Eevee: Fix and opimize MinMaxZ generation.
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Notes:
blender-bot
2023-02-14 07:45:38 +01:00
Referenced by issue #52404, can't open blender windows 64bit
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@ -992,13 +992,13 @@ void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src, int l
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EEVEE_TextureList *txl = vedata->txl;
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e_data.depth_src = depth_src;
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e_data.depth_src_layer = layer;
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DRW_stats_group_start("Min buffer");
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/* Copy depth buffer to min texture top level */
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DRW_framebuffer_texture_attach(fbl->downsample_fb, stl->g_data->minzbuffer, 0, 0);
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DRW_framebuffer_bind(fbl->downsample_fb);
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if (layer >= 0) {
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e_data.depth_src_layer = layer;
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DRW_draw_pass(psl->minz_downdepth_layer_ps);
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}
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else {
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@ -1015,7 +1015,6 @@ void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src, int l
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DRW_framebuffer_texture_attach(fbl->downsample_fb, txl->maxzbuffer, 0, 0);
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DRW_framebuffer_bind(fbl->downsample_fb);
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if (layer >= 0) {
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e_data.depth_src_layer = layer;
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DRW_draw_pass(psl->maxz_downdepth_layer_ps);
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}
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else {
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@ -171,8 +171,6 @@ static void EEVEE_draw_scene(void *vedata)
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DRW_draw_pass(psl->depth_pass_cull);
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DRW_stats_group_end();
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DRW_draw_pass(psl->background_pass);
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/* Create minmax texture */
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DRW_stats_group_start("Main MinMax buffer");
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EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1);
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@ -183,6 +181,7 @@ static void EEVEE_draw_scene(void *vedata)
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/* Shading pass */
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DRW_stats_group_start("Shading");
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DRW_draw_pass(psl->background_pass);
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EEVEE_draw_default_passes(psl);
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DRW_draw_pass(psl->material_pass);
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DRW_stats_group_end();
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@ -11,23 +11,17 @@ uniform int depthLayer;
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uniform sampler2D depthBuffer;
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#endif
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float sampleLowerMip(ivec2 texel)
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{
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#ifdef LAYERED
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return texelFetch(depthBuffer, ivec3(texel, depthLayer), 0).r;
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#define sampleLowerMip(t) texelFetch(depthBuffer, ivec3(t, depthLayer), 0).r
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#else
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return texelFetch(depthBuffer, texel, 0).r;
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#define sampleLowerMip(t) texelFetch(depthBuffer, t, 0).r
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#endif
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}
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void minmax(inout float out_val, float in_val)
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{
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#ifdef MIN_PASS
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out_val = min(out_val, in_val);
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#define minmax(a, b) min(a, b)
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#else /* MAX_PASS */
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out_val = max(out_val, in_val);
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#define minmax(a, b) max(a, b)
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#endif
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}
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void main()
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{
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@ -40,23 +34,30 @@ void main()
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float val = sampleLowerMip(texelPos);
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#ifndef COPY_DEPTH
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minmax(val, sampleLowerMip(texelPos + ivec2(1, 0)));
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minmax(val, sampleLowerMip(texelPos + ivec2(1, 1)));
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minmax(val, sampleLowerMip(texelPos + ivec2(0, 1)));
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float val2 = sampleLowerMip(texelPos + ivec2(1, 0));
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float val3 = sampleLowerMip(texelPos + ivec2(1, 1));
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float val4 = sampleLowerMip(texelPos + ivec2(0, 1));
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val = minmax(val, val2);
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val = minmax(val, val3);
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val = minmax(val, val4);
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/* if we are reducing an odd-width texture then fetch the edge texels */
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if (((mipsize.x & 1) != 0) && (int(gl_FragCoord.x) == mipsize.x-3)) {
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if (((mipsize.x & 1) != 0) && (int(gl_FragCoord.x)*2 == mipsize.x-3)) {
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/* if both edges are odd, fetch the top-left corner texel */
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if (((mipsize.y & 1) != 0) && (int(gl_FragCoord.y) == mipsize.y-3)) {
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minmax(val, sampleLowerMip(texelPos + ivec2(-1, -1)));
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if (((mipsize.y & 1) != 0) && (int(gl_FragCoord.y)*2 == mipsize.y-3)) {
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val = minmax(val, sampleLowerMip(texelPos + ivec2(2, 2)));
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}
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minmax(val, sampleLowerMip(texelPos + ivec2(0, -1)));
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minmax(val, sampleLowerMip(texelPos + ivec2(1, -1)));
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float val2 = sampleLowerMip(texelPos + ivec2(2, 0));
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float val3 = sampleLowerMip(texelPos + ivec2(2, 1));
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val = minmax(val, val2);
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val = minmax(val, val3);
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}
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/* if we are reducing an odd-height texture then fetch the edge texels */
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else if (((mipsize.y & 1) != 0) && (int(gl_FragCoord.y) == mipsize.y-3)) {
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minmax(val, sampleLowerMip(texelPos + ivec2(0, -1)));
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minmax(val, sampleLowerMip(texelPos + ivec2(1, -1)));
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if (((mipsize.y & 1) != 0) && (int(gl_FragCoord.y)*2 == mipsize.y-3)) {
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float val2 = sampleLowerMip(texelPos + ivec2(0, 2));
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float val3 = sampleLowerMip(texelPos + ivec2(1, 2));
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val = minmax(val, val2);
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val = minmax(val, val3);
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}
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#endif
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