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blender-archive/source/blender/draw/engines/eevee_next/eevee_hizbuffer.hh
Clément Foucault b43b62191c EEVEE-Next: HiZ Buffer: New implementation
This new implementation does all downsampling in a single compute shader
dispatch, removing a lot of complexity from the previous recursive
downsampling.

This is heavilly inspired by the Single-Pass-Downsampler from GPUOpen:
https://github.com/GPUOpen-Effects/FidelityFX-SPD
However I do not implement all the optimization bits as they require
vulkan (GL_KHR_shader_subgroup) and is not as versatile (it is only
for HiZ).

Timers inside renderdoc report ~0.4ms of saving on a 2048*1024 render for
the whole downsampling. Note that the previous implementation only
processed 6 mips where the new one processes 8 mips.
```
EEVEE ~1.0ms
EEVEE-Next ~0.6ms
```

Padding has been bumped to be of 128px for processing 8 mips.

A new debug option has been added (debug value 2) to validate the HiZ.
2022-08-15 18:36:19 +02:00

82 lines
1.9 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 Blender Foundation.
*/
/** \file
* \ingroup eevee
*
* The Hierarchical-Z buffer is texture containing a copy of the depth buffer with mipmaps.
* Each mip contains the maximum depth of each 4 pixels on the upper level.
* The size of the texture is padded to avoid messing with the mipmap pixels alignments.
*/
#pragma once
#include "DRW_render.h"
#include "eevee_shader_shared.hh"
namespace blender::eevee {
class Instance;
/* -------------------------------------------------------------------- */
/** \name Hierarchical-Z buffer
* \{ */
class HiZBuffer {
private:
Instance &inst_;
/** The texture containing the hiz mip chain. */
Texture hiz_tx_ = {"hiz_tx_"};
/**
* Atomic counter counting the number of tile that have finished down-sampling.
* The last one will process the last few mip level.
*/
draw::StorageBuffer<uint4, true> atomic_tile_counter_ = {"atomic_tile_counter"};
/** Single pass recursive downsample. */
DRWPass *hiz_update_ps_ = nullptr;
/** Debug pass. */
DRWPass *debug_draw_ps_ = nullptr;
/** Dirty flag to check if the update is necessary. */
bool is_dirty_ = true;
HiZDataBuf data_;
public:
HiZBuffer(Instance &inst) : inst_(inst)
{
atomic_tile_counter_.clear_to_zero();
};
void sync();
/**
* Tag the buffer for update if needed.
*/
void set_dirty()
{
is_dirty_ = true;
}
/**
* Update the content of the HiZ buffer with the depth render target.
* Noop if the buffer has not been tagged as dirty.
* Should be called before each passes that needs to read the hiz buffer.
*/
void update();
void debug_draw(GPUFrameBuffer *view_fb);
void bind_resources(DRWShadingGroup *grp)
{
DRW_shgroup_uniform_texture_ref(grp, "hiz_tx", &hiz_tx_);
DRW_shgroup_uniform_block_ref(grp, "hiz_buf", &data_);
}
};
/** \} */
} // namespace blender::eevee