Merge pull request #73420 from clayjohn/SSAO-half-size
Fix sampling bug when SSAO is using half size
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eb1af0d95f
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@ -484,7 +484,7 @@ void SSEffects::downsample_depth(Ref<RenderSceneBuffersRD> p_render_buffers, uin
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downsample_uniform_set = uniform_set_cache->get_cache_vec(shader, 2, u_depths);
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}
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float depth_linearize_mul = -p_projection.columns[3][2];
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float depth_linearize_mul = -p_projection.columns[3][2] * 0.5;
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float depth_linearize_add = p_projection.columns[2][2];
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if (depth_linearize_mul * depth_linearize_add < 0) {
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depth_linearize_add = -depth_linearize_add;
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@ -668,8 +668,14 @@ void SSEffects::screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_rende
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ssil.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
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ssil.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
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ssil.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width;
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ssil.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height;
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ssil.gather_push_constant.half_screen_pixel_size[0] = 2.0 / p_settings.full_screen_size.x;
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ssil.gather_push_constant.half_screen_pixel_size[1] = 2.0 / p_settings.full_screen_size.y;
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if (ssil_half_size) {
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ssil.gather_push_constant.half_screen_pixel_size[0] *= 2.0;
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ssil.gather_push_constant.half_screen_pixel_size[1] *= 2.0;
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}
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ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.75;
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ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.75;
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float tan_half_fov_x = 1.0 / p_projection.columns[0][0];
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float tan_half_fov_y = 1.0 / p_projection.columns[1][1];
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ssil.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
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@ -680,9 +686,6 @@ void SSEffects::screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_rende
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ssil.gather_push_constant.z_far = p_projection.get_z_far();
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ssil.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
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ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.25;
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ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.25;
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ssil.gather_push_constant.radius = p_settings.radius;
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float radius_near_limit = (p_settings.radius * 1.2f);
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if (ssil_quality <= RS::ENV_SSIL_QUALITY_LOW) {
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@ -733,7 +736,7 @@ void SSEffects::screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_rende
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RD::Uniform u_depth_texture_view;
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u_depth_texture_view.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_depth_texture_view.binding = 0;
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u_depth_texture_view.append_id(default_sampler);
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u_depth_texture_view.append_id(ss_effects.mirror_sampler);
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u_depth_texture_view.append_id(depth_texture_view);
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RD::Uniform u_normal_buffer;
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@ -1056,8 +1059,14 @@ void SSEffects::generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORe
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ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
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ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
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ssao.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width;
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ssao.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height;
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ssao.gather_push_constant.half_screen_pixel_size[0] = 2.0 / p_settings.full_screen_size.x;
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ssao.gather_push_constant.half_screen_pixel_size[1] = 2.0 / p_settings.full_screen_size.y;
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if (ssao_half_size) {
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ssao.gather_push_constant.half_screen_pixel_size[0] *= 2.0;
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ssao.gather_push_constant.half_screen_pixel_size[1] *= 2.0;
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}
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ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.75;
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ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.75;
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float tan_half_fov_x = 1.0 / p_projection.columns[0][0];
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float tan_half_fov_y = 1.0 / p_projection.columns[1][1];
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ssao.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
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@ -1066,9 +1075,6 @@ void SSEffects::generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORe
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ssao.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
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ssao.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
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ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.25;
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ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.25;
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ssao.gather_push_constant.radius = p_settings.radius;
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float radius_near_limit = (p_settings.radius * 1.2f);
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if (ssao_quality <= RS::ENV_SSAO_QUALITY_LOW) {
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@ -1105,7 +1111,7 @@ void SSEffects::generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORe
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RD::Uniform u_depth_texture_view;
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u_depth_texture_view.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_depth_texture_view.binding = 0;
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u_depth_texture_view.append_id(default_sampler);
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u_depth_texture_view.append_id(ss_effects.mirror_sampler);
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u_depth_texture_view.append_id(depth_texture_view);
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RD::Uniform u_normal_buffer;
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@ -161,17 +161,11 @@ void prepare_depths_and_mips(vec4 p_samples, uvec2 p_output_coord, uvec2 p_gtid)
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still_alive = p_gtid.x % 16 == depth_array_offset.x && depth_array_offset.y % 16 == depth_array_offset.y;
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p_output_coord /= 2;
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groupMemoryBarrier();
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barrier();
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if (still_alive) {
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// Use the previous average, not ideal, but still not bad.
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float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0];
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float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 8];
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float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 0];
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float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 8];
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float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
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imageStore(dest_image4, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
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imageStore(dest_image4, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(sample_00));
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}
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#endif
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}
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@ -190,6 +184,7 @@ void prepare_depths(vec4 p_samples, uvec2 p_tid) {
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void main() {
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#ifdef USE_HALF_BUFFERS
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// Half buffers means that we divide depth into two half res buffers (we only capture 1/4 of pixels).
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#ifdef USE_HALF_SIZE
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float sample_00 = texelFetch(source_depth, ivec2(4 * gl_GlobalInvocationID.x + 0, 4 * gl_GlobalInvocationID.y + 0), 0).x;
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float sample_11 = texelFetch(source_depth, ivec2(4 * gl_GlobalInvocationID.x + 2, 4 * gl_GlobalInvocationID.y + 2), 0).x;
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@ -219,11 +214,11 @@ void main() {
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vec2 uv = (vec2(depth_buffer_coord) + 0.5f) * params.pixel_size;
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vec4 samples = textureGather(source_depth, uv);
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#endif
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#endif //USE_HALF_SIZE
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#ifdef GENERATE_MIPS
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prepare_depths_and_mips(samples, output_coord, gl_LocalInvocationID.xy);
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#else
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prepare_depths(samples, gl_GlobalInvocationID.xy);
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#endif
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#endif
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#endif //USE_HALF_BUFFERS
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}
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