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-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c24
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl13
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl19
3 files changed, 40 insertions, 16 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 3a38edecec6..d5960ea57d5 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -38,7 +38,8 @@ static struct {
struct GPUTexture *color_src;
int depth_src_layer;
- float cube_texel_size;
+ /* Size can be vec3. But we only use 2 components in the shader. */
+ float texel_size[2];
} e_data = {NULL}; /* Engine data */
#define SETUP_BUFFER(tex, fb, fb_color) \
@@ -259,6 +260,7 @@ void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRW_PASS_CREATE(psl->color_downsample_ps, DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(EEVEE_shaders_effect_downsample_sh_get(), psl->color_downsample_ps);
DRW_shgroup_uniform_texture_ex(grp, "source", txl->filtered_radiance, GPU_SAMPLER_FILTER);
+ DRW_shgroup_uniform_vec2(grp, "texelSize", e_data.texel_size, 1);
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
}
@@ -267,7 +269,7 @@ void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
grp = DRW_shgroup_create(EEVEE_shaders_effect_downsample_cube_sh_get(),
psl->color_downsample_cube_ps);
DRW_shgroup_uniform_texture_ref(grp, "source", &e_data.color_src);
- DRW_shgroup_uniform_float(grp, "texelSize", &e_data.cube_texel_size, 1);
+ DRW_shgroup_uniform_float(grp, "texelSize", e_data.texel_size, 1);
DRW_shgroup_uniform_int_copy(grp, "Layer", 0);
DRW_shgroup_call_instances(grp, NULL, quad, 6);
}
@@ -277,6 +279,7 @@ void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRW_PASS_CREATE(psl->maxz_downlevel_ps, downsample_write);
grp = DRW_shgroup_create(EEVEE_shaders_effect_maxz_downlevel_sh_get(), psl->maxz_downlevel_ps);
DRW_shgroup_uniform_texture_ref_ex(grp, "depthBuffer", &txl->maxzbuffer, GPU_SAMPLER_DEFAULT);
+ DRW_shgroup_uniform_vec2(grp, "texelSize", e_data.texel_size, 1);
DRW_shgroup_call(grp, quad, NULL);
/* Copy depth buffer to top level of HiZ */
@@ -345,16 +348,22 @@ static void min_downsample_cb(void *vedata, int UNUSED(level))
}
#endif
-static void max_downsample_cb(void *vedata, int UNUSED(level))
+static void max_downsample_cb(void *vedata, int level)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+ EEVEE_TextureList *txl = ((EEVEE_Data *)vedata)->txl;
+ int texture_size[3];
+ GPU_texture_get_mipmap_size(txl->maxzbuffer, level - 1, texture_size);
+ e_data.texel_size[0] = 1.0f / texture_size[0];
+ e_data.texel_size[1] = 1.0f / texture_size[1];
DRW_draw_pass(psl->maxz_downlevel_ps);
}
static void simple_downsample_cube_cb(void *vedata, int level)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
- e_data.cube_texel_size = (float)(1 << level) / (float)GPU_texture_width(e_data.color_src);
+ e_data.texel_size[0] = (float)(1 << level) / (float)GPU_texture_width(e_data.color_src);
+ e_data.texel_size[1] = e_data.texel_size[0];
DRW_draw_pass(psl->color_downsample_cube_ps);
}
@@ -390,9 +399,14 @@ void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src, int l
}
}
-static void downsample_radiance_cb(void *vedata, int UNUSED(level))
+static void downsample_radiance_cb(void *vedata, int level)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+ EEVEE_TextureList *txl = ((EEVEE_Data *)vedata)->txl;
+ int texture_size[3];
+ GPU_texture_get_mipmap_size(txl->filtered_radiance, level - 1, texture_size);
+ e_data.texel_size[0] = 1.0f / texture_size[0];
+ e_data.texel_size[1] = 1.0f / texture_size[1];
DRW_draw_pass(psl->color_downsample_ps);
}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
index d1cb25af82f..9fc258da185 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
@@ -9,14 +9,16 @@
uniform sampler2D source;
uniform float fireflyFactor;
+#ifndef COPY_SRC
+uniform vec2 texelSize;
+#endif
+
out vec4 FragColor;
void main()
{
- vec2 texel_size = 1.0 / vec2(textureSize(source, 0));
- vec2 uvs = gl_FragCoord.xy * texel_size;
-
#ifdef COPY_SRC
+ vec2 uvs = gl_FragCoord.xy / vec2(textureSize(source, 0));
FragColor = textureLod(source, uvs, 0.0);
FragColor = safe_color(FragColor);
@@ -25,7 +27,10 @@ void main()
FragColor *= 1.0 - max(0.0, luma - fireflyFactor) / luma;
#else
- vec4 ofs = texel_size.xyxy * vec4(0.75, 0.75, -0.75, -0.75);
+ /* NOTE(@fclem): textureSize() does not work the same on all implementations
+ * when changing the min and max texture levels. Use uniform instead (see T87801). */
+ vec2 uvs = gl_FragCoord.xy * texelSize;
+ vec4 ofs = texelSize.xyxy * vec4(0.75, 0.75, -0.75, -0.75);
uvs *= 2.0;
FragColor = textureLod(source, uvs + ofs.xy, 0.0);
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 ccb65d2e5a6..8ef39a55921 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
@@ -14,6 +14,10 @@ uniform int depthLayer;
uniform sampler2D depthBuffer;
#endif
+#ifndef COPY_DEPTH
+uniform vec2 texelSize;
+#endif
+
#ifdef LAYERED
# define sampleLowerMip(t) texture(depthBuffer, vec3(t, depthLayer)).r
# define gatherLowerMip(t) textureGather(depthBuffer, vec3(t, depthLayer))
@@ -41,23 +45,24 @@ out vec4 fragColor;
void main()
{
vec2 texel = gl_FragCoord.xy;
- vec2 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0).xy);
#ifdef COPY_DEPTH
- vec2 uv = texel * texel_size;
+ vec2 uv = texel / vec2(textureSize(depthBuffer, 0).xy);
float val = sampleLowerMip(uv);
#else
- vec2 uv = texel * 2.0 * texel_size;
+ /* NOTE(@fclem): textureSize() does not work the same on all implementations
+ * when changing the min and max texture levels. Use uniform instead (see T87801). */
+ vec2 uv = texel * 2.0 * texelSize;
vec4 samp;
# ifdef GPU_ARB_texture_gather
samp = gatherLowerMip(uv);
# else
- 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);
+ samp.x = sampleLowerMip(uv + vec2(-0.5, -0.5) * texelSize);
+ samp.y = sampleLowerMip(uv + vec2(-0.5, 0.5) * texelSize);
+ samp.z = sampleLowerMip(uv + vec2(0.5, -0.5) * texelSize);
+ samp.w = sampleLowerMip(uv + vec2(0.5, 0.5) * texelSize);
# endif
float val = minmax4(samp.x, samp.y, samp.z, samp.w);