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author | Clément Foucault <foucault.clem@gmail.com> | 2022-08-15 19:08:34 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2022-08-15 19:36:19 +0300 |
commit | b43b62191cde60fee65f8ff1ad108b271f42295d (patch) | |
tree | c1262b5422c33f8fc21adbc4613c9fa22bc95528 /source/blender/draw/CMakeLists.txt | |
parent | 3195a381200eb98e6add8b0504f701318186946d (diff) |
EEVEE-Next: HiZ Buffer: New implementation
This new implementation does all downsampling in a single compute shader
dispatch, removing a lot of complexity from the previous recursive
downsampling.
This is heavilly inspired by the Single-Pass-Downsampler from GPUOpen:
https://github.com/GPUOpen-Effects/FidelityFX-SPD
However I do not implement all the optimization bits as they require
vulkan (GL_KHR_shader_subgroup) and is not as versatile (it is only
for HiZ).
Timers inside renderdoc report ~0.4ms of saving on a 2048*1024 render for
the whole downsampling. Note that the previous implementation only
processed 6 mips where the new one processes 8 mips.
```
EEVEE ~1.0ms
EEVEE-Next ~0.6ms
```
Padding has been bumped to be of 128px for processing 8 mips.
A new debug option has been added (debug value 2) to validate the HiZ.
Diffstat (limited to 'source/blender/draw/CMakeLists.txt')
-rw-r--r-- | source/blender/draw/CMakeLists.txt | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt index 284787cb475..0a62263ce3b 100644 --- a/source/blender/draw/CMakeLists.txt +++ b/source/blender/draw/CMakeLists.txt @@ -141,6 +141,7 @@ set(SRC engines/eevee_next/eevee_instance.cc engines/eevee_next/eevee_light.cc engines/eevee_next/eevee_material.cc + engines/eevee_next/eevee_hizbuffer.cc engines/eevee_next/eevee_motion_blur.cc engines/eevee_next/eevee_pipeline.cc engines/eevee_next/eevee_renderbuffers.cc @@ -391,6 +392,8 @@ set(GLSL_SRC engines/eevee_next/shaders/eevee_geom_gpencil_vert.glsl engines/eevee_next/shaders/eevee_geom_mesh_vert.glsl engines/eevee_next/shaders/eevee_geom_world_vert.glsl + engines/eevee_next/shaders/eevee_hiz_debug_frag.glsl + engines/eevee_next/shaders/eevee_hiz_update_comp.glsl engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl engines/eevee_next/shaders/eevee_light_culling_select_comp.glsl engines/eevee_next/shaders/eevee_light_culling_sort_comp.glsl |