Eevee: Fix and opimize MinMaxZ generation.
This commit is contained in:
@@ -992,13 +992,13 @@ void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src, int l
|
|||||||
EEVEE_TextureList *txl = vedata->txl;
|
EEVEE_TextureList *txl = vedata->txl;
|
||||||
|
|
||||||
e_data.depth_src = depth_src;
|
e_data.depth_src = depth_src;
|
||||||
|
e_data.depth_src_layer = layer;
|
||||||
|
|
||||||
DRW_stats_group_start("Min buffer");
|
DRW_stats_group_start("Min buffer");
|
||||||
/* Copy depth buffer to min texture top level */
|
/* Copy depth buffer to min texture top level */
|
||||||
DRW_framebuffer_texture_attach(fbl->downsample_fb, stl->g_data->minzbuffer, 0, 0);
|
DRW_framebuffer_texture_attach(fbl->downsample_fb, stl->g_data->minzbuffer, 0, 0);
|
||||||
DRW_framebuffer_bind(fbl->downsample_fb);
|
DRW_framebuffer_bind(fbl->downsample_fb);
|
||||||
if (layer >= 0) {
|
if (layer >= 0) {
|
||||||
e_data.depth_src_layer = layer;
|
|
||||||
DRW_draw_pass(psl->minz_downdepth_layer_ps);
|
DRW_draw_pass(psl->minz_downdepth_layer_ps);
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
@@ -1015,7 +1015,6 @@ void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src, int l
|
|||||||
DRW_framebuffer_texture_attach(fbl->downsample_fb, txl->maxzbuffer, 0, 0);
|
DRW_framebuffer_texture_attach(fbl->downsample_fb, txl->maxzbuffer, 0, 0);
|
||||||
DRW_framebuffer_bind(fbl->downsample_fb);
|
DRW_framebuffer_bind(fbl->downsample_fb);
|
||||||
if (layer >= 0) {
|
if (layer >= 0) {
|
||||||
e_data.depth_src_layer = layer;
|
|
||||||
DRW_draw_pass(psl->maxz_downdepth_layer_ps);
|
DRW_draw_pass(psl->maxz_downdepth_layer_ps);
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
|
|||||||
@@ -171,8 +171,6 @@ static void EEVEE_draw_scene(void *vedata)
|
|||||||
DRW_draw_pass(psl->depth_pass_cull);
|
DRW_draw_pass(psl->depth_pass_cull);
|
||||||
DRW_stats_group_end();
|
DRW_stats_group_end();
|
||||||
|
|
||||||
DRW_draw_pass(psl->background_pass);
|
|
||||||
|
|
||||||
/* Create minmax texture */
|
/* Create minmax texture */
|
||||||
DRW_stats_group_start("Main MinMax buffer");
|
DRW_stats_group_start("Main MinMax buffer");
|
||||||
EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1);
|
EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1);
|
||||||
@@ -183,6 +181,7 @@ static void EEVEE_draw_scene(void *vedata)
|
|||||||
|
|
||||||
/* Shading pass */
|
/* Shading pass */
|
||||||
DRW_stats_group_start("Shading");
|
DRW_stats_group_start("Shading");
|
||||||
|
DRW_draw_pass(psl->background_pass);
|
||||||
EEVEE_draw_default_passes(psl);
|
EEVEE_draw_default_passes(psl);
|
||||||
DRW_draw_pass(psl->material_pass);
|
DRW_draw_pass(psl->material_pass);
|
||||||
DRW_stats_group_end();
|
DRW_stats_group_end();
|
||||||
|
|||||||
@@ -11,23 +11,17 @@ uniform int depthLayer;
|
|||||||
uniform sampler2D depthBuffer;
|
uniform sampler2D depthBuffer;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
float sampleLowerMip(ivec2 texel)
|
|
||||||
{
|
|
||||||
#ifdef LAYERED
|
#ifdef LAYERED
|
||||||
return texelFetch(depthBuffer, ivec3(texel, depthLayer), 0).r;
|
#define sampleLowerMip(t) texelFetch(depthBuffer, ivec3(t, depthLayer), 0).r
|
||||||
#else
|
#else
|
||||||
return texelFetch(depthBuffer, texel, 0).r;
|
#define sampleLowerMip(t) texelFetch(depthBuffer, t, 0).r
|
||||||
#endif
|
#endif
|
||||||
}
|
|
||||||
|
|
||||||
void minmax(inout float out_val, float in_val)
|
|
||||||
{
|
|
||||||
#ifdef MIN_PASS
|
#ifdef MIN_PASS
|
||||||
out_val = min(out_val, in_val);
|
#define minmax(a, b) min(a, b)
|
||||||
#else /* MAX_PASS */
|
#else /* MAX_PASS */
|
||||||
out_val = max(out_val, in_val);
|
#define minmax(a, b) max(a, b)
|
||||||
#endif
|
#endif
|
||||||
}
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
@@ -40,23 +34,30 @@ void main()
|
|||||||
|
|
||||||
float val = sampleLowerMip(texelPos);
|
float val = sampleLowerMip(texelPos);
|
||||||
#ifndef COPY_DEPTH
|
#ifndef COPY_DEPTH
|
||||||
minmax(val, sampleLowerMip(texelPos + ivec2(1, 0)));
|
float val2 = sampleLowerMip(texelPos + ivec2(1, 0));
|
||||||
minmax(val, sampleLowerMip(texelPos + ivec2(1, 1)));
|
float val3 = sampleLowerMip(texelPos + ivec2(1, 1));
|
||||||
minmax(val, sampleLowerMip(texelPos + ivec2(0, 1)));
|
float val4 = sampleLowerMip(texelPos + ivec2(0, 1));
|
||||||
|
val = minmax(val, val2);
|
||||||
|
val = minmax(val, val3);
|
||||||
|
val = minmax(val, val4);
|
||||||
|
|
||||||
/* if we are reducing an odd-width texture then fetch the edge texels */
|
/* if we are reducing an odd-width texture then fetch the edge texels */
|
||||||
if (((mipsize.x & 1) != 0) && (int(gl_FragCoord.x) == mipsize.x-3)) {
|
if (((mipsize.x & 1) != 0) && (int(gl_FragCoord.x)*2 == mipsize.x-3)) {
|
||||||
/* if both edges are odd, fetch the top-left corner texel */
|
/* if both edges are odd, fetch the top-left corner texel */
|
||||||
if (((mipsize.y & 1) != 0) && (int(gl_FragCoord.y) == mipsize.y-3)) {
|
if (((mipsize.y & 1) != 0) && (int(gl_FragCoord.y)*2 == mipsize.y-3)) {
|
||||||
minmax(val, sampleLowerMip(texelPos + ivec2(-1, -1)));
|
val = minmax(val, sampleLowerMip(texelPos + ivec2(2, 2)));
|
||||||
}
|
}
|
||||||
minmax(val, sampleLowerMip(texelPos + ivec2(0, -1)));
|
float val2 = sampleLowerMip(texelPos + ivec2(2, 0));
|
||||||
minmax(val, sampleLowerMip(texelPos + ivec2(1, -1)));
|
float val3 = sampleLowerMip(texelPos + ivec2(2, 1));
|
||||||
|
val = minmax(val, val2);
|
||||||
|
val = minmax(val, val3);
|
||||||
}
|
}
|
||||||
/* if we are reducing an odd-height texture then fetch the edge texels */
|
/* if we are reducing an odd-height texture then fetch the edge texels */
|
||||||
else if (((mipsize.y & 1) != 0) && (int(gl_FragCoord.y) == mipsize.y-3)) {
|
if (((mipsize.y & 1) != 0) && (int(gl_FragCoord.y)*2 == mipsize.y-3)) {
|
||||||
minmax(val, sampleLowerMip(texelPos + ivec2(0, -1)));
|
float val2 = sampleLowerMip(texelPos + ivec2(0, 2));
|
||||||
minmax(val, sampleLowerMip(texelPos + ivec2(1, -1)));
|
float val3 = sampleLowerMip(texelPos + ivec2(1, 2));
|
||||||
|
val = minmax(val, val2);
|
||||||
|
val = minmax(val, val3);
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user