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authorClément Foucault <foucault.clem@gmail.com>2018-04-24 00:07:58 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-05-02 21:49:38 +0300
commit6d8e308eae4c980a093582c29084ae20ee814972 (patch)
tree7baeace0d6f3f780e57f982ab2cee0e46ad73936
parent1fff3e02c2d76488e92ca0ccba76c318a56fde37 (diff)
GPUShader: Optimize Multisample resolve shader.
Group all fetches together without interleived alu to let compiler optimize. Also do the color samples only if needed. Went from 3.86ms to [1.11-2.22]ms [min-max] for the 16samples resolve pass on my nvidia card.
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_multisample_resolve_frag.glsl129
1 files changed, 93 insertions, 36 deletions
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
index de1fd8b6b58..57362c88320 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_multisample_resolve_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_multisample_resolve_frag.glsl
@@ -8,60 +8,117 @@ out vec4 fragColor;
#error "Too many samples"
#endif
+// #define USE_DEPTH_WEIGHTING
+
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);
+ bvec4 b1, b2, b3, b4;
+ vec4 w1, w2, w3, w4;
+ vec4 d1, d2, d3, d4;
+ vec4 c1, c2, c3, c4, c5, c6, c7, c8;
+ vec4 c9, c10, c11, c12, c13, c14, c15, c16;
+ d1 = d2 = d3 = d4 = vec4(1.0);
+ w1 = w2 = w3 = w4 = vec4(0.0);
+ c1 = c2 = c3 = c4 = c5 = c6 = c7 = c8 = vec4(0.0);
+ c9 = c10 = c11 = c12 = c13 = c14 = c15 = c16 = vec4(0.0);
+
+ /* Depth */
+
+ d1.x = texelFetch(depthMulti, texel, 0).r;
+ d1.y = texelFetch(depthMulti, texel, 1).r;
+#if SAMPLES > 2
+ d1.z = texelFetch(depthMulti, texel, 2).r;
+ d1.w = texelFetch(depthMulti, texel, 3).r;
+#endif
+#if SAMPLES > 4
+ d2.x = texelFetch(depthMulti, texel, 4).r;
+ d2.y = texelFetch(depthMulti, texel, 5).r;
+ d2.z = texelFetch(depthMulti, texel, 6).r;
+ d2.w = texelFetch(depthMulti, texel, 7).r;
+#endif
+#if SAMPLES > 8
+ d3.x = texelFetch(depthMulti, texel, 8).r;
+ d3.y = texelFetch(depthMulti, texel, 9).r;
+ d3.z = texelFetch(depthMulti, texel, 10).r;
+ d3.w = texelFetch(depthMulti, texel, 11).r;
+ d4.x = texelFetch(depthMulti, texel, 12).r;
+ d4.y = texelFetch(depthMulti, texel, 13).r;
+ d4.z = texelFetch(depthMulti, texel, 14).r;
+ d4.w = texelFetch(depthMulti, texel, 15).r;
+#endif
+
+ /* COLOR */
+ b1 = notEqual(d1, vec4(1.0));
+ if (any(b1)) {
+ c1 = texelFetch(colorMulti, texel, 0);
+ c2 = texelFetch(colorMulti, texel, 1);
#if SAMPLES > 2
- depth = min(depth, texelFetch(depthMulti, texel, 2).r);
- depth = min(depth, texelFetch(depthMulti, texel, 3).r);
+ c3 = texelFetch(colorMulti, texel, 2);
+ c4 = texelFetch(colorMulti, texel, 3);
#endif
+ w1 = vec4(b1);
+ }
#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);
+ b2 = notEqual(d2, vec4(1.0));
+ if (any(b2)) {
+ c5 = texelFetch(colorMulti, texel, 4);
+ c6 = texelFetch(colorMulti, texel, 5);
+ c7 = texelFetch(colorMulti, texel, 6);
+ c8 = texelFetch(colorMulti, texel, 7);
+ w2 = vec4(b2);
+ }
#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);
+ b3 = notEqual(d3, vec4(1.0));
+ if (any(b3)) {
+ c9 = texelFetch(colorMulti, texel, 8);
+ c10 = texelFetch(colorMulti, texel, 9);
+ c11 = texelFetch(colorMulti, texel, 10);
+ c12 = texelFetch(colorMulti, texel, 11);
+ w3 = vec4(b3);
+ }
+ b4 = notEqual(d4, vec4(1.0));
+ if (any(b4)) {
+ c13 = texelFetch(colorMulti, texel, 12);
+ c14 = texelFetch(colorMulti, texel, 13);
+ c15 = texelFetch(colorMulti, texel, 14);
+ c16 = texelFetch(colorMulti, texel, 15);
+ w4 = vec4(b4);
+ }
+#endif
+
+#if SAMPLES > 8
+ d1 = min(d1, min(d3, d4));
+#endif
+#if SAMPLES > 4
+ d1 = min(d1, d2);
+#endif
+#if SAMPLES > 2
+ d1.xy = min(d1.xy, d1.zw);
+#endif
+ gl_FragDepth = min(d1.x, d1.y);
+
+#ifdef USE_DEPTH_WEIGHTING
+ c1 *= w1.x; c2 *= w1.y; c3 *= w1.z; c4 *= w1.w;
+ c5 *= w2.x; c6 *= w2.y; c7 *= w2.z; c8 *= w2.w;
+ c9 *= w3.x; c10 *= w3.y; c11 *= w3.z; c12 *= w3.w;
+ c13 *= w4.x; c14 *= w4.y; c15 *= w4.z; c16 *= w4.w;
#endif
- vec4 color = vec4(0.0);
- color += texelFetch(colorMulti, texel, 0);
- color += texelFetch(colorMulti, texel, 1);
+ c1 = c1 + c2;
#if SAMPLES > 2
- color += texelFetch(colorMulti, texel, 2);
- color += texelFetch(colorMulti, texel, 3);
+ c1 += c3 + c4;
#endif
#if SAMPLES > 4
- color += texelFetch(colorMulti, texel, 4);
- color += texelFetch(colorMulti, texel, 5);
- color += texelFetch(colorMulti, texel, 6);
- color += texelFetch(colorMulti, texel, 7);
+ c1 += c5 + c6 + c7 + c8;
#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);
+ c1 += c9 + c10 + c11 + c12 + c13 + c14 + c15 + c16;
#endif
const float inv_samples = 1.0 / float(SAMPLES);
- fragColor = color * inv_samples;
- gl_FragDepth = depth;
+ fragColor = c1 * inv_samples;
}