Merge pull request #76832 from RandomShaper/cluster_render_prevail
Save cluster render shader from being optimized out entirely
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commit
668cf3c66f
4 changed files with 36 additions and 7 deletions
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@ -9380,6 +9380,9 @@ bool RenderingDeviceVulkan::has_feature(const Features p_feature) const {
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VulkanContext::VRSCapabilities vrs_capabilities = context->get_vrs_capabilities();
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return vrs_capabilities.attachment_vrs_supported && context->get_physical_device_features().shaderStorageImageExtendedFormats;
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} break;
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case SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS: {
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return true;
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} break;
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default: {
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return false;
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}
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@ -47,15 +47,29 @@ ClusterBuilderSharedDataRD::ClusterBuilderSharedDataRD() {
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}
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{
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RD::FramebufferFormatID fb_format;
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RD::PipelineColorBlendState blend_state;
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String defines;
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if (RD::get_singleton()->has_feature(RD::SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS)) {
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fb_format = RD::get_singleton()->framebuffer_format_create_empty();
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blend_state = RD::PipelineColorBlendState::create_disabled();
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} else {
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Vector<RD::AttachmentFormat> afs;
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afs.push_back(RD::AttachmentFormat());
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afs.write[0].usage_flags = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
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fb_format = RD::get_singleton()->framebuffer_format_create(afs);
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defines = "\n#define USE_ATTACHMENT\n";
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}
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Vector<String> versions;
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versions.push_back("");
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cluster_render.cluster_render_shader.initialize(versions);
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cluster_render.cluster_render_shader.initialize(versions, defines);
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cluster_render.shader_version = cluster_render.cluster_render_shader.version_create();
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cluster_render.shader = cluster_render.cluster_render_shader.version_get_shader(cluster_render.shader_version, 0);
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cluster_render.shader_pipelines[ClusterRender::PIPELINE_NORMAL] = RD::get_singleton()->render_pipeline_create(cluster_render.shader, RD::get_singleton()->framebuffer_format_create_empty(), vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState(), 0);
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cluster_render.shader_pipelines[ClusterRender::PIPELINE_NORMAL] = RD::get_singleton()->render_pipeline_create(cluster_render.shader, fb_format, vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
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RD::PipelineMultisampleState ms;
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ms.sample_count = RD::TEXTURE_SAMPLES_4;
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cluster_render.shader_pipelines[ClusterRender::PIPELINE_MSAA] = RD::get_singleton()->render_pipeline_create(cluster_render.shader, RD::get_singleton()->framebuffer_format_create_empty(), vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), ms, RD::PipelineDepthStencilState(), RD::PipelineColorBlendState(), 0);
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cluster_render.shader_pipelines[ClusterRender::PIPELINE_MSAA] = RD::get_singleton()->render_pipeline_create(cluster_render.shader, fb_format, vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), ms, RD::PipelineDepthStencilState(), blend_state, 0);
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}
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{
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Vector<String> versions;
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@ -100,6 +100,10 @@ layout(set = 0, binding = 3, std430) buffer restrict ClusterRender {
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}
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cluster_render;
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#ifdef USE_ATTACHMENT
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layout(location = 0) out vec4 frag_color;
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#endif
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void main() {
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//convert from screen to cluster
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uvec2 cluster = uvec2(gl_FragCoord.xy) >> state.screen_to_clusters_shift;
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@ -113,6 +117,8 @@ void main() {
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uint usage_write_offset = cluster_offset + (element_index >> 5);
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uint usage_write_bit = 1 << (element_index & 0x1F);
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uint aux = 0;
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#ifdef USE_SUBGROUPS
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uint cluster_thread_group_index;
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@ -138,7 +144,7 @@ void main() {
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cluster_thread_group_index = subgroupBallotExclusiveBitCount(mask);
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if (cluster_thread_group_index == 0) {
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atomicOr(cluster_render.data[usage_write_offset], usage_write_bit);
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aux = atomicOr(cluster_render.data[usage_write_offset], usage_write_bit);
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}
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}
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#else
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@ -147,7 +153,7 @@ void main() {
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if (!gl_HelperInvocation)
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#endif
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{
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atomicOr(cluster_render.data[usage_write_offset], usage_write_bit);
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aux = atomicOr(cluster_render.data[usage_write_offset], usage_write_bit);
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}
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#endif
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//find the current element in the depth usage list and mark the current depth as used
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@ -162,7 +168,7 @@ void main() {
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if (!gl_HelperInvocation) {
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z_write_bit = subgroupOr(z_write_bit); //merge all Zs
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if (cluster_thread_group_index == 0) {
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atomicOr(cluster_render.data[z_write_offset], z_write_bit);
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aux = atomicOr(cluster_render.data[z_write_offset], z_write_bit);
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}
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}
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#else
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@ -171,7 +177,11 @@ void main() {
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if (!gl_HelperInvocation)
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#endif
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{
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atomicOr(cluster_render.data[z_write_offset], z_write_bit);
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aux = atomicOr(cluster_render.data[z_write_offset], z_write_bit);
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}
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#endif
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#ifdef USE_ATTACHMENT
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frag_color = vec4(float(aux));
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#endif
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}
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@ -704,6 +704,8 @@ public:
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SUPPORTS_MULTIVIEW,
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SUPPORTS_FSR_HALF_FLOAT,
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SUPPORTS_ATTACHMENT_VRS,
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// If not supported, a fragment shader with only side effets (i.e., writes to buffers, but doesn't output to attachments), may be optimized down to no-op by the GPU driver.
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SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS,
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};
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virtual bool has_feature(const Features p_feature) const = 0;
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