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mirror of https://github.com/godotengine/godot.git synced 2025-11-06 12:20:30 +00:00

Simplify Volumetric Fog

-Always use temporal reproject, it just loos way better than any other filter.
-By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance.
-Disadvantage of temporal reproject is update latency so..
-Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
This commit is contained in:
reduz
2021-02-06 11:51:56 -03:00
parent fa2f7693bb
commit 8faf23b52b
19 changed files with 24 additions and 577 deletions

View File

@@ -1423,60 +1423,6 @@ void EffectsRD::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RI
RD::get_singleton()->compute_list_end(p_barrier);
}
void EffectsRD::reduce_shadow(RID p_source_shadow, RID p_dest_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, int p_shrink_limit, RD::ComputeListID compute_list) {
uint32_t push_constant[8] = { (uint32_t)p_source_size.x, (uint32_t)p_source_size.y, (uint32_t)p_source_rect.position.x, (uint32_t)p_source_rect.position.y, (uint32_t)p_shrink_limit, 0, 0, 0 };
uint32_t height = p_source_rect.size.height;
if (true) { // subgroup support, @TODO must detect them
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shadow_reduce.pipelines[p_shrink_limit == 1 ? SHADOW_REDUCE_REDUCE_SUBGROUPS_8 : SHADOW_REDUCE_REDUCE_SUBGROUPS]);
height /= 2; //cause kernel is 8x4
} else {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shadow_reduce.pipelines[SHADOW_REDUCE_REDUCE]);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_shadow), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_shadow), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(uint32_t) * 8);
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, height, 1);
}
void EffectsRD::filter_shadow(RID p_shadow, RID p_backing_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, RenderingServer::EnvVolumetricFogShadowFilter p_filter, RD::ComputeListID compute_list, bool p_vertical, bool p_horizontal) {
uint32_t push_constant[8] = { (uint32_t)p_source_size.x, (uint32_t)p_source_size.y, (uint32_t)p_source_rect.position.x, (uint32_t)p_source_rect.position.y, 0, 0, 0, 0 };
switch (p_filter) {
case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED:
case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_LOW: {
push_constant[5] = 0;
} break;
case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_MEDIUM: {
push_constant[5] = 9;
} break;
case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_HIGH: {
push_constant[5] = 18;
} break;
}
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shadow_reduce.pipelines[SHADOW_REDUCE_FILTER]);
if (p_vertical) {
push_constant[6] = 1;
push_constant[7] = 0;
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_shadow), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_backing_shadow), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(uint32_t) * 8);
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, p_source_rect.size.height, 1);
}
if (p_vertical && p_horizontal) {
RD::get_singleton()->compute_list_add_barrier(compute_list);
}
if (p_horizontal) {
push_constant[6] = 0;
push_constant[7] = 1;
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_backing_shadow), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_shadow), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(uint32_t) * 8);
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, p_source_rect.size.height, 1);
}
}
void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
Sort::PushConstant push_constant;
push_constant.total_elements = p_size;
@@ -1972,22 +1918,6 @@ EffectsRD::EffectsRD() {
}
}
{
Vector<String> shadow_reduce_modes;
shadow_reduce_modes.push_back("\n#define MODE_REDUCE\n");
shadow_reduce_modes.push_back("\n#define MODE_REDUCE_SUBGROUP\n");
shadow_reduce_modes.push_back("\n#define MODE_REDUCE_SUBGROUP\n#define MODE_REDUCE_8\n");
shadow_reduce_modes.push_back("\n#define MODE_FILTER\n");
shadow_reduce.shader.initialize(shadow_reduce_modes);
shadow_reduce.shader_version = shadow_reduce.shader.version_create();
for (int i = 0; i < SHADOW_REDUCE_MAX; i++) {
shadow_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(shadow_reduce.shader.version_get_shader(shadow_reduce.shader_version, i));
}
}
{
Vector<String> sort_modes;
sort_modes.push_back("\n#define MODE_SORT_BLOCK\n");
@@ -2076,5 +2006,4 @@ EffectsRD::~EffectsRD() {
ssr_scale.shader.version_free(ssr_scale.shader_version);
sss.shader.version_free(sss.shader_version);
tonemap.shader.version_free(tonemap.shader_version);
shadow_reduce.shader.version_free(shadow_reduce.shader_version);
}