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authorClément Foucault <foucault.clem@gmail.com>2022-08-15 19:08:34 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-08-15 19:36:19 +0300
commitb43b62191cde60fee65f8ff1ad108b271f42295d (patch)
treec1262b5422c33f8fc21adbc4613c9fa22bc95528 /source/blender/gpu
parent3195a381200eb98e6add8b0504f701318186946d (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/gpu')
-rw-r--r--source/blender/gpu/CMakeLists.txt1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index ec964b5d8f3..92dacee1879 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -486,6 +486,7 @@ set(SRC_SHADER_CREATE_INFOS
../draw/engines/basic/shaders/infos/basic_depth_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_depth_of_field_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_film_info.hh
+ ../draw/engines/eevee_next/shaders/infos/eevee_hiz_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_light_culling_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_material_info.hh
../draw/engines/eevee_next/shaders/infos/eevee_motion_blur_info.hh