Commit Graph

7598 Commits

Author SHA1 Message Date
Бранимир Караџић
3202330daa 43-denoise: Removed alpha from screenshot. 2021-01-02 11:35:21 -08:00
Бранимир Караџић
fa3aed3b0b 43-denoise: Updated references. 2021-01-02 11:23:13 -08:00
Бранимир Караџић
cbccb2386a 43-denoise: Style cleanup. Added screenshot. 2021-01-02 11:12:45 -08:00
Бранимир Караџић
27de3100b7 43-denoise: Switched depth to D32F format. 2021-01-02 10:52:19 -08:00
Бранимир Караџић
0170399cf6 Merge branch 'master' of github.com:bkaradzic/bgfx 2021-01-02 10:47:37 -08:00
Branimir Karadžić
4760628bb1 43-denoise: Added shaders. 2021-01-02 10:46:43 -08:00
elvencache
a33ca71bcf
add denoise example (#2344)
/*
* Implement SVGF style denoising as bgfx example. Goal is to explore various
* options and parameters, not produce an optimized, efficient denoiser.
*
* Starts with deferred rendering scene with very basic lighting. Lighting is
* masked out with a noise pattern to provide something to denoise. There are
* two options for the noise pattern. One is a fixed 2x2 dither pattern to
* stand-in for lighting at quarter resolution. The other is the common
* shadertoy random pattern as a stand-in for some fancier lighting without
* enough samples per pixel, like ray tracing.
*
* First a temporal denoising filter is applied. The temporal filter is only
* using normals to reject previous samples. The SVGF paper also describes using
* depth comparison to reject samples but that is not implemented here.
*
* Followed by some number of spatial filters. These are implemented like in the
* SVGF paper. As an alternative to the 5x5 Edge-Avoiding A-Trous filter, can
* select a 3x3 filter instead. The 3x3 filter takes fewer samples and covers a
* smaller area, but takes less time to compute. From a loosely eyeballed
* comparison, N 5x5 passes looks similar to N+1 3x3 passes. The wider spatial
* filters take a fair chunk of time to compute. I wonder if it would be a good
* idea to interleave the input texture before computing, after the first pass
* which skips zero pixels.
*
* I have not implemetened the variance guided part.
*
* There's also an optional TXAA pass to be applied after. I am not happy with
* its implementation yet, so it defaults to off here.
*/

/*
* References:
* Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for
*	Path-Traced Global Illumination. by Christoph Schied and more.
*	- SVGF denoising algorithm
*
* Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing.
*	by E. Kerzner and M. Salvi.
*	- details about history comparison for temporal denoising filter
*
* Edge-Avoiding À-Trous Wavelet Transform for Fast Global Illumination
*	Filtering. by Holger Dammertz and more.
*	- details about a-trous algorithm for spatial denoising filter
*/
2021-01-02 10:42:02 -08:00
Бранимир Караџић
39424491df TravisCI: OSX build name is osx-x64. 2020-12-31 18:26:30 -08:00
Бранимир Караџић
76f3e0590f OSX: Added separate osx-arm64 build configuration. 2020-12-31 18:17:39 -08:00
Бранимир Караџић
3bc0362ed2 TravisCI: Just build x86-64 on OSX. 2020-12-30 20:24:27 -08:00
Sandy
6072d4eda0
shaderc_glsl: parse int samplers like float samplers (#2341) 2020-12-30 15:58:39 -08:00
Бранимир Караџић
1f4da1e459 Fixed warning. 2020-12-28 19:36:23 -08:00
Бранимир Караџић
0f0a664a47 Cleanup. 2020-12-28 17:27:50 -08:00
Бранимир Караџић
c2b7ffe2e7 Updated SPIR-V and Metal shaders. 2020-12-28 13:01:44 -08:00
Бранимир Караџић
ed48498911 Disabled imguizmo is over test. 2020-12-28 12:57:46 -08:00
Бранимир Караџић
f232f93017 Added build rule to examples makefile. 2020-12-28 11:58:03 -08:00
MooZ
d65dac2000
Shaderc OpenGL fixes. (#2317)
* Reworked profile cli argument.

* Added missing GLSL profile.

* Fixed essl shader preambule.

* Fixed uniform "parsing" and hlsl profiles.

* Reworked hlsl profiles.

* Fixed missing extension for gl_FragDepth.

* Cleanup.

* Removed version preamble and reverted shadow samplers translation.

* Fixed HLSL profile tests.
2020-12-28 11:24:49 -08:00
Бранимир Караџић
197c1ced3b Included ImGuizmo to ImGui::MouseOverArea test. 2020-12-27 21:28:07 -08:00
Бранимир Караџић
11acd61b04 Updated ImGui. 2020-12-27 20:22:58 -08:00
Бранимир Караџић
07dae713f8 travisci: Updated xcode version. 2020-12-27 18:23:20 -08:00
Бранимир Караџић
90381661e1 36-sky: Removed utf-8 characters from comments. 2020-12-27 09:03:58 -08:00
Бранимир Караџић
c95eca2a4b Don't update camera when mouse is over imgui. 2020-12-26 22:46:26 -08:00
Бранимир Караџић
534733fe3c Cleanup. 2020-12-21 09:07:33 -08:00
Antti Heinonen
40259e35f8
DX11: Fix draw vertex count not updating (#2337) 2020-12-21 09:05:04 -08:00
Бранимир Караџић
4224dcf2b2 Cleanup. 2020-12-20 22:42:16 -08:00
Бранимир Караџић
4967c29c14 Added missing caps to debug output. 2020-12-20 11:06:40 -08:00
Бранимир Караџић
e2eb3d56e6 Cleanup. 2020-12-18 06:40:28 -08:00
Daniel
22e360c8d0
#madewithbgfx Galaxy Trucker, Through the Ages, Codenames (#2335) 2020-12-18 06:35:48 -08:00
Бранимир Караџић
c5db87d87a Fixed cubemap test texture. 2020-12-17 19:47:44 -08:00
Branimir Karadžić
7fe9e83393 Cleanup. 2020-12-17 19:30:38 -08:00
Бранимир Караџић
726748d58f Updated ImGui. 2020-12-16 21:19:02 -08:00
Бранимир Караџић
6f16d0e68c Cleanup. 2020-12-16 21:17:49 -08:00
Бранимир Караџић
2b99e3e5cb Updated version number. 2020-12-16 21:12:16 -08:00
Бранимир Караџић
db54d046e4 Cleanup. 2020-12-16 20:28:57 -08:00
Бранимир Караџић
263415b887 Cleanup. 2020-12-16 13:50:47 -08:00
Бранимир Караџић
600c7798fd Removed BGFX_CAPS_INDEX32 from D3D9. Added validation for BGFX_CAPS_INDEX32 support. 2020-12-15 20:23:01 -08:00
Бранимир Караџић
4cd350cec1 Updated issue template. 2020-12-15 19:11:54 -08:00
Branimir Karadžić
5c304dad3b Fixed issue #2330. Added support for 32-bit indices in transient index buffer. 2020-12-15 19:01:25 -08:00
attilaz
2bc35df070
Fixed metal screenshot sync issue (#2327) (#2329) 2020-12-14 12:26:08 -08:00
Cedric Guillemet
2556e68724
fix STAT wrong chunk copy (#2328)
Co-authored-by: Cedric Guillemet <ceguille@microsoft.com>
2020-12-14 10:31:16 -08:00
Бранимир Караџић
2427d870d0 Cleanup. 2020-12-13 17:04:55 -08:00
Josh Jensen
c103383f6f
Add SDF font outlines, drop shadows, and image glyphs (#2325)
* Implement SDF font outlines, drop shadows, and image glyphs

* Update 11-fontsdf to showcase the SDF outlines, drop shadows, and image glyphs

Co-authored-by: Josh Jensen <josh@everrush.com>
2020-12-13 17:02:36 -08:00
Бранимир Караџић
afa203c23c Updated Vulkan headers. 2020-12-13 13:13:34 -08:00
Бранимир Караџић
244184d34e Updated spirv-cross. 2020-12-13 13:12:24 -08:00
Бранимир Караџић
6fe24f441e Updated spirv-tools. 2020-12-13 13:12:15 -08:00
Бранимир Караџић
0001c8067d Updated glslang. 2020-12-13 13:12:03 -08:00
Бранимир Караџић
5a705a115f Updated ImGui. 2020-12-13 13:07:09 -08:00
Бранимир Караџић
812f7712f1 shaderc: Added gl_ViewportIndex and gl_Layer. 2020-12-12 12:45:15 -08:00
Бранимир Караџић
796acfa98b Added Attachment.numLayers needed for viewport layer array support. 2020-12-12 10:04:14 -08:00
Бранимир Караџић
a38b011f23 Updated README. 2020-12-09 15:35:33 -08:00