GPUShader: Add GPU_SHADER_2D_IMAGE_MULTISAMPLE_2/4/8/16
This shader is used instead of blitting back and forth to a single sample buffer. This means it resolves the color and depth samples and outputs a fragment which can be depth tested and blended on top of an existing framebuffer. We do static shader variation with manual loop unrolling for performance reason. In my test I get 25% more perf with intel integrated gpu and 75% performance gain with dedicated nvidia card compared to a single shader with a uniform for sample count.
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@ -158,6 +158,7 @@ data_to_c_simple(shaders/gpu_shader_image_varying_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_depth_copy_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_interlace_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_image_multisample_resolve_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_normal_vert.glsl SRC)
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@ -119,6 +119,10 @@ typedef enum GPUBuiltinShader {
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GPU_SHADER_2D_IMAGE_ALPHA,
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GPU_SHADER_2D_IMAGE_RECT_COLOR,
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GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR,
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GPU_SHADER_2D_IMAGE_MULTISAMPLE_2,
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GPU_SHADER_2D_IMAGE_MULTISAMPLE_4,
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GPU_SHADER_2D_IMAGE_MULTISAMPLE_8,
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GPU_SHADER_2D_IMAGE_MULTISAMPLE_16,
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GPU_SHADER_2D_CHECKER,
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GPU_SHADER_2D_DIAG_STRIPES,
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/* for simple 3D drawing */
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@ -90,6 +90,7 @@ extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
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extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
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extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
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extern char datatoc_gpu_shader_image_depth_copy_frag_glsl[];
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extern char datatoc_gpu_shader_image_multisample_resolve_frag_glsl[];
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extern char datatoc_gpu_shader_3D_vert_glsl[];
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extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
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extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
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@ -690,6 +691,10 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
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datatoc_gpu_shader_image_depth_linear_frag_glsl },
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[GPU_SHADER_3D_IMAGE_DEPTH_COPY] = { datatoc_gpu_shader_3D_image_vert_glsl,
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datatoc_gpu_shader_image_depth_copy_frag_glsl },
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[GPU_SHADER_2D_IMAGE_MULTISAMPLE_2] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
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[GPU_SHADER_2D_IMAGE_MULTISAMPLE_4] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
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[GPU_SHADER_2D_IMAGE_MULTISAMPLE_8] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
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[GPU_SHADER_2D_IMAGE_MULTISAMPLE_16] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_image_multisample_resolve_frag_glsl },
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[GPU_SHADER_2D_IMAGE_INTERLACE] = { datatoc_gpu_shader_2D_image_vert_glsl,
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datatoc_gpu_shader_image_interlace_frag_glsl },
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@ -830,6 +835,18 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
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/* just a few special cases */
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const char *defines = NULL;
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switch (shader) {
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case GPU_SHADER_2D_IMAGE_MULTISAMPLE_2:
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defines = "#define SAMPLES 2\n";
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break;
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case GPU_SHADER_2D_IMAGE_MULTISAMPLE_4:
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defines = "#define SAMPLES 4\n";
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break;
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case GPU_SHADER_2D_IMAGE_MULTISAMPLE_8:
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defines = "#define SAMPLES 8\n";
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break;
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case GPU_SHADER_2D_IMAGE_MULTISAMPLE_16:
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defines = "#define SAMPLES 16\n";
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break;
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case GPU_SHADER_2D_WIDGET_BASE_INST:
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case GPU_SHADER_2D_NODELINK_INST:
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defines = "#define USE_INSTANCE\n";
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@ -0,0 +1,67 @@
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uniform sampler2DMS depthMulti;
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uniform sampler2DMS colorMulti;
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out vec4 fragColor;
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#if SAMPLES > 16
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#error "Too many samples"
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#endif
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void main()
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{
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ivec2 texel = ivec2(gl_FragCoord.xy);
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float depth = 1.0;
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depth = min(depth, texelFetch(depthMulti, texel, 0).r);
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depth = min(depth, texelFetch(depthMulti, texel, 1).r);
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#if SAMPLES > 2
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depth = min(depth, texelFetch(depthMulti, texel, 2).r);
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depth = min(depth, texelFetch(depthMulti, texel, 3).r);
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#endif
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#if SAMPLES > 4
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depth = min(depth, texelFetch(depthMulti, texel, 4).r);
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depth = min(depth, texelFetch(depthMulti, texel, 5).r);
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depth = min(depth, texelFetch(depthMulti, texel, 6).r);
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depth = min(depth, texelFetch(depthMulti, texel, 7).r);
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#endif
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#if SAMPLES > 8
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depth = min(depth, texelFetch(depthMulti, texel, 8).r);
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depth = min(depth, texelFetch(depthMulti, texel, 9).r);
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depth = min(depth, texelFetch(depthMulti, texel, 10).r);
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depth = min(depth, texelFetch(depthMulti, texel, 11).r);
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depth = min(depth, texelFetch(depthMulti, texel, 12).r);
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depth = min(depth, texelFetch(depthMulti, texel, 13).r);
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depth = min(depth, texelFetch(depthMulti, texel, 14).r);
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depth = min(depth, texelFetch(depthMulti, texel, 15).r);
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#endif
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vec4 color = vec4(0.0);
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color += texelFetch(colorMulti, texel, 0);
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color += texelFetch(colorMulti, texel, 1);
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#if SAMPLES > 2
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color += texelFetch(colorMulti, texel, 2);
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color += texelFetch(colorMulti, texel, 3);
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#endif
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#if SAMPLES > 4
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color += texelFetch(colorMulti, texel, 4);
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color += texelFetch(colorMulti, texel, 5);
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color += texelFetch(colorMulti, texel, 6);
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color += texelFetch(colorMulti, texel, 7);
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#endif
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#if SAMPLES > 8
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color += texelFetch(colorMulti, texel, 8);
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color += texelFetch(colorMulti, texel, 9);
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color += texelFetch(colorMulti, texel, 10);
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color += texelFetch(colorMulti, texel, 11);
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color += texelFetch(colorMulti, texel, 12);
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color += texelFetch(colorMulti, texel, 13);
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color += texelFetch(colorMulti, texel, 14);
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color += texelFetch(colorMulti, texel, 15);
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#endif
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const float inv_samples = 1.0 / float(SAMPLES);
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fragColor = color * inv_samples;
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gl_FragDepth = depth;
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}
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