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authorBastiaan Olij <mux213@gmail.com>2022-05-20 12:52:19 +1000
committerBastiaan Olij <mux213@gmail.com>2022-06-22 12:50:17 +1000
commit997810e417cb1f003bacf784f7a07140f7a1b583 (patch)
tree7a85525c501dd3c6ac192167211b7a977115eef0 /servers/rendering/renderer_rd/shaders/effects
parentc18d0f20357a11bd9cfa2f57b8b9b500763413bc (diff)
Split GI effects and fix stereoscopic rendering of GI effects
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/effects')
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/resolve.glsl236
1 files changed, 236 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/shaders/effects/resolve.glsl b/servers/rendering/renderer_rd/shaders/effects/resolve.glsl
new file mode 100644
index 0000000000..0e086331c0
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/effects/resolve.glsl
@@ -0,0 +1,236 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+#ifdef MODE_RESOLVE_DEPTH
+layout(set = 0, binding = 0) uniform sampler2DMS source_depth;
+layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_depth;
+#endif
+
+#ifdef MODE_RESOLVE_GI
+layout(set = 0, binding = 0) uniform sampler2DMS source_depth;
+layout(set = 0, binding = 1) uniform sampler2DMS source_normal_roughness;
+
+layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_depth;
+layout(rgba8, set = 1, binding = 1) uniform restrict writeonly image2D dest_normal_roughness;
+
+#ifdef VOXEL_GI_RESOLVE
+layout(set = 2, binding = 0) uniform usampler2DMS source_voxel_gi;
+layout(rg8ui, set = 3, binding = 0) uniform restrict writeonly uimage2D dest_voxel_gi;
+#endif
+
+#endif
+
+layout(push_constant, std430) uniform Params {
+ ivec2 screen_size;
+ int sample_count;
+ uint pad;
+}
+params;
+
+void main() {
+ // Pixel being shaded
+ ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+#ifdef MODE_RESOLVE_DEPTH
+
+ float depth_avg = 0.0;
+ for (int i = 0; i < params.sample_count; i++) {
+ depth_avg += texelFetch(source_depth, pos, i).r;
+ }
+ depth_avg /= float(params.sample_count);
+ imageStore(dest_depth, pos, vec4(depth_avg));
+
+#endif
+
+#ifdef MODE_RESOLVE_GI
+
+ float best_depth = 1e20;
+ vec4 best_normal_roughness = vec4(0.0);
+#ifdef VOXEL_GI_RESOLVE
+ uvec2 best_voxel_gi;
+#endif
+
+#if 0
+
+ for(int i=0;i<params.sample_count;i++) {
+ float depth = texelFetch(source_depth,pos,i).r;
+ if (depth < best_depth) { //use the depth closest to camera
+ best_depth = depth;
+ best_normal_roughness = texelFetch(source_normal_roughness,pos,i);
+
+#ifdef VOXEL_GI_RESOLVE
+ best_voxel_gi = texelFetch(source_voxel_gi,pos,i).rg;
+#endif
+ }
+ }
+
+#else
+
+#if 1
+
+ vec4 group1;
+ vec4 group2;
+ vec4 group3;
+ vec4 group4;
+ int best_index = 0;
+
+ //2X
+ group1.x = texelFetch(source_depth, pos, 0).r;
+ group1.y = texelFetch(source_depth, pos, 1).r;
+
+ //4X
+ if (params.sample_count >= 4) {
+ group1.z = texelFetch(source_depth, pos, 2).r;
+ group1.w = texelFetch(source_depth, pos, 3).r;
+ }
+ //8X
+ if (params.sample_count >= 8) {
+ group2.x = texelFetch(source_depth, pos, 4).r;
+ group2.y = texelFetch(source_depth, pos, 5).r;
+ group2.z = texelFetch(source_depth, pos, 6).r;
+ group2.w = texelFetch(source_depth, pos, 7).r;
+ }
+ //16X
+ if (params.sample_count >= 16) {
+ group3.x = texelFetch(source_depth, pos, 8).r;
+ group3.y = texelFetch(source_depth, pos, 9).r;
+ group3.z = texelFetch(source_depth, pos, 10).r;
+ group3.w = texelFetch(source_depth, pos, 11).r;
+
+ group4.x = texelFetch(source_depth, pos, 12).r;
+ group4.y = texelFetch(source_depth, pos, 13).r;
+ group4.z = texelFetch(source_depth, pos, 14).r;
+ group4.w = texelFetch(source_depth, pos, 15).r;
+ }
+
+ if (params.sample_count == 2) {
+ best_index = (pos.x & 1) ^ ((pos.y >> 1) & 1); //not much can be done here
+ } else if (params.sample_count == 4) {
+ vec4 freq = vec4(equal(group1, vec4(group1.x)));
+ freq += vec4(equal(group1, vec4(group1.y)));
+ freq += vec4(equal(group1, vec4(group1.z)));
+ freq += vec4(equal(group1, vec4(group1.w)));
+
+ float min_f = freq.x;
+ best_index = 0;
+ if (freq.y < min_f) {
+ best_index = 1;
+ min_f = freq.y;
+ }
+ if (freq.z < min_f) {
+ best_index = 2;
+ min_f = freq.z;
+ }
+ if (freq.w < min_f) {
+ best_index = 3;
+ }
+ } else if (params.sample_count == 8) {
+ vec4 freq0 = vec4(equal(group1, vec4(group1.x)));
+ vec4 freq1 = vec4(equal(group2, vec4(group1.x)));
+ freq0 += vec4(equal(group1, vec4(group1.y)));
+ freq1 += vec4(equal(group2, vec4(group1.y)));
+ freq0 += vec4(equal(group1, vec4(group1.z)));
+ freq1 += vec4(equal(group2, vec4(group1.z)));
+ freq0 += vec4(equal(group1, vec4(group1.w)));
+ freq1 += vec4(equal(group2, vec4(group1.w)));
+ freq0 += vec4(equal(group1, vec4(group2.x)));
+ freq1 += vec4(equal(group2, vec4(group2.x)));
+ freq0 += vec4(equal(group1, vec4(group2.y)));
+ freq1 += vec4(equal(group2, vec4(group2.y)));
+ freq0 += vec4(equal(group1, vec4(group2.z)));
+ freq1 += vec4(equal(group2, vec4(group2.z)));
+ freq0 += vec4(equal(group1, vec4(group2.w)));
+ freq1 += vec4(equal(group2, vec4(group2.w)));
+
+ float min_f0 = freq0.x;
+ int best_index0 = 0;
+ if (freq0.y < min_f0) {
+ best_index0 = 1;
+ min_f0 = freq0.y;
+ }
+ if (freq0.z < min_f0) {
+ best_index0 = 2;
+ min_f0 = freq0.z;
+ }
+ if (freq0.w < min_f0) {
+ best_index0 = 3;
+ min_f0 = freq0.w;
+ }
+
+ float min_f1 = freq1.x;
+ int best_index1 = 4;
+ if (freq1.y < min_f1) {
+ best_index1 = 5;
+ min_f1 = freq1.y;
+ }
+ if (freq1.z < min_f1) {
+ best_index1 = 6;
+ min_f1 = freq1.z;
+ }
+ if (freq1.w < min_f1) {
+ best_index1 = 7;
+ min_f1 = freq1.w;
+ }
+
+ best_index = mix(best_index0, best_index1, min_f0 < min_f1);
+ }
+
+#else
+ float depths[16];
+ int depth_indices[16];
+ int depth_amount[16];
+ int depth_count = 0;
+
+ for (int i = 0; i < params.sample_count; i++) {
+ float depth = texelFetch(source_depth, pos, i).r;
+ int depth_index = -1;
+ for (int j = 0; j < depth_count; j++) {
+ if (abs(depths[j] - depth) < 0.000001) {
+ depth_index = j;
+ break;
+ }
+ }
+
+ if (depth_index == -1) {
+ depths[depth_count] = depth;
+ depth_indices[depth_count] = i;
+ depth_amount[depth_count] = 1;
+ depth_count += 1;
+ } else {
+ depth_amount[depth_index] += 1;
+ }
+ }
+
+ int depth_least = 0xFFFF;
+ int best_index = 0;
+ for (int j = 0; j < depth_count; j++) {
+ if (depth_amount[j] < depth_least) {
+ best_index = depth_indices[j];
+ depth_least = depth_amount[j];
+ }
+ }
+#endif
+ best_depth = texelFetch(source_depth, pos, best_index).r;
+ best_normal_roughness = texelFetch(source_normal_roughness, pos, best_index);
+#ifdef VOXEL_GI_RESOLVE
+ best_voxel_gi = texelFetch(source_voxel_gi, pos, best_index).rg;
+#endif
+
+#endif
+
+ imageStore(dest_depth, pos, vec4(best_depth));
+ imageStore(dest_normal_roughness, pos, vec4(best_normal_roughness));
+#ifdef VOXEL_GI_RESOLVE
+ imageStore(dest_voxel_gi, pos, uvec4(best_voxel_gi, 0, 0));
+#endif
+
+#endif
+}