Faster coalescing
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+59
-8
@@ -80,7 +80,6 @@ VertexOutput chunk(
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struct StructurePointer
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{
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uint32_t value;
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bool subdivided()
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{
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return (this.value & 0x80000000) != 0;
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@@ -129,6 +128,8 @@ struct ByteColor
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struct StructurePoolElement
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{
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uint32_t occupancy_low;
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uint32_t occupancy_high;
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StructurePointer pointers[64];
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}
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@@ -168,14 +169,23 @@ uint32_t get_children_index(float3 position, uint32_t scale_exp)
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return cell_position.x + cell_position.y * 4 + cell_position.z * 4 * 4;
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}
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uint64_t get_child_mask(uint32_t low, uint32_t high)
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{
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return ((uint64_t)high << 32) | (uint64_t)low;
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}
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float3 floor_scale(float3 position, uint32_t scale_exp)
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{
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uint32_t mask = ~0u << scale_exp;
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return asfloat(asuint(position) & mask);
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}
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float4 ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_id, float dist_offset)
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float4 ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_id, float dist_offset, out float3 hit_pos)
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{
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float fov_deg = 100. / 1920.;
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float fov_rad = (float.getPi() * fov_deg) / 180.;
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float cone_factor = tan(fov_rad / 2.) * 2; // Horizontal size of pixel
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let st_pointer = structure_table_pointer[root_id];
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if(!st_pointer.subdivided())
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{
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@@ -216,7 +226,21 @@ float4 ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_id, floa
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child_index = get_children_index(pos, scale_exp);
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current_node = structure_pool[current_node_index].pointers[child_index];
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while(current_node.subdivided() && current_node.pointer_valid())
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// Scale computations
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//return float4(cone_size * 1000.);
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let cone_size = (length(ray_origin - pos) + dist_offset) * cone_factor;
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let exponent =
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select(
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cone_size == 0.,
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0,
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23 - (127 - (asuint(cone_size) >> 23))
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);
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while(
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current_node.subdivided() &&
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current_node.pointer_valid() &&
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scale_exp - 2 > exponent
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)
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{
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scale_exp -= 2;
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current_node_index = current_node.pointer();
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@@ -235,13 +259,22 @@ float4 ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_id, floa
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if(color_pool[current_node_index].colors[child_index].byte_a != 0)
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{
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hit_pos = pos - float3(1.);
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return color_pool[current_node_index].colors[child_index].float_color;
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}
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//uint64_t occupancy = get_child_mask(structure_pool[current_node_index].occupancy_low, structure_pool[current_node_index].occupancy_high);
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uint64_t occupancy = get_child_mask(structure_pool[current_node_index].occupancy_low, structure_pool[current_node_index].occupancy_high);
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uint32_t adv_scale_exp = scale_exp;
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if(((occupancy >> (child_index & 0b101010)) & 0x00330033) == 0)
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{
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adv_scale_exp ++;
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}
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// Perform dda
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// Compute correct exponent, and shift it into the exponent part of floatt
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let child_scale : float = asfloat((scale_exp - 23 + 127) << 23);
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let child_pos : float3 = floor_scale(pos, scale_exp);
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let child_scale : float = asfloat((adv_scale_exp - 23 + 127) << 23);
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let child_pos : float3 = floor_scale(pos, adv_scale_exp);
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let child_far : float3 = child_pos + select(ray_direction > 0., float3(child_scale), float3(0.));
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// Intersection t
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let inter_ts : float3 = (child_far - ray_origin) / ray_direction;
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@@ -250,7 +283,7 @@ float4 ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_id, floa
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// Perform dda step
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let neighbor_min : float3 = select(float3(inter_t) == inter_ts, child_pos + copysign(child_scale, ray_direction), child_pos);
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let neighbor_max : float3 = asfloat(asint(neighbor_min) + ((1 << scale_exp) - 1));
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let neighbor_max : float3 = asfloat(asint(neighbor_min) + ((1 << adv_scale_exp) - 1));
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let previous_pos : float3 = pos;
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pos = clamp(ray_origin + ray_direction * inter_t, neighbor_min, neighbor_max);
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@@ -276,17 +309,35 @@ float4 ray_march(float3 ray_direction, float3 ray_origin, uint32_t root_id, floa
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}
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hit_pos = pos - float3(1.);
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return float4(1., 0., 1., 1.);
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}
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struct FragmentOutput
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{
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float depth : SV_Depth;
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float4 color : SV_Target<0>;
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}
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//[earlydepthstencil]
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[shader("fragment")]
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float4 fragment(VertexOutput vertex_out) : SV_Target<0>
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FragmentOutput fragment(VertexOutput vertex_out)
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{
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let ray_direction = normalize(vertex_out.world_position - vertex_out.cam_position);
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let intersection_t = box_intersect(vertex_out.cam_position, ray_direction, vertex_out.chunk_position, vertex_out.chunk_position + float3(1.));
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let local_ray_origin = max(intersection_t.x, 0.) * ray_direction + vertex_out.cam_position - vertex_out.chunk_position;
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// Figure out intersection
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return ray_march(ray_direction, local_ray_origin, vertex_out.structure_id, 0.);
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var hit_pos : float3;
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let color = ray_march(ray_direction, local_ray_origin, vertex_out.structure_id, max(0., intersection_t.x), hit_pos);
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let world_hit_pos = hit_pos + vertex_out.chunk_position;
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let clip = mul(constants.view_proj, float4(world_hit_pos, 1.));
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let depth = clip.z / clip.w;
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var frag_out : FragmentOutput;
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frag_out.depth = depth;
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frag_out.color = color;
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return frag_out;
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}
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float2 box_intersect(float3 origin, float3 ray_direction, float3 box_min, float3 box_max)
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