mirror of https://github.com/bkaradzic/bgfx
FrameBuffer Read/Write access WIP
This commit is contained in:
parent
50409d2999
commit
58563b0b1b
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@ -0,0 +1,62 @@
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/*
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* Copyright 2011-2018 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "../common/common.sh"
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vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
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{
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float ndotl = dot(_normal, _lightDir);
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vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
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float rdotv = dot(reflected, _viewDir);
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return vec2(ndotl, rdotv);
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}
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float fresnel(float _ndotl, float _bias, float _pow)
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{
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float facing = (1.0 - _ndotl);
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return max(_bias + (1.0 - _bias) * pow(facing, _pow), 0.0);
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}
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vec4 lit(float _ndotl, float _rdotv, float _m)
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{
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float diff = max(0.0, _ndotl);
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float spec = step(0.0, _ndotl) * max(0.0, _rdotv * _m);
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return vec4(1.0, diff, spec, 1.0);
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}
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vec4 powRgba(vec4 _rgba, float _pow)
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{
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vec4 result;
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result.xyz = pow(_rgba.xyz, vec3_splat(_pow) );
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result.w = _rgba.w;
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return result;
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}
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vec3 calcLight(vec3 _wpos, vec3 _normal, vec3 _view, vec3 _lightPos, float _lightRadius, vec3 _lightRgb, float _lightInner)
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{
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vec3 lp = _lightPos - _wpos;
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float attn = 1.0 - smoothstep(_lightInner, 1.0, length(lp) / _lightRadius);
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vec3 lightDir = normalize(lp);
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vec2 bln = blinn(lightDir, _normal, _view);
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vec4 lc = lit(bln.x, bln.y, 1.0);
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vec3 rgb = _lightRgb * saturate(lc.y) * attn;
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return rgb;
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}
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float toClipSpaceDepth(float _depthTextureZ)
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{
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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return _depthTextureZ;
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#else
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return _depthTextureZ * 2.0 - 1.0;
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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}
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vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos)
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{
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vec4 wpos = mul(_invViewProj, vec4(_clipPos, 1.0) );
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return wpos.xyz / wpos.w;
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}
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@ -282,6 +282,7 @@ public:
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m_lineProgram = loadProgram("vs_deferred_debug_line", "fs_deferred_debug_line");
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m_useTArray = false;
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m_useUav = false;
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if (0 != (BGFX_CAPS_TEXTURE_2D_ARRAY & bgfx::getCaps()->supported) )
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{
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@ -292,6 +293,17 @@ public:
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m_lightTaProgram = BGFX_INVALID_HANDLE;
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}
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if(0 != (BGFX_CAPS_READ_WRITE_ATTACH & bgfx::getCaps()->supported))
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{
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m_lightUavProgram = loadProgram("vs_deferred_light", "fs_deferred_light_uav");
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m_clearUavProgram = loadProgram("vs_deferred_light", "fs_deferred_clear_uav");
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}
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else
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{
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m_lightUavProgram = BGFX_INVALID_HANDLE;
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m_clearUavProgram = BGFX_INVALID_HANDLE;
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}
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// Load diffuse texture.
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m_textureColor = loadTexture("textures/fieldstone-rgba.dds");
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@ -423,6 +435,7 @@ public:
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|| m_oldHeight != m_height
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|| m_oldReset != m_reset
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|| m_oldUseTArray != m_useTArray
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|| m_oldUseUav != m_useUav
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|| !bgfx::isValid(m_gbuffer) )
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{
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// Recreate variable size render targets when resolution changes.
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@ -430,6 +443,7 @@ public:
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m_oldHeight = m_height;
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m_oldReset = m_reset;
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m_oldUseTArray = m_useTArray;
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m_oldUseUav = m_useUav;
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if (bgfx::isValid(m_gbuffer) )
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{
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@ -440,7 +454,6 @@ public:
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}
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const uint64_t tsFlags = 0
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| BGFX_TEXTURE_RT
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| BGFX_SAMPLER_MIN_POINT
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| BGFX_SAMPLER_MAG_POINT
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| BGFX_SAMPLER_MIP_POINT
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@ -448,33 +461,48 @@ public:
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| BGFX_SAMPLER_V_CLAMP
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;
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bgfx::Attachment at[3];
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bgfx::Attachment gbufferAt[3];
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if (m_useTArray)
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if(m_useTArray)
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{
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m_gbufferTex[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 2, bgfx::TextureFormat::BGRA8, tsFlags);
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at[0].init(m_gbufferTex[0], bgfx::Access::Write, 0);
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at[1].init(m_gbufferTex[0], bgfx::Access::Write, 1);
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m_gbufferTex[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 2, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
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gbufferAt[0].init(m_gbufferTex[0], bgfx::Access::Write, 0);
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gbufferAt[1].init(m_gbufferTex[0], bgfx::Access::Write, 1);
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}
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else
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{
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m_gbufferTex[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, tsFlags);
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m_gbufferTex[1] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, tsFlags);
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at[0].init(m_gbufferTex[0]);
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at[1].init(m_gbufferTex[1]);
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m_gbufferTex[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
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m_gbufferTex[1] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
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gbufferAt[0].init(m_gbufferTex[0]);
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gbufferAt[1].init(m_gbufferTex[1]);
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}
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m_gbufferTex[2] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::D24S8, tsFlags);
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at[2].init(m_gbufferTex[2]);
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m_gbufferTex[2] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::D24S8, BGFX_TEXTURE_RT | tsFlags);
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gbufferAt[2].init(m_gbufferTex[2]);
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m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(at), at, true);
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m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(gbufferAt), gbufferAt, true);
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if (bgfx::isValid(m_lightBuffer) )
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if(bgfx::isValid(m_lightBuffer))
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{
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bgfx::destroy(m_lightBuffer);
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}
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m_lightBuffer = bgfx::createFrameBuffer(uint16_t(m_width), uint16_t(m_height), bgfx::TextureFormat::BGRA8, tsFlags);
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if(m_useUav)
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{
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bgfx::Attachment lightAt[2];
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bgfx::TextureHandle target = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
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m_lightBufferTex = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_COMPUTE_WRITE | tsFlags);
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lightAt[0].init(target);
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lightAt[1].init(m_lightBufferTex, bgfx::Access::ReadWrite);
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m_lightBuffer = bgfx::createFrameBuffer(BX_COUNTOF(lightAt), lightAt, true);
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}
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else
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{
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m_lightBufferTex = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
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m_lightBuffer = bgfx::createFrameBuffer(1, &m_lightBufferTex, true);
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}
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}
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ImGui::SetNextWindowPos(
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ImGui::Text("Texture array frame buffer is not supported.");
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}
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if(bgfx::isValid(m_lightUavProgram))
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{
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ImGui::Checkbox("Use UAV frame buffer attachment.", &m_useUav);
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}
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else
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{
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ImGui::Text("UAV frame buffer attachment is not supported.");
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}
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ImGui::Checkbox("Animate mesh.", &m_animateMesh);
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ImGui::SliderFloat("Anim.speed", &m_lightAnimationSpeed, 0.0f, 0.4f);
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}
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}
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// Clear UAV texture
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if(m_useUav)
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{
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screenSpaceQuad((float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
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bgfx::setState(0
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| BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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);
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bgfx::submit(RENDER_PASS_LIGHT_ID, m_clearUavProgram);
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}
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// Draw lights into light buffer.
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for (int32_t light = 0; light < m_numLights; ++light)
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{
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| BGFX_STATE_BLEND_ADD
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);
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screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
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bgfx::submit(RENDER_PASS_LIGHT_ID
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, bgfx::isValid(m_lightTaProgram) && m_useTArray
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? m_lightTaProgram
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: m_lightProgram
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);
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if(bgfx::isValid(m_lightTaProgram) && m_useTArray)
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bgfx::submit(RENDER_PASS_LIGHT_ID, m_lightTaProgram);
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else if(bgfx::isValid(m_lightUavProgram) && m_useUav)
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bgfx::submit(RENDER_PASS_LIGHT_ID, m_lightUavProgram);
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else
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bgfx::submit(RENDER_PASS_LIGHT_ID, m_lightProgram);
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}
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}
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// Combine color and light buffers.
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bgfx::setTexture(0, s_albedo, bgfx::getTexture(m_gbuffer, 0) );
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bgfx::setTexture(1, s_light, bgfx::getTexture(m_lightBuffer, 0) );
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bgfx::setTexture(0, s_albedo, m_gbufferTex[0]);
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bgfx::setTexture(1, s_light, m_lightBufferTex);
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bgfx::setState(0
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| BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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bgfx::ProgramHandle m_geomProgram;
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bgfx::ProgramHandle m_lightProgram;
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bgfx::ProgramHandle m_lightTaProgram;
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bgfx::ProgramHandle m_lightUavProgram;
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bgfx::ProgramHandle m_clearUavProgram;
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bgfx::ProgramHandle m_combineProgram;
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bgfx::ProgramHandle m_debugProgram;
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bgfx::ProgramHandle m_lineProgram;
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bgfx::TextureHandle m_textureNormal;
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bgfx::TextureHandle m_gbufferTex[3];
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bgfx::TextureHandle m_lightBufferTex;
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bgfx::FrameBufferHandle m_gbuffer;
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bgfx::FrameBufferHandle m_lightBuffer;
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bool m_useTArray;
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bool m_oldUseTArray;
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bool m_useUav;
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bool m_oldUseUav;
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int32_t m_scrollArea;
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int32_t m_numLights;
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float m_lightAnimationSpeed;
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$input v_texcoord0
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/*
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* Copyright 2011-2018 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "common.sh"
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#include <bgfx_compute.sh>
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IMAGE2D_RW(s_lights, rgba8, 1);
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void main()
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{
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ivec2 coord = ivec2(gl_FragCoord.xy);
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imageStore(s_lights, coord, vec4(0.0, 0.0, 0.0, 0.0));
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}
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@ -5,7 +5,7 @@ $input v_texcoord0
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "../common/common.sh"
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#include "common.sh"
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SAMPLER2D(s_normal, 0);
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SAMPLER2D(s_depth, 1);
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@ -14,61 +14,6 @@ uniform vec4 u_lightPosRadius[1];
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uniform vec4 u_lightRgbInnerR[1];
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uniform mat4 u_mtx;
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vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
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{
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float ndotl = dot(_normal, _lightDir);
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vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
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float rdotv = dot(reflected, _viewDir);
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return vec2(ndotl, rdotv);
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}
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float fresnel(float _ndotl, float _bias, float _pow)
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{
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float facing = (1.0 - _ndotl);
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return max(_bias + (1.0 - _bias) * pow(facing, _pow), 0.0);
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}
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vec4 lit(float _ndotl, float _rdotv, float _m)
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{
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float diff = max(0.0, _ndotl);
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float spec = step(0.0, _ndotl) * max(0.0, _rdotv * _m);
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return vec4(1.0, diff, spec, 1.0);
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}
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vec4 powRgba(vec4 _rgba, float _pow)
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{
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vec4 result;
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result.xyz = pow(_rgba.xyz, vec3_splat(_pow) );
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result.w = _rgba.w;
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return result;
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}
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vec3 calcLight(int _idx, vec3 _wpos, vec3 _normal, vec3 _view)
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{
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vec3 lp = u_lightPosRadius[_idx].xyz - _wpos;
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float attn = 1.0 - smoothstep(u_lightRgbInnerR[_idx].w, 1.0, length(lp) / u_lightPosRadius[_idx].w);
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vec3 lightDir = normalize(lp);
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vec2 bln = blinn(lightDir, _normal, _view);
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vec4 lc = lit(bln.x, bln.y, 1.0);
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vec3 rgb = u_lightRgbInnerR[_idx].xyz * saturate(lc.y) * attn;
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return rgb;
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}
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float toClipSpaceDepth(float _depthTextureZ)
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{
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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return _depthTextureZ;
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#else
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return _depthTextureZ * 2.0 - 1.0;
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#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
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}
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vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos)
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{
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vec4 wpos = mul(_invViewProj, vec4(_clipPos, 1.0) );
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return wpos.xyz / wpos.w;
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}
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void main()
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{
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vec3 normal = decodeNormalUint(texture2D(s_normal, v_texcoord0).xyz);
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@ -84,8 +29,7 @@ void main()
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vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz;
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view = -normalize(view);
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vec3 lightColor;
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lightColor = calcLight(0, wpos, normal, view);
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vec3 lightColor = calcLight(wpos, normal, view, u_lightPosRadius[0].xyz, u_lightPosRadius[0].w, u_lightRgbInnerR[0].xyz, u_lightRgbInnerR[0].w);
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gl_FragColor.xyz = toGamma(lightColor.xyz);
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gl_FragColor.w = 1.0;
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}
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@ -5,7 +5,7 @@ $input v_texcoord0
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "../common/common.sh"
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#include "common.sh"
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SAMPLER2DARRAY(s_normal, 0);
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SAMPLER2D(s_depth, 1);
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@ -14,61 +14,6 @@ uniform vec4 u_lightPosRadius[1];
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uniform vec4 u_lightRgbInnerR[1];
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uniform mat4 u_mtx;
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vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
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{
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float ndotl = dot(_normal, _lightDir);
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vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
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float rdotv = dot(reflected, _viewDir);
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return vec2(ndotl, rdotv);
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}
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float fresnel(float _ndotl, float _bias, float _pow)
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{
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float facing = (1.0 - _ndotl);
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return max(_bias + (1.0 - _bias) * pow(facing, _pow), 0.0);
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}
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vec4 lit(float _ndotl, float _rdotv, float _m)
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{
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float diff = max(0.0, _ndotl);
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float spec = step(0.0, _ndotl) * max(0.0, _rdotv * _m);
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return vec4(1.0, diff, spec, 1.0);
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}
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vec4 powRgba(vec4 _rgba, float _pow)
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{
|
||||
vec4 result;
|
||||
result.xyz = pow(_rgba.xyz, vec3_splat(_pow) );
|
||||
result.w = _rgba.w;
|
||||
return result;
|
||||
}
|
||||
|
||||
vec3 calcLight(int _idx, vec3 _wpos, vec3 _normal, vec3 _view)
|
||||
{
|
||||
vec3 lp = u_lightPosRadius[_idx].xyz - _wpos;
|
||||
float attn = 1.0 - smoothstep(u_lightRgbInnerR[_idx].w, 1.0, length(lp) / u_lightPosRadius[_idx].w);
|
||||
vec3 lightDir = normalize(lp);
|
||||
vec2 bln = blinn(lightDir, _normal, _view);
|
||||
vec4 lc = lit(bln.x, bln.y, 1.0);
|
||||
vec3 rgb = u_lightRgbInnerR[_idx].xyz * saturate(lc.y) * attn;
|
||||
return rgb;
|
||||
}
|
||||
|
||||
float toClipSpaceDepth(float _depthTextureZ)
|
||||
{
|
||||
#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
|
||||
return _depthTextureZ;
|
||||
#else
|
||||
return _depthTextureZ * 2.0 - 1.0;
|
||||
#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
|
||||
}
|
||||
|
||||
vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos)
|
||||
{
|
||||
vec4 wpos = mul(_invViewProj, vec4(_clipPos, 1.0) );
|
||||
return wpos.xyz / wpos.w;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 normal = decodeNormalUint(texture2DArray(s_normal, vec3(v_texcoord0, 1.0) ).xyz);
|
||||
|
@ -84,8 +29,7 @@ void main()
|
|||
vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz;
|
||||
view = -normalize(view);
|
||||
|
||||
vec3 lightColor;
|
||||
lightColor = calcLight(0, wpos, normal, view);
|
||||
vec3 lightColor = calcLight(wpos, normal, view, u_lightPosRadius[0].xyz, u_lightPosRadius[0].w, u_lightRgbInnerR[0].xyz, u_lightRgbInnerR[0].w);
|
||||
gl_FragColor.xyz = toGamma(lightColor.xyz);
|
||||
gl_FragColor.w = 1.0;
|
||||
}
|
||||
|
|
|
@ -0,0 +1,40 @@
|
|||
$input v_texcoord0
|
||||
|
||||
/*
|
||||
* Copyright 2011-2018 Branimir Karadzic. All rights reserved.
|
||||
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
|
||||
*/
|
||||
|
||||
#include "common.sh"
|
||||
#include <bgfx_compute.sh>
|
||||
|
||||
SAMPLER2D(s_normal, 0);
|
||||
SAMPLER2D(s_depth, 1);
|
||||
|
||||
IMAGE2D_RW(s_lights, rgba8, 1);
|
||||
|
||||
uniform vec4 u_lightPosRadius[1];
|
||||
uniform vec4 u_lightRgbInnerR[1];
|
||||
uniform mat4 u_mtx;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 normal = decodeNormalUint(texture2D(s_normal, v_texcoord0).xyz);
|
||||
float deviceDepth = texture2D(s_depth, v_texcoord0).x;
|
||||
float depth = toClipSpaceDepth(deviceDepth);
|
||||
|
||||
vec3 clip = vec3(v_texcoord0 * 2.0 - 1.0, depth);
|
||||
#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
|
||||
clip.y = -clip.y;
|
||||
#endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_METAL
|
||||
vec3 wpos = clipToWorld(u_mtx, clip);
|
||||
|
||||
vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz;
|
||||
view = -normalize(view);
|
||||
|
||||
ivec2 coord = ivec2(gl_FragCoord.xy);
|
||||
|
||||
vec3 lightColor = calcLight(wpos, normal, view, u_lightPosRadius[0].xyz, u_lightPosRadius[0].w, u_lightRgbInnerR[0].xyz, u_lightRgbInnerR[0].w);
|
||||
vec4 color = imageLoad(s_lights, coord);
|
||||
imageStore(s_lights, coord, color + vec4(toGamma(lightColor.xyz), 1.0));
|
||||
}
|
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|
@ -502,6 +502,7 @@
|
|||
#define BGFX_CAPS_VERTEX_ATTRIB_HALF UINT64_C(0x0000000001000000) //!< Vertex attribute half-float is supported.
|
||||
#define BGFX_CAPS_VERTEX_ATTRIB_UINT10 UINT64_C(0x0000000002000000) //!< Vertex attribute 10_10_10_2 is supported.
|
||||
#define BGFX_CAPS_VERTEX_ID UINT64_C(0x0000000004000000) //!< Rendering with VertexID only is supported.
|
||||
#define BGFX_CAPS_READ_WRITE_ATTACH UINT64_C(0x0000000008000000) //!< Read/Write frame buffer attachments are supported.
|
||||
|
||||
///
|
||||
#define BGFX_CAPS_FORMAT_TEXTURE_NONE UINT16_C(0x0000) //!< Texture format is not supported.
|
||||
|
|
|
@ -391,10 +391,12 @@ namespace bgfx { namespace d3d11
|
|||
|
||||
void clear()
|
||||
{
|
||||
bx::memSet(m_uav, 0, sizeof(m_uav));
|
||||
bx::memSet(m_srv, 0, sizeof(m_srv) );
|
||||
bx::memSet(m_sampler, 0, sizeof(m_sampler) );
|
||||
}
|
||||
|
||||
ID3D11UnorderedAccessView* m_uav[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
|
||||
ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
|
||||
ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
|
||||
};
|
||||
|
@ -1178,6 +1180,9 @@ namespace bgfx { namespace d3d11
|
|||
: 0)
|
||||
| BGFX_CAPS_TEXTURE_2D_ARRAY
|
||||
| BGFX_CAPS_TEXTURE_CUBE_ARRAY
|
||||
| ((m_featureLevel >= D3D_FEATURE_LEVEL_11_1)
|
||||
? BGFX_CAPS_READ_WRITE_ATTACH
|
||||
: 0)
|
||||
);
|
||||
|
||||
m_timerQuerySupport = m_featureLevel >= D3D_FEATURE_LEVEL_10_0;
|
||||
|
@ -2503,7 +2508,7 @@ namespace bgfx { namespace d3d11
|
|||
m_currentColor = m_backBufferColor;
|
||||
m_currentDepthStencil = m_backBufferDepthStencil;
|
||||
|
||||
m_deviceCtx->OMSetRenderTargets(1, &m_currentColor, m_currentDepthStencil);
|
||||
m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(1, &m_currentColor, m_currentDepthStencil, 1, 0, NULL, NULL);
|
||||
m_needPresent |= _needPresent;
|
||||
}
|
||||
else
|
||||
|
@ -4579,6 +4584,10 @@ namespace bgfx { namespace d3d11
|
|||
{
|
||||
m_rtv[ii] = NULL;
|
||||
}
|
||||
for(uint32_t ii = 0; ii < BX_COUNTOF(m_uav); ++ii)
|
||||
{
|
||||
m_uav[ii] = NULL;
|
||||
}
|
||||
m_dsv = NULL;
|
||||
m_swapChain = NULL;
|
||||
|
||||
|
@ -4690,6 +4699,8 @@ namespace bgfx { namespace d3d11
|
|||
if (0 < m_numTh)
|
||||
{
|
||||
m_num = 0;
|
||||
m_numUav = 0;
|
||||
|
||||
for (uint32_t ii = 0; ii < m_numTh; ++ii)
|
||||
{
|
||||
const Attachment& at = m_attachment[ii];
|
||||
|
@ -4851,7 +4862,8 @@ namespace bgfx { namespace d3d11
|
|||
}
|
||||
else
|
||||
{
|
||||
BX_CHECK(false, "");
|
||||
m_uav[m_num + m_numUav] = texture.m_uav;
|
||||
m_numUav++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -4924,7 +4936,7 @@ namespace bgfx { namespace d3d11
|
|||
|
||||
void FrameBufferD3D11::set()
|
||||
{
|
||||
s_renderD3D11->m_deviceCtx->OMSetRenderTargets(m_num, m_rtv, m_dsv);
|
||||
s_renderD3D11->m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(m_num, m_rtv, m_dsv, m_num, m_numUav, m_uav + m_num, NULL);
|
||||
m_needPresent = UINT16_MAX != m_denseIdx;
|
||||
s_renderD3D11->m_currentColor = m_rtv[0];
|
||||
s_renderD3D11->m_currentDepthStencil = m_dsv;
|
||||
|
|
|
@ -330,6 +330,7 @@ namespace bgfx { namespace d3d11
|
|||
, m_denseIdx(UINT16_MAX)
|
||||
, m_num(0)
|
||||
, m_numTh(0)
|
||||
, m_numUav(0)
|
||||
, m_needPresent(false)
|
||||
{
|
||||
}
|
||||
|
@ -345,6 +346,7 @@ namespace bgfx { namespace d3d11
|
|||
HRESULT present(uint32_t _syncInterval);
|
||||
|
||||
ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS-1];
|
||||
ID3D11UnorderedAccessView* m_uav[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS-1];
|
||||
ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS-1];
|
||||
ID3D11DepthStencilView* m_dsv;
|
||||
Dxgi::SwapChainI* m_swapChain;
|
||||
|
@ -356,6 +358,7 @@ namespace bgfx { namespace d3d11
|
|||
uint16_t m_denseIdx;
|
||||
uint8_t m_num;
|
||||
uint8_t m_numTh;
|
||||
uint8_t m_numUav;
|
||||
bool m_needPresent;
|
||||
};
|
||||
|
||||
|
|
|
@ -2434,12 +2434,18 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
|
|||
m_atocSupport = s_extension[Extension::ARB_multisample].m_supported;
|
||||
m_conservativeRasterSupport = s_extension[Extension::NV_conservative_raster].m_supported;
|
||||
|
||||
m_imageLoadStoreSupport = false
|
||||
|| s_extension[Extension::ARB_shader_image_load_store].m_supported
|
||||
|| s_extension[Extension::EXT_shader_image_load_store].m_supported
|
||||
;
|
||||
|
||||
g_caps.supported |= 0
|
||||
| (m_atocSupport ? BGFX_CAPS_ALPHA_TO_COVERAGE : 0)
|
||||
| (m_conservativeRasterSupport ? BGFX_CAPS_CONSERVATIVE_RASTER : 0)
|
||||
| (m_occlusionQuerySupport ? BGFX_CAPS_OCCLUSION_QUERY : 0)
|
||||
| (m_depthTextureSupport ? BGFX_CAPS_TEXTURE_COMPARE_LEQUAL : 0)
|
||||
| (computeSupport ? BGFX_CAPS_COMPUTE : 0)
|
||||
| (m_imageLoadStoreSupport ? BGFX_CAPS_READ_WRITE_ATTACH : 0)
|
||||
;
|
||||
|
||||
g_caps.supported |= m_glctx.getCaps();
|
||||
|
@ -3244,6 +3250,8 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
|
|||
m_glctx.makeCurrent(NULL);
|
||||
m_currentFbo = frameBuffer.m_fbo[0];
|
||||
}
|
||||
|
||||
frameBuffer.set();
|
||||
}
|
||||
|
||||
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_currentFbo) );
|
||||
|
@ -3888,6 +3896,7 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
|
|||
bool m_occlusionQuerySupport;
|
||||
bool m_atocSupport;
|
||||
bool m_conservativeRasterSupport;
|
||||
bool m_imageLoadStoreSupport;
|
||||
bool m_flip;
|
||||
|
||||
uint64_t m_hash;
|
||||
|
@ -5936,7 +5945,7 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
|
|||
attachment = GL_DEPTH_ATTACHMENT;
|
||||
}
|
||||
}
|
||||
else
|
||||
else if (Access::Write == at.access)
|
||||
{
|
||||
buffers[colorIdx] = attachment;
|
||||
++colorIdx;
|
||||
|
@ -5968,7 +5977,7 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
|
|||
) );
|
||||
}
|
||||
}
|
||||
else if (Access::Write == at.access)
|
||||
else
|
||||
{
|
||||
if (1 < texture.m_numLayers
|
||||
&& !texture.isCubeMap())
|
||||
|
@ -5995,10 +6004,6 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
|
|||
) );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
BX_CHECK(false, "");
|
||||
}
|
||||
|
||||
needResolve |= (0 != texture.m_rbo) && (0 != texture.m_id);
|
||||
}
|
||||
|
@ -6196,6 +6201,33 @@ BX_TRACE("%d, %d, %d, %s", _array, _srgb, _mipAutogen, getName(_format) );
|
|||
GL_CHECK(glInvalidateFramebuffer(GL_FRAMEBUFFER, idx, buffers) );
|
||||
}
|
||||
|
||||
void FrameBufferGL::set()
|
||||
{
|
||||
for(uint32_t ii = 0; ii < m_numTh; ++ii)
|
||||
{
|
||||
if(m_attachment[ii].access == Access::Write)
|
||||
continue;
|
||||
|
||||
TextureHandle handle = m_attachment[ii].handle;
|
||||
if(isValid(handle))
|
||||
{
|
||||
const TextureGL& texture = s_renderGL->m_textures[handle.idx];
|
||||
|
||||
if(0 != (texture.m_flags&BGFX_TEXTURE_COMPUTE_WRITE))
|
||||
{
|
||||
GL_CHECK(glBindImageTexture(ii
|
||||
, texture.m_id
|
||||
, m_attachment[ii].mip
|
||||
, GL_FALSE //texture.isLayered() ? GL_TRUE : GL_FALSE
|
||||
, m_attachment[ii].layer
|
||||
, s_access[Access::ReadWrite]
|
||||
, s_imageFormat[texture.m_textureFormat])
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OcclusionQueryGL::create()
|
||||
{
|
||||
for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
|
||||
|
|
|
@ -1331,6 +1331,7 @@ namespace bgfx { namespace gl
|
|||
uint16_t destroy();
|
||||
void resolve();
|
||||
void discard(uint16_t _flags);
|
||||
void set();
|
||||
|
||||
SwapChainGL* m_swapChain;
|
||||
GLuint m_fbo[2];
|
||||
|
|
Loading…
Reference in New Issue