diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2022-08-05 14:29:36 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2022-08-05 15:45:39 +0300 |
commit | 3690dad40a8e2a8850c0f8f2f5a789c4ebc7a75b (patch) | |
tree | 4e5d6a25299e1790e9fcb546442de92185017b9e /source/blender/draw | |
parent | 72cdb0ed2d2cc4eebe9c756d2a87e2513b6bf1db (diff) |
EEVEE-Next: Depth Of Field: Fix reduce pass
The indexing during mipmap downsampling was wrong, leading to incorrect
bilateral downsampling.
Diffstat (limited to 'source/blender/draw')
-rw-r--r-- | source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl index 622b545357e..c757e8304ac 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl @@ -84,7 +84,7 @@ void main() uvec2 texel_local = gl_LocalInvocationID.xy; /* Increase readablility. */ #define LOCAL_INDEX texel_local.y][texel_local.x -#define LOCAL_OFFSET(x_, y_) texel_local.y + y_][texel_local.x + x_ +#define LOCAL_OFFSET(x_, y_) texel_local.y + (y_)][texel_local.x + (x_) /* Load level 0 into cache. */ color_cache[LOCAL_INDEX] = imageLoad(inout_color_lod0_img, texel); @@ -203,20 +203,21 @@ void main() /* Recursive downsample. */ for (uint i = 1u; i < DOF_MIP_COUNT; i++) { barrier(); - if (all(lessThan(gl_LocalInvocationID.xy, uvec2(1u << (DOF_MIP_COUNT - 1u - i))))) { - uvec2 texel_local = gl_LocalInvocationID.xy << i; + uint mask = ~(~0u << i); + if (all(equal(gl_LocalInvocationID.xy & mask, uvec2(0)))) { + uint ofs = 1u << (i - 1u); /* TODO(fclem): Could use wave shuffle intrinsics to avoid LDS as suggested by the paper. */ vec4 coc4; - coc4.x = coc_cache[LOCAL_OFFSET(0, 1)]; - coc4.y = coc_cache[LOCAL_OFFSET(1, 1)]; - coc4.z = coc_cache[LOCAL_OFFSET(1, 0)]; + coc4.x = coc_cache[LOCAL_OFFSET(0, ofs)]; + coc4.y = coc_cache[LOCAL_OFFSET(ofs, ofs)]; + coc4.z = coc_cache[LOCAL_OFFSET(ofs, 0)]; coc4.w = coc_cache[LOCAL_OFFSET(0, 0)]; vec4 colors[4]; - colors[0] = color_cache[LOCAL_OFFSET(0, 1)]; - colors[1] = color_cache[LOCAL_OFFSET(1, 1)]; - colors[2] = color_cache[LOCAL_OFFSET(1, 0)]; + colors[0] = color_cache[LOCAL_OFFSET(0, ofs)]; + colors[1] = color_cache[LOCAL_OFFSET(ofs, ofs)]; + colors[2] = color_cache[LOCAL_OFFSET(ofs, 0)]; colors[3] = color_cache[LOCAL_OFFSET(0, 0)]; vec4 weights = dof_bilateral_coc_weights(coc4); @@ -227,8 +228,7 @@ void main() color_cache[LOCAL_INDEX] = weighted_sum_array(colors, weights); coc_cache[LOCAL_INDEX] = dot(coc4, weights); - ivec2 texel = ivec2(gl_WorkGroupID.xy * (gl_WorkGroupSize.xy >> i) + - gl_LocalInvocationID.xy); + ivec2 texel = ivec2(gl_GlobalInvocationID.xy >> i); if (i == 1) { imageStore(out_color_lod1_img, texel, color_cache[LOCAL_INDEX]); |