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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/eevee_culling_debug_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/eevee_culling_debug_frag.glsl31
1 files changed, 20 insertions, 11 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/eevee_culling_debug_frag.glsl b/source/blender/draw/engines/eevee/shaders/eevee_culling_debug_frag.glsl
index f559788145d..33734324445 100644
--- a/source/blender/draw/engines/eevee/shaders/eevee_culling_debug_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/eevee_culling_debug_frag.glsl
@@ -2,25 +2,34 @@
/**
* Debug Shader outputing a gradient of orange - white - blue to mark culling hotspots.
* Green pixels are error pixels that are missing lights from the culling pass (i.e: when culling
- * pass is not conservative enough). This shader will only work on the last light batch so remove
- * some lights from the scene you are debugging to have below CULLING_ITEM_BATCH lights.
+ * pass is not conservative enough).
*/
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_light_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_culling_iter_lib.glsl)
-layout(std140) uniform lights_block
+layout(std430, binding = 0) readonly restrict buffer lights_buf
{
- LightData lights[CULLING_ITEM_BATCH];
+ LightData lights[];
};
-layout(std140) uniform lights_culling_block
+layout(std430, binding = 1) readonly restrict buffer lights_zbins_buf
{
- CullingData culling;
+ CullingZBin lights_zbins[];
+};
+
+layout(std430, binding = 2) readonly restrict buffer lights_culling_buf
+{
+ CullingData light_culling;
+};
+
+layout(std430, binding = 3) readonly restrict buffer lights_tile_buf
+{
+ CullingWord lights_culling_words[];
};
-uniform usampler2D item_culling_tx;
uniform sampler2D depth_tx;
in vec4 uvcoordsvar;
@@ -29,14 +38,14 @@ layout(location = 0) out vec4 out_debug_color;
void main(void)
{
- float depth = textureLod(depth_tx, uvcoordsvar.xy, 0.0).r;
+ float depth = texelFetch(depth_tx, ivec2(gl_FragCoord.xy), 0).r;
float vP_z = get_view_z_from_depth(depth);
vec3 P = get_world_space_from_depth(uvcoordsvar.xy, depth);
float lights_count = 0.0;
uint lights_cull = 0u;
- ITEM_FOREACH_BEGIN (culling, item_culling_tx, vP_z, l_idx) {
+ ITEM_FOREACH_BEGIN (light_culling, lights_zbins, lights_culling_words, vP_z, l_idx) {
LightData light = lights[l_idx];
lights_cull |= 1u << l_idx;
lights_count += 1.0;
@@ -44,7 +53,7 @@ void main(void)
ITEM_FOREACH_END
uint lights_nocull = 0u;
- ITEM_FOREACH_BEGIN_NO_CULL (culling, l_idx) {
+ ITEM_FOREACH_BEGIN_NO_CULL (light_culling, l_idx) {
LightData light = lights[l_idx];
if (distance(light._position, P) < light.influence_radius_max) {
lights_nocull |= 1u << l_idx;
@@ -57,6 +66,6 @@ void main(void)
out_debug_color = vec4(0.0, 1.0, 0.0, 1.0);
}
else {
- out_debug_color = vec4(heatmap_gradient(lights_count / 16.0), 1.0);
+ out_debug_color = vec4(heatmap_gradient(lights_count / 4.0), 1.0);
}
} \ No newline at end of file