Object Mode Engine: Optimize outline passes.

Group texture fetches to hide latency. 3.2ms -> 2.2ms (constant time improvement, not depending on scene complexity)

Could optimize further with textureGather (require OpenGL 4.0).
This commit is contained in:
Clément Foucault 2017-08-09 23:51:00 +02:00
parent 7641f92710
commit 2ba11d72a2
3 changed files with 51 additions and 40 deletions

View File

@ -696,7 +696,7 @@ static void OBJECT_cache_init(void *vedata)
{
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_WIRE;
psl->outlines = DRW_pass_create("Outlines Pass", state);
psl->outlines = DRW_pass_create("Outlines Depth Pass", state);
GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
@ -725,7 +725,7 @@ static void OBJECT_cache_init(void *vedata)
static bool bTrue = true;
static bool bFalse = false;
psl->outlines_search = DRW_pass_create("Outlines Expand Pass", state);
psl->outlines_search = DRW_pass_create("Outlines Detect Pass", state);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.outline_detect_sh, psl->outlines_search);
DRW_shgroup_uniform_buffer(grp, "outlineColor", &e_data.outlines_color_tx);

View File

@ -32,30 +32,48 @@ void search_outline(ivec2 uv, vec4 ref_col, inout bool ref_occlu, inout bool out
void main()
{
ivec2 uv = ivec2(gl_FragCoord.xy);
vec4 ref_col = texelFetch(outlineColor, uv, 0).rgba;
vec4 color[4];
/* Idea : Use a 16bit ID to identify the color
* and store the colors in a UBO. And fetch all ids
* for discontinuity check with one textureGather \o/ */
vec4 ref_col = texelFetch(outlineColor, uv, 0).rgba;
color[0] = texelFetchOffset(outlineColor, uv, 0, ivec2( 1, 0)).rgba;
color[1] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, 1)).rgba;
color[2] = texelFetchOffset(outlineColor, uv, 0, ivec2(-1, 0)).rgba;
color[3] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, -1)).rgba;
/* TODO GATHER */
vec4 depths;
float depth = texelFetch(outlineDepth, uv, 0).r;
/* Modulate color if occluded */
depths.x = texelFetchOffset(outlineDepth, uv, 0, ivec2( 1, 0)).r;
depths.y = texelFetchOffset(outlineDepth, uv, 0, ivec2( 0, 1)).r;
depths.z = texelFetchOffset(outlineDepth, uv, 0, ivec2(-1, 0)).r;
depths.w = texelFetchOffset(outlineDepth, uv, 0, ivec2( 0, -1)).r;
vec4 scene_depths;
float scene_depth = texelFetch(sceneDepth, uv, 0).r;
scene_depths.x = texelFetchOffset(sceneDepth, uv, 0, ivec2( 1, 0)).r;
scene_depths.y = texelFetchOffset(sceneDepth, uv, 0, ivec2( 0, 1)).r;
scene_depths.z = texelFetchOffset(sceneDepth, uv, 0, ivec2(-1, 0)).r;
scene_depths.w = texelFetchOffset(sceneDepth, uv, 0, ivec2( 0, -1)).r;
bool ref_occlu = (depth > scene_depth);
bool outline = false;
#if 1
bvec4 occlu = (!ref_occlu) ? notEqual(greaterThan(depths, scene_depths), bvec4(ref_occlu)) : bvec4(false);
outline = (!outline) ? (color[0] != ref_col) || occlu.x : true;
outline = (!outline) ? (color[1] != ref_col) || occlu.y : true;
outline = (!outline) ? (color[2] != ref_col) || occlu.z : true;
outline = (!outline) ? (color[3] != ref_col) || occlu.w : true;
#else
search_outline(uv + ivec2( 1, 0), ref_col, ref_occlu, outline);
search_outline(uv + ivec2( 0, 1), ref_col, ref_occlu, outline);
search_outline(uv + ivec2(-1, 0), ref_col, ref_occlu, outline);
search_outline(uv + ivec2( 0, -1), ref_col, ref_occlu, outline);
#endif
FragColor = ref_col;
/* We Hit something ! */
if (outline) {
if (ref_occlu) {
FragColor.a *= alphaOcclu;
}
}
else {
FragColor.a = 0.0;
}
FragColor.a *= (outline) ? (ref_occlu) ? alphaOcclu : 1.0 : 0.0;
}

View File

@ -9,37 +9,30 @@ uniform sampler2D outlineDepth;
uniform float alpha;
uniform bool doExpand;
void search_outline(ivec2 uv, inout bool found_edge)
{
if (!found_edge) {
vec4 color = texelFetch(outlineColor, uv, 0).rgba;
if (color.a != 0.0) {
if (doExpand || color.a != 1.0) {
FragColor = color;
found_edge = true;
}
}
}
}
void main()
{
ivec2 uv = ivec2(gl_FragCoord.xy);
FragColor = texelFetch(outlineColor, uv, 0).rgba;
float depth = texelFetch(outlineDepth, uv, 0).r;
if (FragColor.a != 0.0 || (depth == 1.0 && !doExpand))
return;
vec4 color[4];
color[0] = texelFetchOffset(outlineColor, uv, 0, ivec2( 1, 0)).rgba;
color[1] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, 1)).rgba;
color[2] = texelFetchOffset(outlineColor, uv, 0, ivec2(-1, 0)).rgba;
color[3] = texelFetchOffset(outlineColor, uv, 0, ivec2( 0, -1)).rgba;
bool found_edge = false;
search_outline(uv + ivec2( 1, 0), found_edge);
search_outline(uv + ivec2( 0, 1), found_edge);
search_outline(uv + ivec2(-1, 0), found_edge);
search_outline(uv + ivec2( 0, -1), found_edge);
vec4 values = vec4(color[0].a, color[1].a, color[2].a, color[3].a);
/* We Hit something ! */
if (found_edge) {
/* only change alpha */
FragColor.a *= alpha;
}
bool is_blank_pixel = !(FragColor.a != 0.0 || (depth == 1.0 && !doExpand));
vec4 tests = vec4(is_blank_pixel);
tests *= step(vec4(1e-6), values); /* (color.a != 0.0) */
tests *= (doExpand) ? vec4(1.0) : step(values, vec4(0.999)); /* (doExpand || color.a != 1.0) */
bvec4 btests = equal(tests, vec4(1.0));
FragColor = (btests.x) ? color[0] : FragColor;
FragColor = (btests.y) ? color[1] : FragColor;
FragColor = (btests.z) ? color[2] : FragColor;
FragColor = (btests.w) ? color[3] : FragColor;
FragColor *= (is_blank_pixel) ? alpha : 1.0;
}