diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl | 58 |
1 files changed, 17 insertions, 41 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl index b99037b1e80..ccb65d2e5a6 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl @@ -2,6 +2,9 @@ * Shader that down-sample depth buffer, * saving min and max value of each texel in the above mipmaps. * Adapted from http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/ + * + * Major simplification has been made since we pad the buffer to always be bigger than input to + * avoid mipmapping misalignement. */ #ifdef LAYERED @@ -12,10 +15,10 @@ uniform sampler2D depthBuffer; #endif #ifdef LAYERED -# define sampleLowerMip(t) texelFetch(depthBuffer, ivec3(t, depthLayer), 0).r +# define sampleLowerMip(t) texture(depthBuffer, vec3(t, depthLayer)).r # define gatherLowerMip(t) textureGather(depthBuffer, vec3(t, depthLayer)) #else -# define sampleLowerMip(t) texelFetch(depthBuffer, t, 0).r +# define sampleLowerMip(t) texture(depthBuffer, t).r # define gatherLowerMip(t) textureGather(depthBuffer, t) #endif @@ -37,54 +40,27 @@ out vec4 fragColor; void main() { - ivec2 texelPos = ivec2(gl_FragCoord.xy); - ivec2 mipsize = textureSize(depthBuffer, 0).xy; - -#ifndef COPY_DEPTH - texelPos *= 2; -#endif + vec2 texel = gl_FragCoord.xy; + vec2 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0).xy); #ifdef COPY_DEPTH - float val = sampleLowerMip(texelPos); + vec2 uv = texel * texel_size; + + float val = sampleLowerMip(uv); #else + vec2 uv = texel * 2.0 * texel_size; + vec4 samp; # ifdef GPU_ARB_texture_gather - /* + 1.0 to gather at the center of target 4 texels. */ - samp = gatherLowerMip((vec2(texelPos) + 1.0) / vec2(mipsize)); + samp = gatherLowerMip(uv); # else - samp.x = sampleLowerMip(texelPos); - samp.y = sampleLowerMip(texelPos + ivec2(1, 0)); - samp.z = sampleLowerMip(texelPos + ivec2(1, 1)); - samp.w = sampleLowerMip(texelPos + ivec2(0, 1)); + samp.x = sampleLowerMip(uv + vec2(-0.5, -0.5) * texel_size); + samp.y = sampleLowerMip(uv + vec2(-0.5, 0.5) * texel_size); + samp.z = sampleLowerMip(uv + vec2(0.5, -0.5) * texel_size); + samp.w = sampleLowerMip(uv + vec2(0.5, 0.5) * texel_size); # endif float val = minmax4(samp.x, samp.y, samp.z, samp.w); - - /* if we are reducing an odd-width texture then fetch the edge texels */ - if (((mipsize.x & 1) != 0) && (texelPos.x == mipsize.x - 3)) { - /* if both edges are odd, fetch the top-left corner texel */ - if (((mipsize.y & 1) != 0) && (texelPos.y == mipsize.y - 3)) { - samp.x = sampleLowerMip(texelPos + ivec2(2, 2)); - val = minmax2(val, samp.x); - } -# ifdef GPU_ARB_texture_gather - samp = gatherLowerMip((vec2(texelPos) + vec2(2.0, 1.0)) / vec2(mipsize)); -# else - samp.y = sampleLowerMip(texelPos + ivec2(2, 0)); - samp.z = sampleLowerMip(texelPos + ivec2(2, 1)); -# endif - val = minmax3(val, samp.y, samp.z); - } - /* if we are reducing an odd-height texture then fetch the edge texels */ - if (((mipsize.y & 1) != 0) && (texelPos.y == mipsize.y - 3)) { -# ifdef GPU_ARB_texture_gather - samp = gatherLowerMip((vec2(texelPos) + vec2(1.0, 2.0)) / vec2(mipsize)); -# else - samp.x = sampleLowerMip(texelPos + ivec2(0, 2)); - samp.y = sampleLowerMip(texelPos + ivec2(1, 2)); -# endif - val = minmax3(val, samp.x, samp.y); - } #endif #if defined(GPU_INTEL) || defined(GPU_ATI) |