1] = texture_pos + ivec3(OCT_RES - local.x - 1, local.y - 1, 0); } else if (local.x == 0) { copy_to[1] = texture_pos + ivec3(local.x - 1, OCT_RES - local.y - 1, 0); } else if (local.y == OCT_RES - 1) { copy_to[1] = texture_pos + ivec3(OCT_RES - local.x - 1, local.y + 1, 0); } else if (local.x == OCT_RES - 1) { copy_to[1] = texture_pos + ivec3(local.x + 1, OCT_RES - local.y - 1, 0); } for (int i = 0; i < 4; i++) { if (copy_to[i] == ivec3(-2, -2, -2)) { continue; } #ifdef MODE_IRRADIANCE imageStore(irradiance_texture, copy_to[i], light_accum); #endif #ifdef MODE_DEPTH imageStore(depth_texture, copy_to[i], vec4(depth_value, 0.0, 0.0)); #endif } #endif // MODE_STORE }