#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch webgpu gles3 //#pragma enable_d3d11_debug_symbols #include "Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeUploadDataCommon.hlsl" #pragma kernel UploadDataL2 RWTexture3D _Out_L2_0; RWTexture3D _Out_L2_1; RWTexture3D _Out_L2_2; RWTexture3D _Out_L2_3; [numthreads(64, 1, 1)] void UploadDataL2(uint3 dispatchThreadID : SV_DispatchThreadID) { uint chunkIndex = dispatchThreadID.z; uint chunkProbeIndex = dispatchThreadID.x * 4; // One thread processes 4 probes. // We extract 4 probes at a time. // This is driven by the minimum amount of data that we can load at once with a ByteAddressBuffer // Shared data is currently 1 byte per probe so we can load at minimum 4 probes at a time with one ByteAddressBuffer.Load(uint) uint offsetL2_0 = _L2_0Offset + chunkIndex * _L2Size + chunkProbeIndex * _L2ProbeSize; // 4 x 4 bytes probes. uint offsetL2_1 = _L2_1Offset + chunkIndex * _L2Size + chunkProbeIndex * _L2ProbeSize; // 4 x 4 bytes probes. uint offsetL2_2 = _L2_2Offset + chunkIndex * _L2Size + chunkProbeIndex * _L2ProbeSize; // 4 x 4 bytes probes. uint offsetL2_3 = _L2_3Offset + chunkIndex * _L2Size + chunkProbeIndex * _L2ProbeSize; // 4 x 4 bytes probes. // Extract L2 float4 L2_0_probe_0, L2_0_probe_1, L2_0_probe_2, L2_0_probe_3; float4 L2_1_probe_0, L2_1_probe_1, L2_1_probe_2, L2_1_probe_3; float4 L2_2_probe_0, L2_2_probe_1, L2_2_probe_2, L2_2_probe_3; float4 L2_3_probe_0, L2_3_probe_1, L2_3_probe_2, L2_3_probe_3; ExtractByte(_ScratchBuffer.Load4(offsetL2_0), L2_0_probe_0, L2_0_probe_1, L2_0_probe_2, L2_0_probe_3); ExtractByte(_ScratchBuffer.Load4(offsetL2_1), L2_1_probe_0, L2_1_probe_1, L2_1_probe_2, L2_1_probe_3); ExtractByte(_ScratchBuffer.Load4(offsetL2_2), L2_2_probe_0, L2_2_probe_1, L2_2_probe_2, L2_2_probe_3); ExtractByte(_ScratchBuffer.Load4(offsetL2_3), L2_3_probe_0, L2_3_probe_1, L2_3_probe_2, L2_3_probe_3); APVResourcesRW output; LOAD_APV_RES_L2(output, _Out); uint3 baseProbe; uint3 loc; uint3 probe1Offset; uint3 probe2Offset; uint3 probe3Offset; getProbeLocationAndOffsets(chunkIndex, chunkProbeIndex, baseProbe, loc, probe1Offset, probe2Offset, probe3Offset); _Out_L2_0[loc] = L2_0_probe_0; _Out_L2_0[loc + probe1Offset] = L2_0_probe_1; _Out_L2_0[loc + probe2Offset] = L2_0_probe_2; _Out_L2_0[loc + probe3Offset] = L2_0_probe_3; _Out_L2_1[loc] = L2_1_probe_0; _Out_L2_1[loc + probe1Offset] = L2_1_probe_1; _Out_L2_1[loc + probe2Offset] = L2_1_probe_2; _Out_L2_1[loc + probe3Offset] = L2_1_probe_3; _Out_L2_2[loc] = L2_2_probe_0; _Out_L2_2[loc + probe1Offset] = L2_2_probe_1; _Out_L2_2[loc + probe2Offset] = L2_2_probe_2; _Out_L2_2[loc + probe3Offset] = L2_2_probe_3; _Out_L2_3[loc] = L2_3_probe_0; _Out_L2_3[loc + probe1Offset] = L2_3_probe_1; _Out_L2_3[loc + probe2Offset] = L2_3_probe_2; _Out_L2_3[loc + probe3Offset] = L2_3_probe_3; }