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restir_gi.wgsl

Constants

SPATIAL_REUSE_RADIUS_PIXELS

#
const SPATIAL_REUSE_RADIUS_PIXELS: AbstractFloat = 30.0

CONFIDENCE_WEIGHT_CAP

#
const CONFIDENCE_WEIGHT_CAP: AbstractFloat = 8.0

Bindings

view_output

#
@group(1)
@binding(0)
var view_output: texture_storage_2d<rgba16float, read_write>

gi_reservoirs_a

#
@group(1)
@binding(5)
var<storage, read_write> gi_reservoirs_a: array<Reservoir>

gi_reservoirs_b

#
@group(1)
@binding(6)
var<storage, read_write> gi_reservoirs_b: array<Reservoir>

gbuffer

#
@group(1)
@binding(7)
var gbuffer: texture_2d<u32>

depth_buffer

#
@group(1)
@binding(8)
var depth_buffer: texture_depth_2d

motion_vectors

#
@group(1)
@binding(9)
var motion_vectors: texture_2d<f32>

previous_gbuffer

#
@group(1)
@binding(10)
var previous_gbuffer: texture_2d<u32>

previous_depth_buffer

#
@group(1)
@binding(11)
var previous_depth_buffer: texture_depth_2d

view

#
@group(1)
@binding(12)
var<uniform> view: View

previous_view

#
@group(1)
@binding(13)
var<uniform> previous_view: PreviousViewUniforms

Structures

PushConstants

#
struct PushConstants {
frame_index: u32 ,
reset: u32 ,
}

NeighborInfo

#
struct NeighborInfo {
reservoir: Reservoir ,
world_position: vec3<f32> ,
world_normal: vec3<f32> ,
diffuse_brdf: vec3<f32> ,
}

Reservoir

#

Don’t adjust the size of this struct without also adjusting GI_RESERVOIR_STRUCT_SIZE.

struct Reservoir {
sample_point_world_position: vec3<f32> ,
weight_sum: f32 ,
radiance: vec3<f32> ,
confidence_weight: f32 ,
sample_point_world_normal: vec3<f32> ,
unbiased_contribution_weight: f32 ,
}

ReservoirMergeResult

#
struct ReservoirMergeResult {
merged_reservoir: Reservoir ,
selected_sample_radiance: vec3<f32> ,
}

Functions

initial_and_temporal

#
@compute
Runs custom parallel code on the GPU, not limited to graphics
@workgroup_size(8, 8, 1)
Defines the size of a thread group. One to three numbers: width (x), height (y), and depth (z). Missing values default to 1
fn initial_and_temporal (
@builtin(global_invocation_id)
global_id: vec3<u32>
)

spatial_and_shade

#
@compute
Runs custom parallel code on the GPU, not limited to graphics
@workgroup_size(8, 8, 1)
Defines the size of a thread group. One to three numbers: width (x), height (y), and depth (z). Missing values default to 1
fn spatial_and_shade (
@builtin(global_invocation_id)
global_id: vec3<u32>
)

generate_initial_reservoir

#
fn generate_initial_reservoir (
world_position: vec3<f32>
world_normal: vec3<f32>
) -> Reservoir

load_temporal_reservoir

#
fn load_temporal_reservoir (
pixel_id: vec2<u32>
depth: f32
world_position: vec3<f32>
world_normal: vec3<f32>
) -> NeighborInfo

load_temporal_reservoir_inner

#
fn load_temporal_reservoir_inner (
temporal_pixel_id: vec2<u32>
depth: f32
world_position: vec3<f32>
world_normal: vec3<f32>
) -> NeighborInfo

load_spatial_reservoir

#
fn load_spatial_reservoir (
pixel_id: vec2<u32>
depth: f32
world_position: vec3<f32>
world_normal: vec3<f32>
) -> NeighborInfo

get_neighbor_pixel_id

#
fn get_neighbor_pixel_id (
center_pixel_id: vec2<u32>
) -> vec2<u32>

jacobian

#
fn jacobian (
new_world_position: vec3<f32>
original_world_position: vec3<f32>
sample_point_world_position: vec3<f32>
sample_point_world_normal: vec3<f32>
) -> f32

isinf

#
fn isinf ( ) -> bool

isnan

#
fn isnan ( ) -> bool

empty_reservoir

#
fn empty_reservoir () -> Reservoir

merge_reservoirs

#
fn merge_reservoirs (
canonical_reservoir: Reservoir
canonical_world_position: vec3<f32>
canonical_world_normal: vec3<f32>
canonical_diffuse_brdf: vec3<f32>
other_reservoir: Reservoir
other_world_position: vec3<f32>
other_world_normal: vec3<f32>
other_diffuse_brdf: vec3<f32>
) -> ReservoirMergeResult