| 115 | } |
| 116 | |
| 117 | void LightCollection::initIntegrator(RenderContext* pRenderContext, const Scene& scene) |
| 118 | { |
| 119 | // The current algorithm rasterizes emissive triangles in texture space, |
| 120 | // and uses atomic operations to sum up the contribution from all covered texels. |
| 121 | // We do this in a raster pass, so we get one thread per texel/triangle. |
| 122 | |
| 123 | // Check for required features. |
| 124 | if (!mpDevice->isFeatureSupported(Device::SupportedFeatures::ConservativeRasterizationTier3)) |
| 125 | { |
| 126 | FALCOR_THROW("LightCollection requires conservative rasterization tier 3 support."); |
| 127 | } |
| 128 | if (!mpDevice->isShaderModelSupported(ShaderModel::SM6_6)) |
| 129 | { |
| 130 | FALCOR_THROW("LightCollection requires Shader Model 6.6 support."); |
| 131 | } |
| 132 | |
| 133 | // Create program. |
| 134 | auto defines = scene.getSceneDefines(); |
| 135 | defines.add("INTEGRATOR_PASS", "1"); |
| 136 | |
| 137 | ProgramDesc desc; |
| 138 | desc.addShaderLibrary(kEmissiveIntegratorFile).vsEntry("vsMain").gsEntry("gsMain").psEntry("psMain"); |
| 139 | mIntegrator.pProgram = Program::create(mpDevice, desc, defines); |
| 140 | |
| 141 | // Create graphics state. |
| 142 | mIntegrator.pState = GraphicsState::create(mpDevice); |
| 143 | |
| 144 | // Set state. |
| 145 | mIntegrator.pState->setProgram(mIntegrator.pProgram); |
| 146 | mIntegrator.pState->setVao(Vao::create(Vao::Topology::PointList)); |
| 147 | |
| 148 | // Set viewport. Note we don't bind any render targets so the size just determines the dispatch limits. |
| 149 | const uint32_t vpDim = 16384; // 16K x 16K |
| 150 | mIntegrator.pState->setViewport(0, GraphicsState::Viewport(0.f, 0.f, (float)vpDim, (float)vpDim, 0.f, 1.f)); |
| 151 | mIntegrator.pProgram->addDefine("_VIEWPORT_DIM", std::to_string(vpDim)); // Pass size to shader |
| 152 | |
| 153 | // Set raster state to disable culling. We don't care about winding in texture space when integrating. |
| 154 | RasterizerState::Desc rsDesc; |
| 155 | rsDesc.setCullMode(RasterizerState::CullMode::None); |
| 156 | rsDesc.setFillMode(RasterizerState::FillMode::Solid); |
| 157 | rsDesc.setConservativeRasterization(true); |
| 158 | mIntegrator.pState->setRasterizerState(RasterizerState::create(rsDesc)); |
| 159 | |
| 160 | // Set depth-stencil state to disable depth test/writes. |
| 161 | DepthStencilState::Desc dsDesc; |
| 162 | dsDesc.setDepthEnabled(false); |
| 163 | dsDesc.setDepthWriteMask(false); |
| 164 | mIntegrator.pState->setDepthStencilState(DepthStencilState::create(dsDesc)); |
| 165 | |
| 166 | // Create sampler for texel fetch. This is identical to material sampler but uses point sampling. |
| 167 | Sampler::Desc samplerDesc = mpSamplerState ? mpSamplerState->getDesc() : Sampler::Desc(); |
| 168 | samplerDesc.setFilterMode(TextureFilteringMode::Point, TextureFilteringMode::Point, TextureFilteringMode::Point); |
| 169 | mIntegrator.pPointSampler = mpDevice->createSampler(samplerDesc); |
| 170 | } |
| 171 | |
| 172 | void LightCollection::setupMeshLights(const Scene& scene) |
| 173 | { |
nothing calls this directly
no test coverage detected