Test - Converted DoF to compute shaders

It doesn't work too well, however. Other algorithms need to be checked
out.
This commit is contained in:
Emmanuel BENOîT 2017-12-25 18:41:16 +01:00
parent eb2e83a568
commit c3ccc9403a
4 changed files with 165 additions and 25 deletions

View file

@ -23,6 +23,8 @@
(set render-compute-size-y 8)
(set combine-compute-size-x 8)
(set combine-compute-size-y 32)
(set dof-compute-size-x 64)
(set dof-compute-size-y 16)
(call scene-init)
(call dof-init)
@ -34,7 +36,11 @@
(frame
(profiling "Frame render"
(call scene-render)
(call dof-render tx-scene-output tx-scene-depth)
(if $use-compute (
(call dof-render tx-scene-output tx-scene-output)
)(
(call dof-render tx-scene-output tx-scene-depth)
))
(call bloom-render tx-scene-output)
(call combine-render tx-dof-pass2 tx-bloom1)
(call fxaa-render tx-combined)
@ -169,27 +175,41 @@
(lod 0 0)
)
# Texture & RT for pass 1
(texture tx-dof-pass1 rgb-f16 $vp-width $vp-height)
(framebuffer rt-dof-pass1 tx-dof-pass1)
(if $use-compute (
# Textures for both passes
(texture tx-dof-pass1 rgba-f16 $vp-width $vp-height)
(texture tx-dof-pass2 rgba-f16 $vp-width $vp-height)
# Texture & RT for pass 2
(texture tx-dof-pass2 rgb-f16 $vp-width $vp-height)
(framebuffer rt-dof-pass2 tx-dof-pass2)
# TODO MAYBE ? (alias tx-dof-output tx-dof-pass2)
# Programs
(program prg-dof-pass1 "dof-pass1.c.glsl")
(program prg-dof-pass2 "dof-pass2.c.glsl")
# Pipelines
(pipeline pl-dof-pass1 prg-dof-pass1)
(pipeline pl-dof-pass2 prg-dof-pass2)
)(
# Texture & RT for pass 1
(texture tx-dof-pass1 rgb-f16 $vp-width $vp-height)
(framebuffer rt-dof-pass1 tx-dof-pass1)
# Texture & RT for pass 2
(texture tx-dof-pass2 rgb-f16 $vp-width $vp-height)
(framebuffer rt-dof-pass2 tx-dof-pass2)
# TODO MAYBE ? (alias tx-dof-output tx-dof-pass2)
# Programs
(program prg-dof-pass1 "dof-pass1.f.glsl")
(program prg-dof-pass2 "dof-pass2.f.glsl")
# Pipelines
(pipeline pl-dof-pass1 prg-fullscreen prg-dof-pass1)
(pipeline pl-dof-pass2 prg-fullscreen prg-dof-pass2)
))
# Output debugging
(odbg tx-dof-pass1 hdr "DoF - First pass")
(odbg tx-dof-pass2 hdr "DoF - Output")
# Programs
(program prg-dof-pass1 "dof-pass1.f.glsl")
(program prg-dof-pass2 "dof-pass2.f.glsl")
# Pipelines
(pipeline pl-dof-pass1 prg-fullscreen prg-dof-pass1)
(pipeline pl-dof-pass2 prg-fullscreen prg-dof-pass2)
# Inputs
(input dof-sharp-distance 0)
(input dof-sharp-range 50)
@ -229,27 +249,44 @@
(fn dof-render (in-image in-depth)
(profiling "Depth of Field"
(use-texture 1 in-depth smp-dof)
(uniforms-i prg-dof-pass1 0 0)
(uniforms-i prg-dof-pass1 1 1)
(uniforms-i prg-dof-pass2 0 0)
(uniforms-i prg-dof-pass2 1 1)
(if $use-compute (
(locals dof-cx dof-cy)
(set dof-cx (add 1 (div $vp-width $dof-compute-size-x)))
(set dof-cy (add 1 (div $vp-height $dof-compute-size-y)))
)(
(use-texture 1 in-depth smp-dof)
(uniforms-i prg-dof-pass1 1 1)
(uniforms-i prg-dof-pass2 1 1)
))
# First pass
(call dof-set-uniforms prg-dof-pass1)
(use-texture 0 in-image smp-dof)
(use-pipeline pl-dof-pass1)
(use-framebuffer rt-dof-pass1)
(fullscreen)
(if $use-compute (
(image 0 tx-dof-pass1 0)
(compute $dof-cx $dof-cy 1)
)(
(use-framebuffer rt-dof-pass1)
(viewport 0 0 $vp-width $vp-height)
(fullscreen)
))
# Second pass
(call dof-set-uniforms prg-dof-pass2)
(use-texture 0 tx-dof-pass1 smp-dof)
(use-pipeline pl-dof-pass2)
(use-framebuffer rt-dof-pass2)
(viewport 0 0 $vp-width $vp-height)
(fullscreen)
(if $use-compute (
(image 0 tx-dof-pass2 0)
(compute $dof-cx $dof-cy 1)
)(
(use-framebuffer rt-dof-pass2)
(viewport 0 0 $vp-width $vp-height)
(fullscreen)
))
)
)

View file

@ -0,0 +1,67 @@
//! type chunk
layout(
local_size_x = 64 ,
local_size_y = 16
) in;
//#define DOF_USE_RANDOM
layout( location = 0 ) uniform sampler2D u_Input;
layout( location = 2 ) uniform vec4 u_Parameters;
layout( location = 3 ) uniform float u_Samples;
layout( location = 4 ) uniform vec3 u_ResolutionTime;
#define uSharpDist (u_Parameters.x)
#define uSharpRange (u_Parameters.y)
#define uBlurFalloff (u_Parameters.z)
#define uMaxBlur (u_Parameters.w)
#define uResolution (u_ResolutionTime.xy)
#define uTime (u_ResolutionTime.z)
layout( binding = 0 , rgba16f ) writeonly uniform image2D u_Output;
//!include lib/utils.glsl
float DOF_CoC(
in float z )
{
return uMaxBlur * min( 1 ,
max( 0 , abs( z - uSharpDist ) - uSharpRange ) / uBlurFalloff );
}
// z: z at UV
// coc: blur radius at UV
// uv: initial coordinate
// blurvec: smudge direction
vec3 DOF_Blur(
in float z ,
in float coc ,
in vec2 uv ,
in vec2 blurvec )
{
vec3 sumcol = vec3( 0. );
for ( int i = 0 ; i < u_Samples ; i++ ) {
float r = i;
#ifdef DOF_USE_RANDOM
r += M_Hash( uv + float( i + uTime ) ) - .5;
#endif
r = r / float( u_Samples - 1 ) - .5;
vec2 p = uv + r * coc * blurvec;
vec4 d = textureLod( u_Input , p , 0 );
vec3 smpl = d.xyz;
float sz = d.w;
if ( sz < z ) {
// if sample is closer consider it's CoC
p = uv + r * min( coc , DOF_CoC( sz ) ) * blurvec;
p = uv + r * DOF_CoC( sz ) * blurvec;
smpl = textureLod( u_Input , p , 0 ).xyz;
}
sumcol += smpl;
}
sumcol /= float( u_Samples );
sumcol = max( sumcol , 0. );
return sumcol;
}

View file

@ -0,0 +1,15 @@
#version 450 core
//! type compute
//! include chunks/dof-cs.glsl
void main()
{
ivec2 coords = ivec2( gl_GlobalInvocationID.xy );
vec2 uv = vec2( coords ) / uResolution;
vec2 blurvec = vec2( 0 , 1 ) / uResolution;
float z = textureLod( u_Input , uv , 0 ).w;
vec3 c = DOF_Blur( z , DOF_CoC( z ) , uv , blurvec );
imageStore( u_Output , coords , vec4( c , z ) );
}

View file

@ -0,0 +1,21 @@
#version 450 core
//! type compute
//! include chunks/dof-cs.glsl
void main()
{
ivec2 coords = ivec2( gl_GlobalInvocationID.xy );
vec2 uv = vec2( coords ) / uResolution;
float z = textureLod( u_Input , uv , 0 ).w;
vec2 blurdir = vec2( 1.0 , 0.577350269189626 );
vec2 blurvec = normalize( blurdir ) / uResolution;
vec3 color0 = DOF_Blur( z , DOF_CoC( z ) , uv , blurvec );
blurdir.x = -1;
blurvec = normalize( blurdir ) / uResolution;
vec3 color1 = DOF_Blur( z , DOF_CoC( z ) , uv , blurvec );
imageStore( u_Output , coords , vec4( min( color0 , color1 ) , 1. ) );
}