Eevee-next: Use compute shader to clear clipmaps #105560
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#105521 GPU: Refactor API for Clearing Storage Buffers
blender/blender
Reference: blender/blender#105560
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Delete Branch "Jeroen-Bakker/blender:eevee-next-init-shadow-clip-buffer"
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Clearing of clipmaps is the only place in Blender that uses non
uniform data (not all components of the cleared data to be exact
the same).
Vulkan has only the possibility to clear buffers using a single
uint32_t. There were two solutions:
When fixing this in the Vulkan backend it could lead to other issues
as the backend isn't aware what is exactly required and might overwrite
active bindings. We chose to make it a responsibility of Eevee-next
as there it is clear what is needed.
Related issue: #105492
Eevee-next: Use Compute Shader to Clear Clipmaps.to Eevee-next: Use Compute Shader to Clear ClipmapsEevee-next: Use Compute Shader to Clear Clipmapsto Eevee-next: Use compute shader to clear clipmapsJeroen Bakker referenced this pull request2023-03-08 15:05:00 +01:00
@ -0,0 +4,4 @@
void main()
{
int index = int(gl_GlobalInvocationID.x);
tilemaps_clip_buf[index].clip_near_stored = 0;
You need to be careful here to avoid out of bound writes. Add a push constant with
tilemaps_clip.size()
and use it to reject the threads.b161dab2de
to05d98893d1