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authorClément Foucault <foucault.clem@gmail.com>2018-04-23 22:08:11 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-05-02 21:49:38 +0300
commit12570c737356a06e21052cdc767b26ed7584a948 (patch)
tree3dcda29aa3596d96642e1249c3bf0665819beeb5
parent26021984859b6c522a532e3613fe65ffed6cbc19 (diff)
GPUShader: Add GPU_SHADER_2D_IMAGE_MULTISAMPLE_2/4/8/16
This shader is used instead of blitting back and forth to a single sample buffer. This means it resolves the color and depth samples and outputs a fragment which can be depth tested and blended on top of an existing framebuffer. We do static shader variation with manual loop unrolling for performance reason. In my test I get 25% more perf with intel integrated gpu and 75% performance gain with dedicated nvidia card compared to a single shader with a uniform for sample count.
-rw-r--r--source/blender/gpu/CMakeLists.txt1
-rw-r--r--source/blender/gpu/GPU_shader.h4
-rw-r--r--source/blender/gpu/intern/gpu_shader.c17
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_multisample_resolve_frag.glsl67
4 files changed, 89 insertions, 0 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 575dff1e811..f733e37ff51 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -158,6 +158,7 @@ data_to_c_simple(shaders/gpu_shader_image_varying_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_depth_copy_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_interlace_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_multisample_resolve_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_normal_vert.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 59bf92aa672..6d75447c8a3 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -119,6 +119,10 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_2D_IMAGE_ALPHA,
GPU_SHADER_2D_IMAGE_RECT_COLOR,
GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR,
+ GPU_SHADER_2D_IMAGE_MULTISAMPLE_2,
+ GPU_SHADER_2D_IMAGE_MULTISAMPLE_4,
+ GPU_SHADER_2D_IMAGE_MULTISAMPLE_8,
+ GPU_SHADER_2D_IMAGE_MULTISAMPLE_16,
GPU_SHADER_2D_CHECKER,
GPU_SHADER_2D_DIAG_STRIPES,
/* for simple 3D drawing */
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 34dee37001e..26267b95f59 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -90,6 +90,7 @@ extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
extern char datatoc_gpu_shader_image_depth_copy_frag_glsl[];
+extern char datatoc_gpu_shader_image_multisample_resolve_frag_glsl[];
extern char datatoc_gpu_shader_3D_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
@@ -690,6 +691,10 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
datatoc_gpu_shader_image_depth_linear_frag_glsl },
[GPU_SHADER_3D_IMAGE_DEPTH_COPY] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_depth_copy_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_MULTISAMPLE_2] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_MULTISAMPLE_4] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_MULTISAMPLE_8] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_MULTISAMPLE_16] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
[GPU_SHADER_2D_IMAGE_INTERLACE] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_interlace_frag_glsl },
@@ -830,6 +835,18 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
/* just a few special cases */
const char *defines = NULL;
switch (shader) {
+ case GPU_SHADER_2D_IMAGE_MULTISAMPLE_2:
+ defines = "#define SAMPLES 2\n";
+ break;
+ case GPU_SHADER_2D_IMAGE_MULTISAMPLE_4:
+ defines = "#define SAMPLES 4\n";
+ break;
+ case GPU_SHADER_2D_IMAGE_MULTISAMPLE_8:
+ defines = "#define SAMPLES 8\n";
+ break;
+ case GPU_SHADER_2D_IMAGE_MULTISAMPLE_16:
+ defines = "#define SAMPLES 16\n";
+ break;
case GPU_SHADER_2D_WIDGET_BASE_INST:
case GPU_SHADER_2D_NODELINK_INST:
defines = "#define USE_INSTANCE\n";
diff --git a/source/blender/gpu/shaders/gpu_shader_image_multisample_resolve_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_multisample_resolve_frag.glsl
new file mode 100644
index 00000000000..de1fd8b6b58
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_multisample_resolve_frag.glsl
@@ -0,0 +1,67 @@
+
+uniform sampler2DMS depthMulti;
+uniform sampler2DMS colorMulti;
+
+out vec4 fragColor;
+
+#if SAMPLES > 16
+#error "Too many samples"
+#endif
+
+void main()
+{
+ ivec2 texel = ivec2(gl_FragCoord.xy);
+
+ float depth = 1.0;
+ depth = min(depth, texelFetch(depthMulti, texel, 0).r);
+ depth = min(depth, texelFetch(depthMulti, texel, 1).r);
+#if SAMPLES > 2
+ depth = min(depth, texelFetch(depthMulti, texel, 2).r);
+ depth = min(depth, texelFetch(depthMulti, texel, 3).r);
+#endif
+#if SAMPLES > 4
+ depth = min(depth, texelFetch(depthMulti, texel, 4).r);
+ depth = min(depth, texelFetch(depthMulti, texel, 5).r);
+ depth = min(depth, texelFetch(depthMulti, texel, 6).r);
+ depth = min(depth, texelFetch(depthMulti, texel, 7).r);
+#endif
+#if SAMPLES > 8
+ depth = min(depth, texelFetch(depthMulti, texel, 8).r);
+ depth = min(depth, texelFetch(depthMulti, texel, 9).r);
+ depth = min(depth, texelFetch(depthMulti, texel, 10).r);
+ depth = min(depth, texelFetch(depthMulti, texel, 11).r);
+ depth = min(depth, texelFetch(depthMulti, texel, 12).r);
+ depth = min(depth, texelFetch(depthMulti, texel, 13).r);
+ depth = min(depth, texelFetch(depthMulti, texel, 14).r);
+ depth = min(depth, texelFetch(depthMulti, texel, 15).r);
+#endif
+
+ vec4 color = vec4(0.0);
+ color += texelFetch(colorMulti, texel, 0);
+ color += texelFetch(colorMulti, texel, 1);
+#if SAMPLES > 2
+ color += texelFetch(colorMulti, texel, 2);
+ color += texelFetch(colorMulti, texel, 3);
+#endif
+#if SAMPLES > 4
+ color += texelFetch(colorMulti, texel, 4);
+ color += texelFetch(colorMulti, texel, 5);
+ color += texelFetch(colorMulti, texel, 6);
+ color += texelFetch(colorMulti, texel, 7);
+#endif
+#if SAMPLES > 8
+ color += texelFetch(colorMulti, texel, 8);
+ color += texelFetch(colorMulti, texel, 9);
+ color += texelFetch(colorMulti, texel, 10);
+ color += texelFetch(colorMulti, texel, 11);
+ color += texelFetch(colorMulti, texel, 12);
+ color += texelFetch(colorMulti, texel, 13);
+ color += texelFetch(colorMulti, texel, 14);
+ color += texelFetch(colorMulti, texel, 15);
+#endif
+
+ const float inv_samples = 1.0 / float(SAMPLES);
+
+ fragColor = color * inv_samples;
+ gl_FragDepth = depth;
+}