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  1. namespace UnityEngine.Rendering.RadeonRays
  2. {
  3. internal class TraceScene
  4. {
  5. const uint kGroupSize = 128u;
  6. const uint kStackSize = 64u;
  7. private ComputeShader shaderTrace;
  8. private int kernelTrace;
  9. public TraceScene(RadeonRaysShaders shaders)
  10. {
  11. shaderTrace = shaders.topLevelIntersector;
  12. kernelTrace = shaderTrace.FindKernel("TraceRays");
  13. }
  14. public void Execute(
  15. CommandBuffer cmd,
  16. GraphicsBuffer rays, uint rayCount, GraphicsBuffer indirectRayCount,
  17. RayQueryType queryType, RayQueryOutputType queryOutputType,
  18. GraphicsBuffer vertexBuffer, int vertexStrideInDWORD, GraphicsBuffer indexBuffer,
  19. TopLevelAccelStruct accelStruct, GraphicsBuffer scratch,
  20. GraphicsBuffer hits)
  21. {
  22. ConfigureShaderKeywords(cmd, indirectRayCount, queryType, queryOutputType);
  23. cmd.SetComputeIntParam(shaderTrace, SID.g_constants_ray_count, (int)rayCount);
  24. cmd.SetComputeIntParam(shaderTrace, SID.g_trace_vertex_stride, vertexStrideInDWORD);
  25. cmd.SetComputeBufferParam(shaderTrace, kernelTrace, SID.g_bvh, accelStruct.topLevelBvh);
  26. if (indirectRayCount != null)
  27. cmd.SetComputeBufferParam(shaderTrace, kernelTrace, SID.g_ray_count, indirectRayCount);
  28. cmd.SetComputeBufferParam(shaderTrace, kernelTrace, SID.g_rays, rays);
  29. cmd.SetComputeBufferParam(shaderTrace, kernelTrace, SID.g_hits, hits);
  30. cmd.SetComputeBufferParam(shaderTrace, kernelTrace, SID.g_stack, scratch);
  31. cmd.SetComputeBufferParam(shaderTrace, kernelTrace, SID.g_bottom_bvhs, accelStruct.bottomLevelBvhs);
  32. cmd.SetComputeBufferParam(shaderTrace, kernelTrace, SID.g_instance_infos, accelStruct.instanceInfos);
  33. cmd.SetComputeBufferParam(shaderTrace, kernelTrace, SID.g_trace_vertex_buffer, vertexBuffer);
  34. cmd.SetComputeBufferParam(shaderTrace, kernelTrace, SID.g_trace_index_buffer, indexBuffer);
  35. cmd.DispatchCompute(shaderTrace, kernelTrace, (int)Common.CeilDivide(rayCount, kGroupSize), 1, 1);
  36. }
  37. static public ulong GetScratchDataSizeInDwords(uint rayCount)
  38. {
  39. return kStackSize * rayCount;
  40. }
  41. void ConfigureShaderKeywords(CommandBuffer cmd, GraphicsBuffer indirectRayCount, RayQueryType queryType, RayQueryOutputType queryOutputType)
  42. {
  43. Common.EnableKeyword(cmd, shaderTrace, "INDIRECT_TRACE", indirectRayCount != null);
  44. Common.EnableKeyword(cmd, shaderTrace, "FULL_HIT", queryOutputType == RayQueryOutputType.FullHitData);
  45. Common.EnableKeyword(cmd, shaderTrace, "ANY_HIT", queryType == RayQueryType.AnyHit);
  46. }
  47. }
  48. }