4#import bevy_core_pipeline::tonemapping::tonemapping_luminance as luminance 5#import bevy_pbr::pbr_deferred_types::unpack_24bit_normal 6#import bevy_pbr::prepass_bindings::PreviousViewUniforms 7#import bevy_pbr::rgb9e5::rgb9e5_to_vec3_ 8#import bevy_pbr::utils::{rand_f, rand_range_u, octahedral_decode, sample_disk} 9#import bevy_render::maths::PI 10#import bevy_render::view::View 11#import bevy_solari::presample_light_tiles::{ResolvedLightSamplePacked, unpack_resolved_light_sample} 12#import bevy_solari::sampling::{LightSample, calculate_resolved_light_contribution, resolve_and_calculate_light_contribution, resolve_light_sample, trace_light_visibility} 13#import bevy_solari::scene_bindings::{light_sources, previous_frame_light_id_translations, LIGHT_NOT_PRESENT_THIS_FRAME} 15@group(1) @binding(0) var view_output: texture_storage_2d<rgba16float, read_write>; 16@group(1) @binding(1) var<storage, read_write> light_tile_samples: array<LightSample>; 17@group(1) @binding(2) var<storage, read_write> light_tile_resolved_samples: array<ResolvedLightSamplePacked>; 18@group(1) @binding(3) var di_reservoirs_a: texture_storage_2d<rgba32uint, read_write>; 19@group(1) @binding(4) var di_reservoirs_b: texture_storage_2d<rgba32uint, read_write>; 20@group(1) @binding(7) var gbuffer: texture_2d<u32>; 21@group(1) @binding(8) var depth_buffer: texture_depth_2d; 22@group(1) @binding(9) var motion_vectors: texture_2d<f32>; 23@group(1) @binding(10) var previous_gbuffer: texture_2d<u32>; 24@group(1) @binding(11) var previous_depth_buffer: texture_depth_2d; 25@group(1) @binding(12) var<uniform> view: View; 26@group(1) @binding(13) var<uniform> previous_view: PreviousViewUniforms; 27struct PushConstants { frame_index: u32, reset: u32 } 28var<push_constant> constants: PushConstants; 30const INITIAL_SAMPLES = 32u; 31const SPATIAL_REUSE_RADIUS_PIXELS = 30.0; 32const CONFIDENCE_WEIGHT_CAP = 20.0; 34const NULL_RESERVOIR_SAMPLE = 0xFFFFFFFFu; 36@compute @workgroup_size(8, 8, 1) 37fn initial_and_temporal(@builtin(workgroup_id) workgroup_id: vec3<u32>, @builtin(global_invocation_id) global_id: vec3<u32>) { 38 if any(global_id.xy >= vec2u(view.main_pass_viewport.zw)) { return; } 40 let pixel_index = global_id.x + global_id.y * u32(view.main_pass_viewport.z); 41 var rng = pixel_index + constants.frame_index; 43 let depth = textureLoad(depth_buffer, global_id.xy, 0); 45 store_reservoir_b(global_id.xy, empty_reservoir()); 48 let gpixel = textureLoad(gbuffer, global_id.xy, 0); 49 let world_position = reconstruct_world_position(global_id.xy, depth); 50 let world_normal = octahedral_decode(unpack_24bit_normal(gpixel.a)); 51 let base_color = pow(unpack4x8unorm(gpixel.r).rgb, vec3(2.2)); 52 let diffuse_brdf = base_color / PI; 54 let initial_reservoir = generate_initial_reservoir(world_position, world_normal, diffuse_brdf, workgroup_id.xy, &rng); 55 let temporal_reservoir = load_temporal_reservoir(global_id.xy, depth, world_position, world_normal); 56 let merge_result = merge_reservoirs(initial_reservoir, temporal_reservoir, world_position, world_normal, diffuse_brdf, &rng); 58 store_reservoir_b(global_id.xy, merge_result.merged_reservoir); 61@compute @workgroup_size(8, 8, 1) 62fn spatial_and_shade(@builtin(global_invocation_id) global_id: vec3<u32>) { 63 if any(global_id.xy >= vec2u(view.main_pass_viewport.zw)) { return; } 65 let pixel_index = global_id.x + global_id.y * u32(view.main_pass_viewport.z); 66 var rng = pixel_index + constants.frame_index; 68 let depth = textureLoad(depth_buffer, global_id.xy, 0); 70 store_reservoir_a(global_id.xy, empty_reservoir()); 71 textureStore(view_output, global_id.xy, vec4(vec3(0.0), 1.0)); 74 let gpixel = textureLoad(gbuffer, global_id.xy, 0); 75 let world_position = reconstruct_world_position(global_id.xy, depth); 76 let world_normal = octahedral_decode(unpack_24bit_normal(gpixel.a)); 77 let base_color = pow(unpack4x8unorm(gpixel.r).rgb, vec3(2.2)); 78 let diffuse_brdf = base_color / PI; 79 let emissive = rgb9e5_to_vec3_(gpixel.g); 81 let input_reservoir = load_reservoir_b(global_id.xy); 82 let spatial_reservoir = load_spatial_reservoir(global_id.xy, depth, world_position, world_normal, &rng); 83 let merge_result = merge_reservoirs(input_reservoir, spatial_reservoir, world_position, world_normal, diffuse_brdf, &rng); 84 let combined_reservoir = merge_result.merged_reservoir; 86 store_reservoir_a(global_id.xy, combined_reservoir); 88 var pixel_color = merge_result.selected_sample_radiance * combined_reservoir.unbiased_contribution_weight; 89 pixel_color *= view.exposure; 90 pixel_color *= diffuse_brdf; 91 pixel_color += emissive; 92 textureStore(view_output, global_id.xy, vec4(pixel_color, 1.0)); 95fn generate_initial_reservoir(world_position: vec3<f32>, world_normal: vec3<f32>, diffuse_brdf: vec3<f32>, workgroup_id: vec2<u32>, rng: ptr<function, u32>) -> Reservoir { 96 var workgroup_rng = (workgroup_id.x * 5782582u) + workgroup_id.y; 97 let light_tile_start = rand_range_u(128u, &workgroup_rng) * 1024u; 99 var reservoir = empty_reservoir(); 100 var weight_sum = 0.0; 101 let mis_weight = 1.0 / f32(INITIAL_SAMPLES); 103 var reservoir_target_function = 0.0; 104 var light_sample_world_position = vec4(0.0); 105 var selected_tile_sample = 0u; 106 for (var i = 0u; i < INITIAL_SAMPLES; i++) { 107 let tile_sample = light_tile_start + rand_range_u(1024u, rng); 108 let resolved_light_sample = unpack_resolved_light_sample(light_tile_resolved_samples[tile_sample], view.exposure); 109 let light_contribution = calculate_resolved_light_contribution(resolved_light_sample, world_position, world_normal); 111 let target_function = luminance(light_contribution.radiance * diffuse_brdf); 112 let resampling_weight = mis_weight * (target_function * light_contribution.inverse_pdf); 114 weight_sum += resampling_weight; 116 if rand_f(rng) < resampling_weight / weight_sum { 117 reservoir_target_function = target_function; 118 light_sample_world_position = resolved_light_sample.world_position; 119 selected_tile_sample = tile_sample; 123 if reservoir_target_function != 0.0 { 124 reservoir.sample = light_tile_samples[selected_tile_sample]; 127 if reservoir_valid(reservoir) { 128 let inverse_target_function = select(0.0, 1.0 / reservoir_target_function, reservoir_target_function > 0.0); 129 reservoir.unbiased_contribution_weight = weight_sum * inverse_target_function; 131 reservoir.unbiased_contribution_weight *= trace_light_visibility(world_position, light_sample_world_position); 134 reservoir.confidence_weight = 1.0; 138fn load_temporal_reservoir(pixel_id: vec2<u32>, depth: f32, world_position: vec3<f32>, world_normal: vec3<f32>) -> Reservoir { 139 let motion_vector = textureLoad(motion_vectors, pixel_id, 0).xy; 140 let temporal_pixel_id_float = round(vec2<f32>(pixel_id) - (motion_vector * view.main_pass_viewport.zw)); 141 let temporal_pixel_id = vec2<u32>(temporal_pixel_id_float); 145 if any(temporal_pixel_id_float < vec2(0.0)) || any(temporal_pixel_id_float >= view.main_pass_viewport.zw) || bool(constants.reset) { 146 return empty_reservoir(); 150 let temporal_depth = textureLoad(previous_depth_buffer, temporal_pixel_id, 0); 151 let temporal_gpixel = textureLoad(previous_gbuffer, temporal_pixel_id, 0); 152 let temporal_world_position = reconstruct_previous_world_position(temporal_pixel_id, temporal_depth); 153 let temporal_world_normal = octahedral_decode(unpack_24bit_normal(temporal_gpixel.a)); 154 if pixel_dissimilar(depth, world_position, temporal_world_position, world_normal, temporal_world_normal) { 155 return empty_reservoir(); 158 var temporal_reservoir = load_reservoir_a(temporal_pixel_id); 161 let previous_light_id = temporal_reservoir.sample.light_id >> 16u; 162 let triangle_id = temporal_reservoir.sample.light_id & 0xFFFFu; 163 let light_id = previous_frame_light_id_translations[previous_light_id]; 164 if light_id == LIGHT_NOT_PRESENT_THIS_FRAME { 165 return empty_reservoir(); 167 temporal_reservoir.sample.light_id = (light_id << 16u) | triangle_id; 169 temporal_reservoir.confidence_weight = min(temporal_reservoir.confidence_weight, CONFIDENCE_WEIGHT_CAP); 171 return temporal_reservoir; 174fn load_spatial_reservoir(pixel_id: vec2<u32>, depth: f32, world_position: vec3<f32>, world_normal: vec3<f32>, rng: ptr<function, u32>) -> Reservoir { 175 let spatial_pixel_id = get_neighbor_pixel_id(pixel_id, rng); 177 let spatial_depth = textureLoad(depth_buffer, spatial_pixel_id, 0); 178 let spatial_gpixel = textureLoad(gbuffer, spatial_pixel_id, 0); 179 let spatial_world_position = reconstruct_world_position(spatial_pixel_id, spatial_depth); 180 let spatial_world_normal = octahedral_decode(unpack_24bit_normal(spatial_gpixel.a)); 181 if pixel_dissimilar(depth, world_position, spatial_world_position, world_normal, spatial_world_normal) { 182 return empty_reservoir(); 185 var spatial_reservoir = load_reservoir_b(spatial_pixel_id); 187 if reservoir_valid(spatial_reservoir) { 188 let resolved_light_sample = resolve_light_sample(spatial_reservoir.sample, light_sources[spatial_reservoir.sample.light_id >> 16u]); 189 spatial_reservoir.unbiased_contribution_weight *= trace_light_visibility(world_position, resolved_light_sample.world_position); 192 return spatial_reservoir; 195fn get_neighbor_pixel_id(center_pixel_id: vec2<u32>, rng: ptr<function, u32>) -> vec2<u32> { 196 var spatial_id = vec2<f32>(center_pixel_id) + sample_disk(SPATIAL_REUSE_RADIUS_PIXELS, rng); 197 spatial_id = clamp(spatial_id, vec2(0.0), view.main_pass_viewport.zw - 1.0); 198 return vec2<u32>(spatial_id); 201fn reconstruct_world_position(pixel_id: vec2<u32>, depth: f32) -> vec3<f32> { 202 let uv = (vec2<f32>(pixel_id) + 0.5) / view.main_pass_viewport.zw; 203 let xy_ndc = (uv - vec2(0.5)) * vec2(2.0, -2.0); 204 let world_pos = view.world_from_clip * vec4(xy_ndc, depth, 1.0); 205 return world_pos.xyz / world_pos.w; 208fn reconstruct_previous_world_position(pixel_id: vec2<u32>, depth: f32) -> vec3<f32> { 209 let uv = (vec2<f32>(pixel_id) + 0.5) / view.main_pass_viewport.zw; 210 let xy_ndc = (uv - vec2(0.5)) * vec2(2.0, -2.0); 211 let world_pos = previous_view.world_from_clip * vec4(xy_ndc, depth, 1.0); 212 return world_pos.xyz / world_pos.w; 216fn pixel_dissimilar(depth: f32, world_position: vec3<f32>, other_world_position: vec3<f32>, normal: vec3<f32>, other_normal: vec3<f32>) -> bool { 218 let tangent_plane_distance = abs(dot(normal, other_world_position - world_position)); 219 let view_z = -depth_ndc_to_view_z(depth); 221 return tangent_plane_distance / view_z > 0.003 || dot(normal, other_normal) < 0.906; 224fn depth_ndc_to_view_z(ndc_depth: f32) -> f32 { 225#ifdef VIEW_PROJECTION_PERSPECTIVE 226 return -view.clip_from_view[3][2]() / ndc_depth; 227#else ifdef VIEW_PROJECTION_ORTHOGRAPHIC 228 return -(view.clip_from_view[3][2] - ndc_depth) / view.clip_from_view[2][2]; 230 let view_pos = view.view_from_clip * vec4(0.0, 0.0, ndc_depth, 1.0); 231 return view_pos.z / view_pos.w; 237 confidence_weight: f32, 238 unbiased_contribution_weight: f32, 241fn empty_reservoir() -> Reservoir { 243 LightSample(NULL_RESERVOIR_SAMPLE, 0u), 249fn reservoir_valid(reservoir: Reservoir) -> bool { 250 return reservoir.sample.light_id != NULL_RESERVOIR_SAMPLE; 253fn pack_reservoir(reservoir: Reservoir) -> vec4<u32> { 254 let weights = bitcast<vec2<u32>>(vec2<f32>(reservoir.confidence_weight, reservoir.unbiased_contribution_weight)); 255 return vec4<u32>(reservoir.sample.light_id, reservoir.sample.seed, weights); 258fn store_reservoir_a(pixel: vec2<u32>, reservoir: Reservoir) { 259 textureStore(di_reservoirs_a, pixel, pack_reservoir(reservoir)); 262fn store_reservoir_b(pixel: vec2<u32>, reservoir: Reservoir) { 263 textureStore(di_reservoirs_b, pixel, pack_reservoir(reservoir)); 266fn unpack_reservoir(packed: vec4<u32>) -> Reservoir { 267 let weights = bitcast<vec2<f32>>(packed.zw); 268 return Reservoir(LightSample(packed.x, packed.y), weights.x, weights.y); 271fn load_reservoir_a(pixel: vec2<u32>) -> Reservoir { 272 return unpack_reservoir(textureLoad(di_reservoirs_a, pixel)); 275fn load_reservoir_b(pixel: vec2<u32>) -> Reservoir { 276 return unpack_reservoir(textureLoad(di_reservoirs_b, pixel)); 279struct ReservoirMergeResult { 280 merged_reservoir: Reservoir, 281 selected_sample_radiance: vec3<f32>, 285 canonical_reservoir: Reservoir, 286 other_reservoir: Reservoir, 287 world_position: vec3<f32>, 288 world_normal: vec3<f32>, 289 diffuse_brdf: vec3<f32>, 290 rng: ptr<function, u32>, 291) -> ReservoirMergeResult { 292 let mis_weight_denominator = 1.0 / (canonical_reservoir.confidence_weight + other_reservoir.confidence_weight); 294 let canonical_mis_weight = canonical_reservoir.confidence_weight * mis_weight_denominator; 295 let canonical_target_function = reservoir_target_function(canonical_reservoir, world_position, world_normal, diffuse_brdf); 296 let canonical_resampling_weight = canonical_mis_weight * (canonical_target_function.a * canonical_reservoir.unbiased_contribution_weight); 298 let other_mis_weight = other_reservoir.confidence_weight * mis_weight_denominator; 299 let other_target_function = reservoir_target_function(other_reservoir, world_position, world_normal, diffuse_brdf); 300 let other_resampling_weight = other_mis_weight * (other_target_function.a * other_reservoir.unbiased_contribution_weight); 302 let weight_sum = canonical_resampling_weight + other_resampling_weight; 304 var combined_reservoir = empty_reservoir(); 305 combined_reservoir.confidence_weight = canonical_reservoir.confidence_weight + other_reservoir.confidence_weight; 307 if rand_f(rng) < other_resampling_weight / weight_sum { 308 combined_reservoir.sample = other_reservoir.sample; 310 let inverse_target_function = select(0.0, 1.0 / other_target_function.a, other_target_function.a > 0.0); 311 combined_reservoir.unbiased_contribution_weight = weight_sum * inverse_target_function; 313 return ReservoirMergeResult(combined_reservoir, other_target_function.rgb); 315 combined_reservoir.sample = canonical_reservoir.sample; 317 let inverse_target_function = select(0.0, 1.0 / canonical_target_function.a, canonical_target_function.a > 0.0); 318 combined_reservoir.unbiased_contribution_weight = weight_sum * inverse_target_function; 320 return ReservoirMergeResult(combined_reservoir, canonical_target_function.rgb); 325fn reservoir_target_function(reservoir: Reservoir, world_position: vec3<f32>, world_normal: vec3<f32>, diffuse_brdf: vec3<f32>) -> vec4<f32> { 326 if !reservoir_valid(reservoir) { return vec4(0.0); } 327 let light_contribution = resolve_and_calculate_light_contribution(reservoir.sample, world_position, world_normal).radiance; 328 let target_function = luminance(light_contribution * diffuse_brdf); 329 return vec4(light_contribution, target_function);