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- #[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
- }
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