Eevee: Fix and opimize MinMaxZ generation.

This commit is contained in:
2017-08-12 16:13:08 +02:00
parent 76d0ab9750
commit b858b44f2e
3 changed files with 24 additions and 25 deletions

View File

@@ -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 {

View File

@@ -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();

View File

@@ -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