Eevee-next: Use compute shader to clear clipmaps #105560

Merged
Jeroen Bakker merged 4 commits from Jeroen-Bakker/blender:eevee-next-init-shadow-clip-buffer into main 2023-03-09 18:28:16 +01:00
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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:

  • Add compute shader to Vulkan backend.
  • Make Eevee-next responsible to clear the clipmaps.

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

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: - Add compute shader to Vulkan backend. - Make Eevee-next responsible to clear the clipmaps. 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
Jeroen Bakker added this to the 3.6 LTS milestone 2023-03-08 10:48:09 +01:00
Jeroen Bakker added the
Module
EEVEE & Viewport
label 2023-03-08 10:48:09 +01:00
Jeroen Bakker self-assigned this 2023-03-08 10:48:09 +01:00
Jeroen Bakker added 1 commit 2023-03-08 10:48:14 +01:00
3739fc7aea Eevee-next: Use Compute Shader to Clear Clipmaps.
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 with using a single
uint32_t. There were two solutions:
- Add compute shader to Vulkan backend.
- Make Eevee-next responsible to clear the clipmaps.

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
Jeroen Bakker requested review from Clément Foucault 2023-03-08 10:48:24 +01:00
Jeroen Bakker requested review from Bastien Montagne 2023-03-08 10:48:33 +01:00
Jeroen Bakker added this to the EEVEE & Viewport project 2023-03-08 10:48:41 +01:00
Jeroen Bakker added a new dependency 2023-03-08 10:49:08 +01:00
Hans Goudey changed title from Eevee-next: Use Compute Shader to Clear Clipmaps. to Eevee-next: Use Compute Shader to Clear Clipmaps 2023-03-08 14:28:54 +01:00
Hans Goudey changed title from Eevee-next: Use Compute Shader to Clear Clipmaps to Eevee-next: Use compute shader to clear clipmaps 2023-03-08 14:43:45 +01:00
Clément Foucault approved these changes 2023-03-08 14:58:24 +01:00
Clément Foucault requested changes 2023-03-08 23:41:52 +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.

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.
Jeroen-Bakker marked this conversation as resolved
Jeroen Bakker force-pushed eevee-next-init-shadow-clip-buffer from b161dab2de to 05d98893d1 2023-03-09 08:09:18 +01:00 Compare
Clément Foucault approved these changes 2023-03-09 09:07:21 +01:00
Jeroen Bakker added 1 commit 2023-03-09 15:07:42 +01:00
Jeroen Bakker merged commit ffcd8e6b02 into main 2023-03-09 18:28:16 +01:00
Jeroen Bakker deleted branch eevee-next-init-shadow-clip-buffer 2023-03-09 18:28:16 +01:00
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Reference: blender/blender#105560
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