summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_rd/shaders/resolve.glsl
blob: 0e086331c01691b498d61e27ad1eef404cdae40e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
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
}