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authorClément Foucault <foucault.clem@gmail.com>2018-04-17 23:25:53 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-04-17 23:25:59 +0300
commitb40f5be01f8d0aa50af46ac7a79cfe88efdcbe18 (patch)
tree3a64d3c4fc0fe4d0e0383a26111904b66db725d2 /source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
parent38399c0b10e73cec5772a71809d4074332bb6231 (diff)
Eevee: Use textureGather for minmaxZbuffer downsampling.
I haven't noticed any performance improvement but it could be more important for other hardware. At least it's not slower!
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl61
1 files changed, 41 insertions, 20 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
index 05fef73b159..c11dbdd59ad 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
@@ -4,6 +4,8 @@
* Adapted from http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/
**/
+#extension GL_ARB_texture_gather : enable
+
#ifdef LAYERED
uniform sampler2DArray depthBuffer;
uniform int depthLayer;
@@ -12,15 +14,21 @@ uniform sampler2D depthBuffer;
#endif
#ifdef LAYERED
-#define sampleLowerMip(t) texelFetch(depthBuffer, ivec3(t, depthLayer), 0).r
+# define sampleLowerMip(t) texelFetch(depthBuffer, ivec3(t, depthLayer), 0).r
+# define gatherLowerMip(t) textureGather(depthBuffer, vec3(t, depthLayer))
#else
-#define sampleLowerMip(t) texelFetch(depthBuffer, t, 0).r
+# define sampleLowerMip(t) texelFetch(depthBuffer, t, 0).r
+# define gatherLowerMip(t) textureGather(depthBuffer, t)
#endif
#ifdef MIN_PASS
-#define minmax(a, b) min(a, b)
+#define minmax2(a, b) min(a, b)
+#define minmax3(a, b, c) min(min(a, b), c)
+#define minmax4(a, b, c, d) min(min(min(a, b), c), d)
#else /* MAX_PASS */
-#define minmax(a, b) max(a, b)
+#define minmax2(a, b) max(a, b)
+#define minmax3(a, b, c) max(max(a, b), c)
+#define minmax4(a, b, c, d) max(max(max(a, b), c), d)
#endif
/* On some AMD card / driver conbination, it is needed otherwise,
@@ -38,32 +46,45 @@ void main()
texelPos *= 2;
#endif
+#ifdef COPY_DEPTH
float val = sampleLowerMip(texelPos);
-#ifndef COPY_DEPTH
- float val2 = sampleLowerMip(texelPos + ivec2(1, 0));
- float val3 = sampleLowerMip(texelPos + ivec2(1, 1));
- float val4 = sampleLowerMip(texelPos + ivec2(0, 1));
- val = minmax(val, val2);
- val = minmax(val, val3);
- val = minmax(val, val4);
+#else
+ vec4 samp;
+# ifdef GL_ARB_texture_gather
+ samp = gatherLowerMip(vec2(texelPos) / vec2(mipsize));
+# else
+ samp.x = sampleLowerMip(texelPos);
+ samp.y = sampleLowerMip(texelPos + ivec2(1, 0));
+ samp.z = sampleLowerMip(texelPos + ivec2(1, 1));
+ samp.w = sampleLowerMip(texelPos + ivec2(0, 1));
+# endif
+
+ float val = minmax4(samp.x, samp.y, samp.z, samp.w);
/* if we are reducing an odd-width texture then fetch the edge texels */
if (((mipsize.x & 1) != 0) && (texelPos.x == mipsize.x - 3)) {
/* if both edges are odd, fetch the top-left corner texel */
if (((mipsize.y & 1) != 0) && (texelPos.y == mipsize.y - 3)) {
- val = minmax(val, sampleLowerMip(texelPos + ivec2(2, 2)));
+ samp.x = sampleLowerMip(texelPos + ivec2(2, 2));
+ val = minmax2(val, samp.x);
}
- float val2 = sampleLowerMip(texelPos + ivec2(2, 0));
- float val3 = sampleLowerMip(texelPos + ivec2(2, 1));
- val = minmax(val, val2);
- val = minmax(val, val3);
+# ifdef GL_ARB_texture_gather
+ samp = gatherLowerMip((vec2(texelPos) + vec2(1.0, 0.0)) / vec2(mipsize));
+# else
+ samp.y = sampleLowerMip(texelPos + ivec2(2, 0));
+ samp.z = sampleLowerMip(texelPos + ivec2(2, 1));
+# endif
+ val = minmax3(val, samp.y, samp.z);
}
/* if we are reducing an odd-height texture then fetch the edge texels */
if (((mipsize.y & 1) != 0) && (texelPos.y == mipsize.y - 3)) {
- float val2 = sampleLowerMip(texelPos + ivec2(0, 2));
- float val3 = sampleLowerMip(texelPos + ivec2(1, 2));
- val = minmax(val, val2);
- val = minmax(val, val3);
+# ifdef GL_ARB_texture_gather
+ samp = gatherLowerMip((vec2(texelPos) + vec2(0.0, 1.0)) / vec2(mipsize));
+# else
+ samp.x = sampleLowerMip(texelPos + ivec2(0, 2));
+ samp.y = sampleLowerMip(texelPos + ivec2(1, 2));
+# endif
+ val = minmax3(val, samp.x, samp.y);
}
#endif