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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 /source/blender/gpu/shaders
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.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_multisample_resolve_frag.glsl67
1 files changed, 67 insertions, 0 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
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;
+}