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https://github.com/barkeser2002/flower.git
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54 lines
2.0 KiB
GLSL
54 lines
2.0 KiB
GLSL
#version 460
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_samplerless_texture_functions : enable
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#extension GL_KHR_shader_subgroup_arithmetic : enable
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#extension GL_KHR_shader_subgroup_basic : enable
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#include "common_shader.glsl"
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layout(set = 0, binding = 0) uniform texture2D inDepth; // Depth z.
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layout(set = 0, binding = 1) buffer SSBODepthRangeBuffer { uint depthMinMax[]; }; // Depth range min max buffer
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// x3 is load-balance.
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const uint kDimBlock = 3;
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layout(local_size_x = 8, local_size_y = 8) in;
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void main()
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{
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const uvec2 depthRangeSize = uvec2(textureSize(inDepth, 0) - 1);
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const uvec2 groupThreadId = remap8x8(gl_LocalInvocationIndex);
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const uvec2 dispatchId = groupThreadId + gl_WorkGroupID.xy * 8;
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const uvec2 workPosBasic = dispatchId * kDimBlock;
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// Depth is 32-bit float, gather no performance better to 4 fetch.
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uint minDepthInBlock = ~0;
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uint maxDepthInBlock = 0;
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for(uint i = 0; i < kDimBlock; i ++)
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{
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for(uint j = 0; j < kDimBlock; j ++)
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{
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// OpenGL core 4.3
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// Unlike filtered texel accesses, texel fetches do not support LOD clamping or any texture wrap mode.
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ivec2 workPosLoop = ivec2(clamp(workPosBasic + uvec2(i, j), uvec2(0), depthRangeSize));
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const float deviceZ = texelFetch(inDepth, workPosLoop, 0).x;
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const bool bValidDraw = (deviceZ > 0.0f);
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const uint packDepth = depthPackUnit(deviceZ);
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uint packDepthForMin = bValidDraw ? packDepth : ~0;
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uint packDepthForMax = bValidDraw ? packDepth : 0;
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minDepthInBlock = min(minDepthInBlock, packDepthForMin);
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maxDepthInBlock = max(maxDepthInBlock, packDepthForMax);
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}
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}
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uint subGroupMinDepth = subgroupMin(minDepthInBlock);
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uint subGroupMaxDepth = subgroupMax(maxDepthInBlock);
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if(subgroupElect())
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{
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atomicMin(depthMinMax[0], uint(subGroupMinDepth));
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atomicMax(depthMinMax[1], uint(subGroupMaxDepth));
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}
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} |