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authorClément Foucault <foucault.clem@gmail.com>2018-07-30 14:56:22 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-07-30 15:18:55 +0300
commit0f97718c10e8c2a441f58a51eb923b1dfa3698d4 (patch)
tree54fd9db7f510e1d9c2cad423503c4cd4aadb65db /source/blender
parentd65df10216b8de09b8a1cfc695030649511337a0 (diff)
DRW: Add option to only resolve framebuffer colors without depth test
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/draw/intern/DRW_render.h13
-rw-r--r--source/blender/draw/intern/draw_manager.c49
-rw-r--r--source/blender/gpu/GPU_shader.h4
-rw-r--r--source/blender/gpu/intern/gpu_shader.c20
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_multisample_resolve_frag.glsl53
5 files changed, 98 insertions, 41 deletions
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index cd2db3cfd0a..d2c44cfef2a 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -120,7 +120,16 @@ typedef char DRWViewportEmptyList;
if (dfbl->multisample_fb != NULL) { \
DRW_stats_query_start("Multisample Resolve"); \
GPU_framebuffer_bind(dfbl->default_fb); \
- DRW_multisamples_resolve(dtxl->multisample_depth, dtxl->multisample_color); \
+ DRW_multisamples_resolve(dtxl->multisample_depth, dtxl->multisample_color, true); \
+ DRW_stats_query_end(); \
+ } \
+}
+
+#define MULTISAMPLE_SYNC_DISABLE_NO_DEPTH(dfbl, dtxl) { \
+ if (dfbl->multisample_fb != NULL) { \
+ DRW_stats_query_start("Multisample Resolve"); \
+ GPU_framebuffer_bind(dfbl->default_fb); \
+ DRW_multisamples_resolve(dtxl->multisample_depth, dtxl->multisample_color, false); \
DRW_stats_query_end(); \
} \
}
@@ -228,7 +237,7 @@ void DRW_uniformbuffer_free(struct GPUUniformBuffer *ubo);
void DRW_transform_to_display(struct GPUTexture *tex);
void DRW_transform_none(struct GPUTexture *tex);
void DRW_multisamples_resolve(
- struct GPUTexture *src_depth, struct GPUTexture *src_color);
+ struct GPUTexture *src_depth, struct GPUTexture *src_color, bool use_depth);
/* Shaders */
struct GPUShader *DRW_shader_create(
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 0a15fb3a114..87239e7d93e 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -317,10 +317,14 @@ void DRW_transform_none(GPUTexture *tex)
/* Use manual multisample resolve pass.
* Much quicker than blitting back and forth.
* Assume destination fb is bound*/
-void DRW_multisamples_resolve(GPUTexture *src_depth, GPUTexture *src_color)
+void DRW_multisamples_resolve(GPUTexture *src_depth, GPUTexture *src_color, bool use_depth)
{
- drw_state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_PREMUL |
- DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL);
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_PREMUL;
+
+ if (use_depth) {
+ state |= DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ }
+ drw_state_set(state);
int samples = GPU_texture_samples(src_depth);
@@ -330,22 +334,39 @@ void DRW_multisamples_resolve(GPUTexture *src_depth, GPUTexture *src_color)
GPUBatch *geom = DRW_cache_fullscreen_quad_get();
int builtin;
- switch (samples) {
- case 2: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2; break;
- case 4: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_4; break;
- case 8: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_8; break;
- case 16: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_16; break;
- default:
- BLI_assert(0);
- builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2;
- break;
+ if (use_depth) {
+ switch (samples) {
+ case 2: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST; break;
+ case 4: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST; break;
+ case 8: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST; break;
+ case 16: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST; break;
+ default:
+ BLI_assert("Mulisample count unsupported by blit shader.");
+ builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST;
+ break;
+ }
+ }
+ else {
+ switch (samples) {
+ case 2: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2; break;
+ case 4: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_4; break;
+ case 8: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_8; break;
+ case 16: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_16; break;
+ default:
+ BLI_assert("Mulisample count unsupported by blit shader.");
+ builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2;
+ break;
+ }
}
GPU_batch_program_set_builtin(geom, builtin);
- GPU_texture_bind(src_depth, 0);
+ if (use_depth) {
+ GPU_texture_bind(src_depth, 0);
+ GPU_batch_uniform_1i(geom, "depthMulti", 0);
+ }
+
GPU_texture_bind(src_color, 1);
- GPU_batch_uniform_1i(geom, "depthMulti", 0);
GPU_batch_uniform_1i(geom, "colorMulti", 1);
float mat[4][4];
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index b1a05faf863..7f334cec21f 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -158,6 +158,10 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_2D_IMAGE_MULTISAMPLE_4,
GPU_SHADER_2D_IMAGE_MULTISAMPLE_8,
GPU_SHADER_2D_IMAGE_MULTISAMPLE_16,
+ GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST,
+ GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST,
+ GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST,
+ GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST,
GPU_SHADER_2D_CHECKER,
GPU_SHADER_2D_DIAG_STRIPES,
/* for simple 3D drawing */
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 04b43d03c83..3543c73f71d 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -738,6 +738,10 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_4] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_8] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
[GPU_SHADER_2D_IMAGE_MULTISAMPLE_16] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
[GPU_SHADER_2D_IMAGE_INTERLACE] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_interlace_frag_glsl },
@@ -873,15 +877,31 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
case GPU_SHADER_2D_IMAGE_MULTISAMPLE_2:
defines = "#define SAMPLES 2\n";
break;
+ case GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST:
+ defines = "#define SAMPLES 2\n"
+ "#define USE_DEPTH\n";
+ break;
case GPU_SHADER_2D_IMAGE_MULTISAMPLE_4:
defines = "#define SAMPLES 4\n";
break;
+ case GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST:
+ defines = "#define SAMPLES 4\n"
+ "#define USE_DEPTH\n";
+ break;
case GPU_SHADER_2D_IMAGE_MULTISAMPLE_8:
defines = "#define SAMPLES 8\n";
break;
+ case GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST:
+ defines = "#define SAMPLES 8\n"
+ "#define USE_DEPTH\n";
+ break;
case GPU_SHADER_2D_IMAGE_MULTISAMPLE_16:
defines = "#define SAMPLES 16\n";
break;
+ case GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST:
+ defines = "#define SAMPLES 16\n"
+ "#define USE_DEPTH\n";
+ break;
case GPU_SHADER_2D_WIDGET_BASE_INST:
case GPU_SHADER_2D_NODELINK_INST:
defines = "#define USE_INSTANCE\n";
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
index 57362c88320..1f59c9dfdbd 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_multisample_resolve_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_multisample_resolve_frag.glsl
@@ -8,8 +8,6 @@ out vec4 fragColor;
#error "Too many samples"
#endif
-// #define USE_DEPTH_WEIGHTING
-
void main()
{
ivec2 texel = ivec2(gl_FragCoord.xy);
@@ -19,26 +17,26 @@ void main()
vec4 d1, d2, d3, d4;
vec4 c1, c2, c3, c4, c5, c6, c7, c8;
vec4 c9, c10, c11, c12, c13, c14, c15, c16;
- d1 = d2 = d3 = d4 = vec4(1.0);
+ d1 = d2 = d3 = d4 = vec4(0.5);
w1 = w2 = w3 = w4 = vec4(0.0);
c1 = c2 = c3 = c4 = c5 = c6 = c7 = c8 = vec4(0.0);
c9 = c10 = c11 = c12 = c13 = c14 = c15 = c16 = vec4(0.0);
+#ifdef USE_DEPTH
/* Depth */
-
d1.x = texelFetch(depthMulti, texel, 0).r;
d1.y = texelFetch(depthMulti, texel, 1).r;
-#if SAMPLES > 2
+# if SAMPLES > 2
d1.z = texelFetch(depthMulti, texel, 2).r;
d1.w = texelFetch(depthMulti, texel, 3).r;
-#endif
-#if SAMPLES > 4
+# endif
+# if SAMPLES > 4
d2.x = texelFetch(depthMulti, texel, 4).r;
d2.y = texelFetch(depthMulti, texel, 5).r;
d2.z = texelFetch(depthMulti, texel, 6).r;
d2.w = texelFetch(depthMulti, texel, 7).r;
-#endif
-#if SAMPLES > 8
+# endif
+# if SAMPLES > 8
d3.x = texelFetch(depthMulti, texel, 8).r;
d3.y = texelFetch(depthMulti, texel, 9).r;
d3.z = texelFetch(depthMulti, texel, 10).r;
@@ -47,6 +45,7 @@ void main()
d4.y = texelFetch(depthMulti, texel, 13).r;
d4.z = texelFetch(depthMulti, texel, 14).r;
d4.w = texelFetch(depthMulti, texel, 15).r;
+# endif
#endif
/* COLOR */
@@ -89,22 +88,26 @@ void main()
}
#endif
-#if SAMPLES > 8
- d1 = min(d1, min(d3, d4));
-#endif
-#if SAMPLES > 4
- d1 = min(d1, d2);
-#endif
-#if SAMPLES > 2
- d1.xy = min(d1.xy, d1.zw);
-#endif
- gl_FragDepth = min(d1.x, d1.y);
-
-#ifdef USE_DEPTH_WEIGHTING
- c1 *= w1.x; c2 *= w1.y; c3 *= w1.z; c4 *= w1.w;
- c5 *= w2.x; c6 *= w2.y; c7 *= w2.z; c8 *= w2.w;
- c9 *= w3.x; c10 *= w3.y; c11 *= w3.z; c12 *= w3.w;
- c13 *= w4.x; c14 *= w4.y; c15 *= w4.z; c16 *= w4.w;
+#ifdef USE_DEPTH
+ d1 *= 1.0 - step(1.0, d1); /* make far plane depth = 0 */
+# if SAMPLES > 8
+ d4 *= 1.0 - step(1.0, d4);
+ d3 *= 1.0 - step(1.0, d3);
+ d1 = max(d1, max(d3, d4));
+# endif
+# if SAMPLES > 4
+ d2 *= 1.0 - step(1.0, d2);
+ d1 = max(d1, d2);
+ d1 = max(d1, d2);
+# endif
+# if SAMPLES > 2
+ d1.xy = max(d1.xy, d1.zw);
+# endif
+ gl_FragDepth = max(d1.x, d1.y);
+ /* Don't let the 0.0 farplane occlude other things */
+ if (gl_FragDepth == 0.0) {
+ gl_FragDepth = 1.0;
+ }
#endif
c1 = c1 + c2;