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authorClément Foucault <foucault.clem@gmail.com>2017-09-13 16:29:13 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-09-13 16:29:38 +0300
commit9abacf38fd4f3b0de4b6d9a4644b9cb1155482c9 (patch)
treea7c4caf1b08d7c5b30e0601281b23b8af4700e16 /source
parent71c1bd1bd870712e27d0d56ca525cf2dbc848639 (diff)
Eevee: SSR: Making ray count a define rather than an uniform.
The branching introduced by the uniform caused problems on mesa + AMD in the resolve stage. This patch create one shader per sample count without branching. This improves performance of a single ray per pixel case (3.0ms against 3.6ms in my testing)
Diffstat (limited to 'source')
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c25
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl58
2 files changed, 50 insertions, 33 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index b18d6455893..bcc9986d671 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -60,9 +60,10 @@ typedef struct EEVEE_LightProbeData {
/* SSR shader variations */
enum {
- SSR_RESOLVE = (1 << 0),
- SSR_FULL_TRACE = (1 << 1),
- SSR_MAX_SHADER = (1 << 2),
+ SSR_SAMPLES = (1 << 0) | (1 << 1),
+ SSR_RESOLVE = (1 << 2),
+ SSR_FULL_TRACE = (1 << 3),
+ SSR_MAX_SHADER = (1 << 4),
};
static struct {
@@ -198,8 +199,11 @@ static struct GPUShader *eevee_effects_ssr_shader_get(int options)
char *ssr_shader_str = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);
+ int samples = (SSR_SAMPLES & options) + 1;
+
DynStr *ds_defines = BLI_dynstr_new();
BLI_dynstr_appendf(ds_defines, SHADER_DEFINES);
+ BLI_dynstr_appendf(ds_defines, "#define RAY_COUNT %d\n", samples);
if (options & SSR_RESOLVE) {
BLI_dynstr_appendf(ds_defines, "#define STEP_RESOLVE\n");
}
@@ -856,6 +860,7 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
if ((effects->enabled_effects & EFFECT_SSR) != 0) {
int options = (effects->reflection_trace_full) ? SSR_FULL_TRACE : 0;
+ options |= (effects->ssr_ray_count - 1);
struct GPUShader *trace_shader = eevee_effects_ssr_shader_get(options);
struct GPUShader *resolve_shader = eevee_effects_ssr_shader_get(SSR_RESOLVE | options);
@@ -871,7 +876,6 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10);
DRW_shgroup_uniform_vec4(grp, "ssrParameters", &effects->ssr_quality, 1);
- DRW_shgroup_uniform_int(grp, "rayCount", &effects->ssr_ray_count, 1);
DRW_shgroup_uniform_int(grp, "planar_count", &sldata->probes->num_planar, 1);
DRW_shgroup_uniform_float(grp, "maxRoughness", &effects->ssr_max_roughness, 1);
DRW_shgroup_uniform_buffer(grp, "planarDepth", &vedata->txl->planar_depth);
@@ -900,10 +904,15 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_uniform_buffer(grp, "probeCubes", &sldata->probe_pool);
DRW_shgroup_uniform_buffer(grp, "probePlanars", &vedata->txl->planar_pool);
DRW_shgroup_uniform_buffer(grp, "hitBuffer0", &stl->g_data->ssr_hit_output[0]);
- DRW_shgroup_uniform_buffer(grp, "hitBuffer1", (effects->ssr_ray_count < 2) ? &stl->g_data->ssr_hit_output[0] : &stl->g_data->ssr_hit_output[1]);
- DRW_shgroup_uniform_buffer(grp, "hitBuffer2", (effects->ssr_ray_count < 3) ? &stl->g_data->ssr_hit_output[0] : &stl->g_data->ssr_hit_output[2]);
- DRW_shgroup_uniform_buffer(grp, "hitBuffer3", (effects->ssr_ray_count < 4) ? &stl->g_data->ssr_hit_output[0] : &stl->g_data->ssr_hit_output[3]);
- DRW_shgroup_uniform_int(grp, "rayCount", &effects->ssr_ray_count, 1);
+ if (effects->ssr_ray_count > 1) {
+ DRW_shgroup_uniform_buffer(grp, "hitBuffer1", &stl->g_data->ssr_hit_output[1]);
+ }
+ if (effects->ssr_ray_count > 2) {
+ DRW_shgroup_uniform_buffer(grp, "hitBuffer2", &stl->g_data->ssr_hit_output[2]);
+ }
+ if (effects->ssr_ray_count > 3) {
+ DRW_shgroup_uniform_buffer(grp, "hitBuffer3", &stl->g_data->ssr_hit_output[3]);
+ }
DRW_shgroup_call_add(grp, quad, NULL);
}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
index 0a958404385..1f3c7822124 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -111,7 +111,6 @@ void main()
if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0)
discard;
-
float roughness = speccol_roughness.a;
float roughnessSquared = max(1e-3, roughness * roughness);
float a2 = roughnessSquared * roughnessSquared;
@@ -129,8 +128,6 @@ void main()
vec3 T, B;
make_orthonormal_basis(N, T, B); /* Generate tangent space */
- float ray_ofs = 1.0 / float(rayCount);
-
/* Planar Reflections */
for (int i = 0; i < MAX_PLANAR && i < planar_count; ++i) {
PlanarData pd = planars_data[i];
@@ -144,20 +141,31 @@ void main()
tracePosition = transform_point(ViewMatrix, tracePosition);
vec3 planeNormal = transform_direction(ViewMatrix, pd.pl_normal);
- /* TODO : Raytrace together if textureGather is supported. */
hitData0 = do_planar_ssr(i, V, N, T, B, planeNormal, tracePosition, a2, rand, 0.0);
- if (rayCount > 1) hitData1 = do_planar_ssr(i, V, N, T, B, planeNormal, tracePosition, a2, rand.xyz * vec3(1.0, -1.0, -1.0), 1.0 * ray_ofs);
- if (rayCount > 2) hitData2 = do_planar_ssr(i, V, N, T, B, planeNormal, tracePosition, a2, rand.xzy * vec3(1.0, 1.0, -1.0), 2.0 * ray_ofs);
- if (rayCount > 3) hitData3 = do_planar_ssr(i, V, N, T, B, planeNormal, tracePosition, a2, rand.xzy * vec3(1.0, -1.0, 1.0), 3.0 * ray_ofs);
+#if (RAY_COUNT > 1)
+ hitData1 = do_planar_ssr(i, V, N, T, B, planeNormal, tracePosition, a2, rand.xyz * vec3(1.0, -1.0, -1.0), 1.0 / float(RAY_COUNT));
+#endif
+#if (RAY_COUNT > 2)
+ hitData2 = do_planar_ssr(i, V, N, T, B, planeNormal, tracePosition, a2, rand.xzy * vec3(1.0, 1.0, -1.0), 2.0 / float(RAY_COUNT));
+#endif
+#if (RAY_COUNT > 3)
+ hitData3 = do_planar_ssr(i, V, N, T, B, planeNormal, tracePosition, a2, rand.xzy * vec3(1.0, -1.0, 1.0), 3.0 / float(RAY_COUNT));
+#endif
return;
}
}
/* TODO : Raytrace together if textureGather is supported. */
hitData0 = do_ssr(V, N, T, B, viewPosition, a2, rand, 0.0);
- if (rayCount > 1) hitData1 = do_ssr(V, N, T, B, viewPosition, a2, rand.xyz * vec3(1.0, -1.0, -1.0), 1.0 * ray_ofs);
- if (rayCount > 2) hitData2 = do_ssr(V, N, T, B, viewPosition, a2, rand.xzy * vec3(1.0, 1.0, -1.0), 2.0 * ray_ofs);
- if (rayCount > 3) hitData3 = do_ssr(V, N, T, B, viewPosition, a2, rand.xzy * vec3(1.0, -1.0, 1.0), 3.0 * ray_ofs);
+#if (RAY_COUNT > 1)
+ hitData1 = do_ssr(V, N, T, B, viewPosition, a2, rand.xyz * vec3(1.0, -1.0, -1.0), 1.0 / float(RAY_COUNT));
+#endif
+#if (RAY_COUNT > 2)
+ hitData2 = do_ssr(V, N, T, B, viewPosition, a2, rand.xzy * vec3(1.0, 1.0, -1.0), 2.0 / float(RAY_COUNT));
+#endif
+#if (RAY_COUNT > 3)
+ hitData3 = do_ssr(V, N, T, B, viewPosition, a2, rand.xzy * vec3(1.0, -1.0, 1.0), 3.0 / float(RAY_COUNT));
+#endif
}
#else /* STEP_RESOLVE */
@@ -395,21 +403,21 @@ void main()
ssr_accum += get_ssr_sample(hitBuffer0, pd, planar_index, worldPosition, N, V,
roughnessSquared, cone_tan, source_uvs,
texture_size, target_texel, weight_acc);
- if (rayCount > 1) {
- ssr_accum += get_ssr_sample(hitBuffer1, pd, planar_index, worldPosition, N, V,
- roughnessSquared, cone_tan, source_uvs,
- texture_size, target_texel, weight_acc);
- }
- if (rayCount > 2) {
- ssr_accum += get_ssr_sample(hitBuffer2, pd, planar_index, worldPosition, N, V,
- roughnessSquared, cone_tan, source_uvs,
- texture_size, target_texel, weight_acc);
- }
- if (rayCount > 3) {
- ssr_accum += get_ssr_sample(hitBuffer3, pd, planar_index, worldPosition, N, V,
- roughnessSquared, cone_tan, source_uvs,
- texture_size, target_texel, weight_acc);
- }
+#if (RAY_COUNT > 1)
+ ssr_accum += get_ssr_sample(hitBuffer1, pd, planar_index, worldPosition, N, V,
+ roughnessSquared, cone_tan, source_uvs,
+ texture_size, target_texel, weight_acc);
+#endif
+#if (RAY_COUNT > 2)
+ ssr_accum += get_ssr_sample(hitBuffer2, pd, planar_index, worldPosition, N, V,
+ roughnessSquared, cone_tan, source_uvs,
+ texture_size, target_texel, weight_acc);
+#endif
+#if (RAY_COUNT > 3)
+ ssr_accum += get_ssr_sample(hitBuffer3, pd, planar_index, worldPosition, N, V,
+ roughnessSquared, cone_tan, source_uvs,
+ texture_size, target_texel, weight_acc);
+#endif
}
}