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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.glsl58
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)