This was caused by the drivers not optimizing the shader enough to remove the samplers and data used by closure eval. Removing the lighting loops from the depth shader fixes the perf regression.
325 lines
13 KiB
GLSL
325 lines
13 KiB
GLSL
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#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
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#pragma BLENDER_REQUIRE(lights_lib.glsl)
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#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
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/**
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* Extensive use of Macros to be able to change the maximum amount of evaluated closure easily.
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* NOTE: GLSL does not support variadic macros.
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*
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* Example
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* // Declare the cl_eval function
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* CLOSURE_EVAL_FUNCTION_DECLARE_3(name, Diffuse, Glossy, Refraction);
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* // Declare the inputs & outputs
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* CLOSURE_VARS_DECLARE(Diffuse, Glossy, Refraction);
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* // Specify inputs
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* in_Diffuse_0.N = N;
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* ...
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* // Call the cl_eval function
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* CLOSURE_EVAL_FUNCTION_3(name, Diffuse, Glossy, Refraction);
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* // Get the cl_out
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* closure.radiance = out_Diffuse_0.radiance + out_Glossy_1.radiance + out_Refraction_2.radiance;
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**/
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#define CLOSURE_VARS_DECLARE(t0, t1, t2, t3) \
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ClosureInputCommon in_common = CLOSURE_INPUT_COMMON_DEFAULT; \
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ClosureInput##t0 in_##t0##_0 = CLOSURE_INPUT_##t0##_DEFAULT; \
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ClosureInput##t1 in_##t1##_1 = CLOSURE_INPUT_##t1##_DEFAULT; \
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ClosureInput##t2 in_##t2##_2 = CLOSURE_INPUT_##t2##_DEFAULT; \
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ClosureInput##t3 in_##t3##_3 = CLOSURE_INPUT_##t3##_DEFAULT; \
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ClosureOutput##t0 out_##t0##_0; \
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ClosureOutput##t1 out_##t1##_1; \
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ClosureOutput##t2 out_##t2##_2; \
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ClosureOutput##t3 out_##t3##_3;
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#define CLOSURE_EVAL_DECLARE(t0, t1, t2, t3) \
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ClosureEvalCommon cl_common = closure_Common_eval_init(in_common); \
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ClosureEval##t0 eval_##t0##_0 = closure_##t0##_eval_init(in_##t0##_0, cl_common, out_##t0##_0); \
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ClosureEval##t1 eval_##t1##_1 = closure_##t1##_eval_init(in_##t1##_1, cl_common, out_##t1##_1); \
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ClosureEval##t2 eval_##t2##_2 = closure_##t2##_eval_init(in_##t2##_2, cl_common, out_##t2##_2); \
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ClosureEval##t3 eval_##t3##_3 = closure_##t3##_eval_init(in_##t3##_3, cl_common, out_##t3##_3);
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#define CLOSURE_META_SUBROUTINE(subroutine, t0, t1, t2, t3) \
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closure_##t0##_##subroutine(in_##t0##_0, eval_##t0##_0, cl_common, out_##t0##_0); \
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closure_##t1##_##subroutine(in_##t1##_1, eval_##t1##_1, cl_common, out_##t1##_1); \
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closure_##t2##_##subroutine(in_##t2##_2, eval_##t2##_2, cl_common, out_##t2##_2); \
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closure_##t3##_##subroutine(in_##t3##_3, eval_##t3##_3, cl_common, out_##t3##_3);
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#define CLOSURE_META_SUBROUTINE_DATA(subroutine, sub_data, t0, t1, t2, t3) \
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closure_##t0##_##subroutine(in_##t0##_0, eval_##t0##_0, cl_common, sub_data, out_##t0##_0); \
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closure_##t1##_##subroutine(in_##t1##_1, eval_##t1##_1, cl_common, sub_data, out_##t1##_1); \
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closure_##t2##_##subroutine(in_##t2##_2, eval_##t2##_2, cl_common, sub_data, out_##t2##_2); \
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closure_##t3##_##subroutine(in_##t3##_3, eval_##t3##_3, cl_common, sub_data, out_##t3##_3);
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#ifndef DEPTH_SHADER
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/* Inputs are inout so that callers can get the final inputs used for evaluation. */
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# define CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, t2, t3) \
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void closure_##name##_eval(ClosureInputCommon in_common, \
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inout ClosureInput##t0 in_##t0##_0, \
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inout ClosureInput##t1 in_##t1##_1, \
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inout ClosureInput##t2 in_##t2##_2, \
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inout ClosureInput##t3 in_##t3##_3, \
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out ClosureOutput##t0 out_##t0##_0, \
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out ClosureOutput##t1 out_##t1##_1, \
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out ClosureOutput##t2 out_##t2##_2, \
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out ClosureOutput##t3 out_##t3##_3) \
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{ \
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CLOSURE_EVAL_DECLARE(t0, t1, t2, t3); \
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\
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/* Starts at 1 because 0 is world cubemap. */ \
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for (int i = 1; cl_common.specular_accum > 0.0 && i < prbNumRenderCube && i < MAX_PROBE; \
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i++) { \
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ClosureCubemapData cube = closure_cubemap_eval_init(i, cl_common); \
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if (cube.attenuation > 1e-8) { \
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CLOSURE_META_SUBROUTINE_DATA(cubemap_eval, cube, t0, t1, t2, t3); \
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} \
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} \
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\
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/* Starts at 1 because 0 is world irradiance. */ \
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for (int i = 1; cl_common.diffuse_accum > 0.0 && i < prbNumRenderGrid && i < MAX_GRID; \
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i++) { \
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ClosureGridData grid = closure_grid_eval_init(i, cl_common); \
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if (grid.attenuation > 1e-8) { \
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CLOSURE_META_SUBROUTINE_DATA(grid_eval, grid, t0, t1, t2, t3); \
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} \
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} \
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\
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CLOSURE_META_SUBROUTINE(indirect_end, t0, t1, t2, t3); \
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\
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ClosurePlanarData planar = closure_planar_eval_init(cl_common); \
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if (planar.attenuation > 1e-8) { \
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CLOSURE_META_SUBROUTINE_DATA(planar_eval, planar, t0, t1, t2, t3); \
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} \
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\
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for (int i = 0; i < laNumLight && i < MAX_LIGHT; i++) { \
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ClosureLightData light = closure_light_eval_init(cl_common, i); \
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if (light.vis > 1e-8) { \
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CLOSURE_META_SUBROUTINE_DATA(light_eval, light, t0, t1, t2, t3); \
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} \
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} \
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\
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CLOSURE_META_SUBROUTINE(eval_end, t0, t1, t2, t3); \
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}
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#else
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/* Inputs are inout so that callers can get the final inputs used for evaluation. */
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# define CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, t2, t3) \
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void closure_##name##_eval(ClosureInputCommon in_common, \
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inout ClosureInput##t0 in_##t0##_0, \
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inout ClosureInput##t1 in_##t1##_1, \
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inout ClosureInput##t2 in_##t2##_2, \
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inout ClosureInput##t3 in_##t3##_3, \
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out ClosureOutput##t0 out_##t0##_0, \
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out ClosureOutput##t1 out_##t1##_1, \
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out ClosureOutput##t2 out_##t2##_2, \
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out ClosureOutput##t3 out_##t3##_3) \
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{ \
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CLOSURE_EVAL_DECLARE(t0, t1, t2, t3); \
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}
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#endif
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#define CLOSURE_EVAL_FUNCTION(name, t0, t1, t2, t3) \
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closure_##name##_eval(in_common, \
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in_##t0##_0, \
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in_##t1##_1, \
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in_##t2##_2, \
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in_##t3##_3, \
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out_##t0##_0, \
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out_##t1##_1, \
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out_##t2##_2, \
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out_##t3##_3)
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#define CLOSURE_EVAL_FUNCTION_DECLARE_1(name, t0) \
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CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, Dummy, Dummy, Dummy)
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#define CLOSURE_EVAL_FUNCTION_DECLARE_2(name, t0, t1) \
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CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, Dummy, Dummy)
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#define CLOSURE_EVAL_FUNCTION_DECLARE_3(name, t0, t1, t2) \
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CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, t2, Dummy)
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#define CLOSURE_EVAL_FUNCTION_DECLARE_4(name, t0, t1, t2, t3) \
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CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, t2, t3)
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#define CLOSURE_VARS_DECLARE_1(t0) CLOSURE_VARS_DECLARE(t0, Dummy, Dummy, Dummy)
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#define CLOSURE_VARS_DECLARE_2(t0, t1) CLOSURE_VARS_DECLARE(t0, t1, Dummy, Dummy)
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#define CLOSURE_VARS_DECLARE_3(t0, t1, t2) CLOSURE_VARS_DECLARE(t0, t1, t2, Dummy)
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#define CLOSURE_VARS_DECLARE_4(t0, t1, t2, t3) CLOSURE_VARS_DECLARE(t0, t1, t2, t3)
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#define CLOSURE_EVAL_FUNCTION_1(name, t0) CLOSURE_EVAL_FUNCTION(name, t0, Dummy, Dummy, Dummy)
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#define CLOSURE_EVAL_FUNCTION_2(name, t0, t1) CLOSURE_EVAL_FUNCTION(name, t0, t1, Dummy, Dummy)
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#define CLOSURE_EVAL_FUNCTION_3(name, t0, t1, t2) CLOSURE_EVAL_FUNCTION(name, t0, t1, t2, Dummy)
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#define CLOSURE_EVAL_FUNCTION_4(name, t0, t1, t2, t3) CLOSURE_EVAL_FUNCTION(name, t0, t1, t2, t3)
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/* -------------------------------------------------------------------- */
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/** \name Dummy Closure
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*
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* Dummy closure type that will be optimized out by the compiler.
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* \{ */
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#define ClosureInputDummy ClosureOutput
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#define ClosureOutputDummy ClosureOutput
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#define ClosureEvalDummy ClosureOutput
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#define CLOSURE_EVAL_DUMMY ClosureOutput(vec3(0))
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#define CLOSURE_INPUT_Dummy_DEFAULT CLOSURE_EVAL_DUMMY
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#define closure_Dummy_eval_init(cl_in, cl_common, cl_out) CLOSURE_EVAL_DUMMY
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#define closure_Dummy_planar_eval(cl_in, cl_eval, cl_common, data, cl_out)
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#define closure_Dummy_cubemap_eval(cl_in, cl_eval, cl_common, data, cl_out)
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#define closure_Dummy_grid_eval(cl_in, cl_eval, cl_common, data, cl_out)
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#define closure_Dummy_indirect_end(cl_in, cl_eval, cl_common, cl_out)
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#define closure_Dummy_light_eval(cl_in, cl_eval, cl_common, data, cl_out)
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#define closure_Dummy_eval_end(cl_in, cl_eval, cl_common, cl_out)
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Common cl_eval data
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*
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* Eval data not dependant on input parameters. All might not be used but unused ones
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* will be optimized out.
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* \{ */
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struct ClosureInputCommon {
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/** Custom occlusion value set by the user. */
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float occlusion;
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};
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#define CLOSURE_INPUT_COMMON_DEFAULT ClosureInputCommon(1.0)
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struct ClosureEvalCommon {
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/** Result of SSAO. */
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OcclusionData occlusion_data;
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/** View vector. */
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vec3 V;
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/** Surface position. */
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vec3 P;
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/** Normal vector, always facing camera. */
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vec3 N;
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/** Normal vector, always facing camera. (viewspace) */
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vec3 vN;
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/** Surface position. (viewspace) */
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vec3 vP;
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/** Geometric normal, always facing camera. */
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vec3 Ng;
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/** Geometric normal, always facing camera. (viewspace) */
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vec3 vNg;
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/** Random numbers. 3 random sequences. zw is a random point on a circle. */
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vec4 rand;
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/** Specular probe accumulator. Shared between planar and cubemap probe. */
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float specular_accum;
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/** Diffuse probe accumulator. */
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float diffuse_accum;
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};
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/* Common cl_out struct used by most closures. */
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struct ClosureOutput {
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vec3 radiance;
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};
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/* Workaround for screenspace shadows in SSR pass. */
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float FragDepth;
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ClosureEvalCommon closure_Common_eval_init(ClosureInputCommon cl_in)
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{
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ClosureEvalCommon cl_eval;
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cl_eval.rand = texelfetch_noise_tex(gl_FragCoord.xy);
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cl_eval.V = cameraVec(worldPosition);
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cl_eval.P = worldPosition;
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cl_eval.N = safe_normalize(gl_FrontFacing ? worldNormal : -worldNormal);
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cl_eval.vN = safe_normalize(gl_FrontFacing ? viewNormal : -viewNormal);
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cl_eval.vP = viewPosition;
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cl_eval.Ng = safe_normalize(cross(dFdx(cl_eval.P), dFdy(cl_eval.P)));
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cl_eval.vNg = transform_direction(ViewMatrix, cl_eval.Ng);
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cl_eval.occlusion_data = occlusion_load(cl_eval.vP, cl_in.occlusion);
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cl_eval.specular_accum = 1.0;
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cl_eval.diffuse_accum = 1.0;
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return cl_eval;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Loop data
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*
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* Loop datas are conveniently packed into struct to make it future proof.
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* \{ */
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struct ClosureLightData {
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LightData data; /** Light Data. */
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vec4 L; /** Non-Normalized Light Vector (surface to light) with length in W component. */
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float vis; /** Light visibility. */
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float contact_shadow; /** Result of contact shadow tracing. */
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};
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ClosureLightData closure_light_eval_init(ClosureEvalCommon cl_common, int light_id)
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{
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ClosureLightData light;
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light.data = lights_data[light_id];
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light.L.xyz = light.data.l_position - cl_common.P;
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light.L.w = length(light.L.xyz);
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light.vis = light_visibility(light.data, cl_common.P, light.L);
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light.contact_shadow = light_contact_shadows(
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light.data, cl_common.P, cl_common.vP, cl_common.vNg, cl_common.rand.x, light.vis);
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return light;
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}
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struct ClosureCubemapData {
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int id; /** Probe id. */
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float attenuation; /** Attenuation. */
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};
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ClosureCubemapData closure_cubemap_eval_init(int cube_id, inout ClosureEvalCommon cl_common)
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{
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ClosureCubemapData cube;
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cube.id = cube_id;
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cube.attenuation = probe_attenuation_cube(cube_id, cl_common.P);
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cube.attenuation = min(cube.attenuation, cl_common.specular_accum);
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cl_common.specular_accum -= cube.attenuation;
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return cube;
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}
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struct ClosurePlanarData {
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int id; /** Probe id. */
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PlanarData data; /** planars_data[id]. */
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float attenuation; /** Attenuation. */
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};
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ClosurePlanarData closure_planar_eval_init(inout ClosureEvalCommon cl_common)
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{
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ClosurePlanarData planar;
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planar.attenuation = 0.0;
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/* Find planar with the maximum weight. TODO(fclem) */
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for (int i = 0; i < prbNumPlanar && i < MAX_PLANAR; i++) {
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float attenuation = probe_attenuation_planar(planars_data[i], cl_common.P);
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if (attenuation > planar.attenuation) {
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planar.id = i;
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planar.attenuation = attenuation;
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planar.data = planars_data[i];
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}
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}
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return planar;
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}
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struct ClosureGridData {
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int id; /** Grid id. */
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GridData data; /** grids_data[id] */
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float attenuation; /** Attenuation. */
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vec3 local_pos; /** Local position inside the grid. */
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};
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ClosureGridData closure_grid_eval_init(int id, inout ClosureEvalCommon cl_common)
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{
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ClosureGridData grid;
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grid.id = id;
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grid.data = grids_data[id];
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grid.attenuation = probe_attenuation_grid(grid.data, cl_common.P, grid.local_pos);
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grid.attenuation = min(grid.attenuation, cl_common.diffuse_accum);
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cl_common.diffuse_accum -= grid.attenuation;
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return grid;
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}
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/** \} */
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