123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224 |
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Copyright (c) 2016, Intel Corporation
- // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
- // documentation files (the "Software"), to deal in the Software without restriction, including without limitation
- // the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
- // permit persons to whom the Software is furnished to do so, subject to the following conditions:
- // The above copyright notice and this permission notice shall be included in all copies or substantial portions of
- // the Software.
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
- // THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
- // TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- // SOFTWARE.
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // File changes (yyyy-mm-dd)
- // 2016-09-07: [email protected]: first commit
- // 2020-12-05: clayjohn: convert to Vulkan and Godot
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- #[compute]
- #version 450
- #VERSION_DEFINES
- layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
- layout(push_constant, std430) uniform Params {
- vec2 pixel_size;
- float z_far;
- float z_near;
- bool orthogonal;
- float radius_sq;
- uvec2 pad;
- }
- params;
- layout(set = 0, binding = 0) uniform sampler2D source_depth;
- layout(r16f, set = 1, binding = 0) uniform restrict writeonly image2DArray dest_image0; //rename
- #ifdef GENERATE_MIPS
- layout(r16f, set = 2, binding = 0) uniform restrict writeonly image2DArray dest_image1;
- layout(r16f, set = 2, binding = 1) uniform restrict writeonly image2DArray dest_image2;
- layout(r16f, set = 2, binding = 2) uniform restrict writeonly image2DArray dest_image3;
- #ifdef GENERATE_FULL_MIPS
- layout(r16f, set = 2, binding = 3) uniform restrict writeonly image2DArray dest_image4;
- #endif
- #endif
- vec4 screen_space_to_view_space_depth(vec4 p_depth) {
- if (params.orthogonal) {
- vec4 depth = p_depth * 2.0 - 1.0;
- return -(depth * (params.z_far - params.z_near) - (params.z_far + params.z_near)) / 2.0;
- }
- float depth_linearize_mul = params.z_near;
- float depth_linearize_add = params.z_far;
- // Optimized version of "-cameraClipNear / (cameraClipFar - projDepth * (cameraClipFar - cameraClipNear)) * cameraClipFar"
- // Set your depth_linearize_mul and depth_linearize_add to:
- // depth_linearize_mul = ( cameraClipFar * cameraClipNear) / ( cameraClipFar - cameraClipNear );
- // depth_linearize_add = cameraClipFar / ( cameraClipFar - cameraClipNear );
- return depth_linearize_mul / (depth_linearize_add - p_depth);
- }
- float screen_space_to_view_space_depth(float p_depth) {
- if (params.orthogonal) {
- float depth = p_depth * 2.0 - 1.0;
- return -(depth * (params.z_far - params.z_near) - (params.z_far + params.z_near)) / 2.0;
- }
- float depth_linearize_mul = params.z_near;
- float depth_linearize_add = params.z_far;
- return depth_linearize_mul / (depth_linearize_add - p_depth);
- }
- #ifdef GENERATE_MIPS
- shared float depth_buffer[4][8][8];
- float mip_smart_average(vec4 p_depths) {
- float closest = min(min(p_depths.x, p_depths.y), min(p_depths.z, p_depths.w));
- float fallof_sq = -1.0f / params.radius_sq;
- vec4 dists = p_depths - closest.xxxx;
- vec4 weights = clamp(dists * dists * fallof_sq + 1.0, 0.0, 1.0);
- return dot(weights, p_depths) / dot(weights, vec4(1.0, 1.0, 1.0, 1.0));
- }
- void prepare_depths_and_mips(vec4 p_samples, uvec2 p_output_coord, uvec2 p_gtid) {
- p_samples = screen_space_to_view_space_depth(p_samples);
- depth_buffer[0][p_gtid.x][p_gtid.y] = p_samples.w;
- depth_buffer[1][p_gtid.x][p_gtid.y] = p_samples.z;
- depth_buffer[2][p_gtid.x][p_gtid.y] = p_samples.x;
- depth_buffer[3][p_gtid.x][p_gtid.y] = p_samples.y;
- imageStore(dest_image0, ivec3(p_output_coord.x, p_output_coord.y, 0), vec4(p_samples.w));
- imageStore(dest_image0, ivec3(p_output_coord.x, p_output_coord.y, 1), vec4(p_samples.z));
- imageStore(dest_image0, ivec3(p_output_coord.x, p_output_coord.y, 2), vec4(p_samples.x));
- imageStore(dest_image0, ivec3(p_output_coord.x, p_output_coord.y, 3), vec4(p_samples.y));
- uint depth_array_index = 2 * (p_gtid.y % 2) + (p_gtid.x % 2);
- uvec2 depth_array_offset = ivec2(p_gtid.x % 2, p_gtid.y % 2);
- ivec2 buffer_coord = ivec2(p_gtid) - ivec2(depth_array_offset);
- p_output_coord /= 2;
- groupMemoryBarrier();
- barrier();
- // if (still_alive) <-- all threads alive here
- {
- float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0];
- float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 1];
- float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 1][buffer_coord.y + 0];
- float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 1][buffer_coord.y + 1];
- float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
- imageStore(dest_image1, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
- depth_buffer[depth_array_index][buffer_coord.x][buffer_coord.y] = avg;
- }
- bool still_alive = p_gtid.x % 4 == depth_array_offset.x && p_gtid.y % 4 == depth_array_offset.y;
- p_output_coord /= 2;
- groupMemoryBarrier();
- barrier();
- if (still_alive) {
- float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0];
- float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 2];
- float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 2][buffer_coord.y + 0];
- float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 2][buffer_coord.y + 2];
- float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
- imageStore(dest_image2, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
- depth_buffer[depth_array_index][buffer_coord.x][buffer_coord.y] = avg;
- }
- still_alive = p_gtid.x % 8 == depth_array_offset.x && depth_array_offset.y % 8 == depth_array_offset.y;
- p_output_coord /= 2;
- groupMemoryBarrier();
- barrier();
- if (still_alive) {
- float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0];
- float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 4];
- float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 4][buffer_coord.y + 0];
- float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 4][buffer_coord.y + 4];
- float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
- imageStore(dest_image3, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
- #ifndef GENERATE_FULL_MIPS
- }
- #else
- depth_buffer[depth_array_index][buffer_coord.x][buffer_coord.y] = avg;
- }
- still_alive = p_gtid.x % 16 == depth_array_offset.x && depth_array_offset.y % 16 == depth_array_offset.y;
- p_output_coord /= 2;
- if (still_alive) {
- // Use the previous average, not ideal, but still not bad.
- float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0];
- imageStore(dest_image4, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(sample_00));
- }
- #endif
- }
- #else
- #ifndef USE_HALF_BUFFERS
- void prepare_depths(vec4 p_samples, uvec2 p_tid) {
- p_samples = screen_space_to_view_space_depth(p_samples);
- imageStore(dest_image0, ivec3(p_tid, 0), vec4(p_samples.w));
- imageStore(dest_image0, ivec3(p_tid, 1), vec4(p_samples.z));
- imageStore(dest_image0, ivec3(p_tid, 2), vec4(p_samples.x));
- imageStore(dest_image0, ivec3(p_tid, 3), vec4(p_samples.y));
- }
- #endif
- #endif
- void main() {
- #ifdef USE_HALF_BUFFERS
- // Half buffers means that we divide depth into two half res buffers (we only capture 1/4 of pixels).
- #ifdef USE_HALF_SIZE
- float sample_00 = texelFetch(source_depth, ivec2(4 * gl_GlobalInvocationID.x + 0, 4 * gl_GlobalInvocationID.y + 0), 0).x;
- float sample_11 = texelFetch(source_depth, ivec2(4 * gl_GlobalInvocationID.x + 2, 4 * gl_GlobalInvocationID.y + 2), 0).x;
- #else
- float sample_00 = texelFetch(source_depth, ivec2(2 * gl_GlobalInvocationID.x + 0, 2 * gl_GlobalInvocationID.y + 0), 0).x;
- float sample_11 = texelFetch(source_depth, ivec2(2 * gl_GlobalInvocationID.x + 1, 2 * gl_GlobalInvocationID.y + 1), 0).x;
- #endif
- sample_00 = screen_space_to_view_space_depth(sample_00);
- sample_11 = screen_space_to_view_space_depth(sample_11);
- imageStore(dest_image0, ivec3(gl_GlobalInvocationID.xy, 0), vec4(sample_00));
- imageStore(dest_image0, ivec3(gl_GlobalInvocationID.xy, 3), vec4(sample_11));
- #else //!USE_HALF_BUFFERS
- #ifdef USE_HALF_SIZE
- ivec2 depth_buffer_coord = 4 * ivec2(gl_GlobalInvocationID.xy);
- ivec2 output_coord = ivec2(gl_GlobalInvocationID);
- vec2 uv = (vec2(depth_buffer_coord) + 0.5f) * params.pixel_size;
- vec4 samples;
- samples.x = textureLodOffset(source_depth, uv, 0, ivec2(0, 2)).x;
- samples.y = textureLodOffset(source_depth, uv, 0, ivec2(2, 2)).x;
- samples.z = textureLodOffset(source_depth, uv, 0, ivec2(2, 0)).x;
- samples.w = textureLodOffset(source_depth, uv, 0, ivec2(0, 0)).x;
- #else
- ivec2 depth_buffer_coord = 2 * ivec2(gl_GlobalInvocationID.xy);
- ivec2 output_coord = ivec2(gl_GlobalInvocationID);
- vec2 uv = (vec2(depth_buffer_coord) + 0.5f) * params.pixel_size;
- vec4 samples = textureGather(source_depth, uv);
- #endif //USE_HALF_SIZE
- #ifdef GENERATE_MIPS
- prepare_depths_and_mips(samples, output_coord, gl_LocalInvocationID.xy);
- #else
- prepare_depths(samples, gl_GlobalInvocationID.xy);
- #endif
- #endif //USE_HALF_BUFFERS
- }
|