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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2022-08-02 07:11:58 +0200 |
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committer | GitHub <noreply@github.com> | 2022-08-02 07:11:58 +0200 |
commit | 2cdef4d5320dad8600b5764aa7d5aaf1773436f5 (patch) | |
tree | 294cd28cff37ff0f63b040cbd05dc02d36e2d316 /servers | |
parent | 12f717d26328eecc0c1eaa6d48a9f989044a267c (diff) | |
parent | 278950f731327dace62fbe490d3fcf533e4354d8 (diff) |
Merge pull request #63589 from RandomShaper/sdfgi_debug_pc
Keep SdfgiDebug shader's push constant size <= 128
Diffstat (limited to 'servers')
-rw-r--r-- | servers/rendering/renderer_rd/environment/gi.cpp | 30 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/environment/gi.h | 9 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl | 24 |
3 files changed, 28 insertions, 35 deletions
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp index 7cda0337b8..feafcc42c9 100644 --- a/servers/rendering/renderer_rd/environment/gi.cpp +++ b/servers/rendering/renderer_rd/environment/gi.cpp @@ -1591,34 +1591,24 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const Projection *p_projection push_constant.max_cascades = cascades.size(); push_constant.screen_size[0] = p_width; push_constant.screen_size[1] = p_height; - push_constant.probe_axis_size = probe_axis_count; - push_constant.use_occlusion = uses_occlusion; push_constant.y_mult = y_mult; push_constant.z_near = -p_projections[v].get_z_near(); - push_constant.cam_transform[0] = p_transform.basis.rows[0][0]; - push_constant.cam_transform[1] = p_transform.basis.rows[1][0]; - push_constant.cam_transform[2] = p_transform.basis.rows[2][0]; - push_constant.cam_transform[3] = 0; - push_constant.cam_transform[4] = p_transform.basis.rows[0][1]; - push_constant.cam_transform[5] = p_transform.basis.rows[1][1]; - push_constant.cam_transform[6] = p_transform.basis.rows[2][1]; - push_constant.cam_transform[7] = 0; - push_constant.cam_transform[8] = p_transform.basis.rows[0][2]; - push_constant.cam_transform[9] = p_transform.basis.rows[1][2]; - push_constant.cam_transform[10] = p_transform.basis.rows[2][2]; - push_constant.cam_transform[11] = 0; - push_constant.cam_transform[12] = p_transform.origin.x; - push_constant.cam_transform[13] = p_transform.origin.y; - push_constant.cam_transform[14] = p_transform.origin.z; - push_constant.cam_transform[15] = 1; + for (int i = 0; i < 3; i++) { + for (int j = 0; j < 3; j++) { + push_constant.cam_basis[i][j] = p_transform.basis.rows[j][i]; + } + } + push_constant.cam_origin[0] = p_transform.origin[0]; + push_constant.cam_origin[1] = p_transform.origin[1]; + push_constant.cam_origin[2] = p_transform.origin[2]; // need to properly unproject for asymmetric projection matrices in stereo.. Projection inv_projection = p_projections[v].inverse(); for (int i = 0; i < 4; i++) { - for (int j = 0; j < 4; j++) { - push_constant.inv_projection[i * 4 + j] = inv_projection.matrix[i][j]; + for (int j = 0; j < 3; j++) { + push_constant.inv_projection[j][i] = inv_projection.matrix[i][j]; } } diff --git a/servers/rendering/renderer_rd/environment/gi.h b/servers/rendering/renderer_rd/environment/gi.h index d4d4182950..304df1605b 100644 --- a/servers/rendering/renderer_rd/environment/gi.h +++ b/servers/rendering/renderer_rd/environment/gi.h @@ -232,16 +232,13 @@ private: uint32_t max_cascades; int32_t screen_size[2]; - uint32_t use_occlusion; float y_mult; - uint32_t probe_axis_size; float z_near; - float reserved1; - float reserved2; - float cam_transform[16]; - float inv_projection[16]; + float inv_projection[3][4]; + float cam_basis[3][3]; + float cam_origin[3]; }; SdfgiDebugShaderRD debug; diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl index af5f7d0a58..9640d30e78 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl @@ -37,16 +37,14 @@ layout(push_constant, std430) uniform Params { uint max_cascades; ivec2 screen_size; - bool use_occlusion; float y_mult; - int probe_axis_size; float z_near; - float reserved1; - float reserved2; - mat4 cam_transform; - mat4 inv_projection; + mat3x4 inv_projection; + // We pack these more tightly than mat3 and vec3, which will require some reconstruction trickery. + float cam_basis[3][3]; + float cam_origin[3]; } params; @@ -82,13 +80,21 @@ void main() { vec3 ray_pos; vec3 ray_dir; { - ray_pos = params.cam_transform[3].xyz; + ray_pos = vec3(params.cam_origin[0], params.cam_origin[1], params.cam_origin[2]); ray_dir.xy = ((vec2(screen_pos) / vec2(params.screen_size)) * 2.0 - 1.0); ray_dir.z = params.z_near; - ray_dir = (params.inv_projection * vec4(ray_dir, 1.0)).xyz; - ray_dir = normalize(mat3(params.cam_transform) * ray_dir); + ray_dir = (vec4(ray_dir, 1.0) * mat4(params.inv_projection)).xyz; + + mat3 cam_basis; + { + vec3 c0 = vec3(params.cam_basis[0][0], params.cam_basis[0][1], params.cam_basis[0][2]); + vec3 c1 = vec3(params.cam_basis[1][0], params.cam_basis[1][1], params.cam_basis[1][2]); + vec3 c2 = vec3(params.cam_basis[2][0], params.cam_basis[2][1], params.cam_basis[2][2]); + cam_basis = mat3(c0, c1, c2); + } + ray_dir = normalize(cam_basis * ray_dir); } ray_pos.y *= params.y_mult; |