d3b49c416a
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
168 lines
4.5 KiB
GLSL
168 lines
4.5 KiB
GLSL
#[vertex]
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#version 450
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#VERSION_DEFINES
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layout(location = 0) in vec3 vertex_attrib;
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layout(location = 0) out float depth_interp;
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layout(location = 1) out flat uint element_index;
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layout(push_constant, binding = 0, std430) uniform Params {
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uint base_index;
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uint pad0;
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uint pad1;
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uint pad2;
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}
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params;
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layout(set = 0, binding = 1, std140) uniform State {
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mat4 projection;
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float inv_z_far;
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uint screen_to_clusters_shift; // shift to obtain coordinates in block indices
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uint cluster_screen_width; //
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uint cluster_data_size; // how much data for a single cluster takes
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uint cluster_depth_offset;
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uint pad0;
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uint pad1;
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uint pad2;
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}
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state;
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struct RenderElement {
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uint type; //0-4
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bool touches_near;
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bool touches_far;
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uint original_index;
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mat3x4 transform_inv;
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vec3 scale;
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uint pad;
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};
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layout(set = 0, binding = 2, std430) buffer restrict readonly RenderElements {
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RenderElement data[];
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}
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render_elements;
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void main() {
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element_index = params.base_index + gl_InstanceIndex;
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vec3 vertex = vertex_attrib;
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vertex *= render_elements.data[element_index].scale;
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vertex = vec4(vertex, 1.0) * render_elements.data[element_index].transform_inv;
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depth_interp = -vertex.z;
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gl_Position = state.projection * vec4(vertex, 1.0);
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}
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#[fragment]
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#version 450
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#VERSION_DEFINES
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#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic) && defined(has_GL_KHR_shader_subgroup_vote)
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#extension GL_KHR_shader_subgroup_ballot : enable
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#extension GL_KHR_shader_subgroup_arithmetic : enable
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#extension GL_KHR_shader_subgroup_vote : enable
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#define USE_SUBGROUPS
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#endif
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layout(location = 0) in float depth_interp;
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layout(location = 1) in flat uint element_index;
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layout(set = 0, binding = 1, std140) uniform State {
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mat4 projection;
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float inv_z_far;
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uint screen_to_clusters_shift; // shift to obtain coordinates in block indices
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uint cluster_screen_width; //
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uint cluster_data_size; // how much data for a single cluster takes
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uint cluster_depth_offset;
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uint pad0;
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uint pad1;
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uint pad2;
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}
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state;
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//cluster data is layout linearly, each cell contains the follow information:
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// - list of bits for every element to mark as used, so (max_elem_count/32)*4 uints
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// - a uint for each element to mark the depth bits used when rendering (0-31)
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layout(set = 0, binding = 3, std430) buffer restrict ClusterRender {
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uint data[];
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}
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cluster_render;
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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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//get linear cluster offset from screen poss
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uint cluster_offset = cluster.x + state.cluster_screen_width * cluster.y;
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//multiply by data size to position at the beginning of the element list for this cluster
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cluster_offset *= state.cluster_data_size;
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//find the current element in the list and plot the bit to mark it as used
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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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#ifdef USE_SUBGROUPS
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uint cluster_thread_group_index;
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if (!gl_HelperInvocation) {
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//http://advances.realtimerendering.com/s2017/2017_Sig_Improved_Culling_final.pdf
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uvec4 mask;
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while (true) {
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// find the cluster offset of the first active thread
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// threads that did break; go inactive and no longer count
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uint first = subgroupBroadcastFirst(cluster_offset);
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// update the mask for thread that match this cluster
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mask = subgroupBallot(first == cluster_offset);
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if (first == cluster_offset) {
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// This thread belongs to the group of threads that match this offset,
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// so exit the loop.
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break;
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}
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}
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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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}
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}
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#else
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if (!gl_HelperInvocation) {
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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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float unit_depth = depth_interp * state.inv_z_far;
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uint z_bit = clamp(uint(floor(unit_depth * 32.0)), 0, 31);
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uint z_write_offset = cluster_offset + state.cluster_depth_offset + element_index;
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uint z_write_bit = 1 << z_bit;
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#ifdef USE_SUBGROUPS
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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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}
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}
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#else
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if (!gl_HelperInvocation) {
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atomicOr(cluster_render.data[z_write_offset], z_write_bit);
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}
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#endif
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}
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