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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-29 02:17:28 +01:00

Draw instances from the GPU culling with indirect draws, occlusion culling and a depth prepass

This commit is contained in:
2026-10-16 12:54:52 +02:00
parent 2f0a06b98e
commit 466cb5339e
23 changed files with 1002 additions and 32 deletions

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@@ -0,0 +1,7 @@
// depth prepass of materials which never discard a fragment (no alpha test)
in vec2 f_coord;
void main()
{
}

20
shaders/depthprepass.vert Normal file
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@@ -0,0 +1,20 @@
// depth prepass of the instances drawn from the gpu culling (opengl46_renderer::Render_Instances_Indirect()).
// the position is worked out the way vertex.vert of the materials does it, and declared invariant in both, so the colour
// pass which follows gets the same depth for the same surface
layout(location = 0) in vec3 v_vert;
layout(location = 2) in vec2 v_coord;
#include <common>
invariant gl_Position;
out vec2 f_coord;
void main()
{
mat4 mv = effective_modelview();
vec4 position = mv * vec4(v_vert, 1.0);
gl_Position = projection * position;
f_coord = v_coord;
}

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@@ -0,0 +1,16 @@
// depth prepass of materials whose colour shader tests the alpha of the diffuse texture against the opacity of the
// material (mat_default.frag and the like). the test here is stricter by one step of 8-bit alpha: a fragment which writes
// depth here is never discarded by the colour pass, which would leave a hole with nothing drawn behind it
in vec2 f_coord;
#include <common>
#texture (diffuse, 0, sRGB_A)
uniform sampler2D diffuse;
void main()
{
if (texture(diffuse, f_coord).a < opacity + 1.0 / 255.0)
discard;
}

39
shaders/hiz_build.comp Normal file
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@@ -0,0 +1,39 @@
// one level of the depth pyramid of the occlusion test of the instances (opengl46_hiz): each texel holds the farthest
// depth of the texels of the level below it which it covers. the depth is reversed (1 near, 0 far), so the farthest is
// the smallest. the first level is made from the resolved depth of the scene, the others from the level below.
// a level halves the one below, rounding down; when that one has an odd size, the last row and column of the new level
// take its last row and column as well, so that nothing is left out
#include <common>
layout(local_size_x = HIZ_GROUP_SIZE, local_size_y = HIZ_GROUP_SIZE) in;
layout(binding = 0) uniform sampler2D source;
layout(r32f, binding = 0) writeonly uniform image2D target;
// xy: size of the source level, zw: size of the target level
layout(location = 0) uniform ivec4 sizes;
// x: level of the source read
layout(location = 1) uniform ivec4 params;
void main()
{
ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(texel, sizes.zw)))
return;
ivec2 first = min(2 * texel, sizes.xy - 1);
ivec2 last = min(2 * texel + 1, sizes.xy - 1);
if (texel.x == sizes.z - 1)
last.x = sizes.x - 1;
if (texel.y == sizes.w - 1)
last.y = sizes.y - 1;
float farthest = 1.0;
for (int y = first.y; y <= last.y; ++y)
{
for (int x = first.x; x <= last.x; ++x)
farthest = min(farthest, texelFetch(source, ivec2(x, y), params.x).r);
}
imageStore(target, texel, vec4(farthest));
}

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@@ -1,7 +1,9 @@
// culls the model instances of the buckets queued in a render pass and assigns them their lod bands, with the tests
// opengl46_renderer::Render_Instanced() makes on the cpu. one invocation per record of a queued bucket.
// stage 0 counts the instances which pass, per entry (lod band of a group); after instance_cull_offsets.comp turned the
// counts into the first slots of the entries, stage 1 writes their modelview matrices there, in no particular order
// counts into the first slots of the entries, stage 1 writes their modelview matrices there, in no particular order.
// with the occlusion test on, an instance whose bounding sphere lies whole behind the depth already drawn in the pass
// (the farthest depth of the pyramid over the part of the view it takes, see hiz_build.comp) is left out as well
#include <common>
@@ -75,6 +77,14 @@ layout(location = 7) uniform vec4 distance_params;
layout(location = 8) uniform vec4 size_params;
// x: jobs, y: records in all jobs, z: entries, w: stage
layout(location = 9) uniform uvec4 counts;
// occlusion test: projection of the pass, x: on, y: levels of the pyramid, zw: size of its first level
layout(location = 10) uniform mat4 hiz_projection;
layout(location = 14) uniform ivec4 hiz_params;
// xy: size of the depth the pyramid was made from, pixels
layout(location = 15) uniform vec4 hiz_screen;
// depth pyramid, farthest (smallest, reversed) depth per texel
layout(binding = 0) uniform sampler2D hiz;
const uint INSTANCE_VISIBLE = 1u;
const uint INSTANCE_INSTANCEABLE = 2u;
@@ -97,6 +107,50 @@ uint find_job(uint candidate)
return low;
}
// whether a sphere (view space) lies whole behind the depth in the pyramid over the rectangle of the view it takes
bool occluded(vec3 center, float radius)
{
vec2 low = vec2(1.0);
vec2 high = vec2(-1.0);
float nearest = 0.0;
for (int corner = 0; corner < 8; ++corner)
{
vec3 offset = vec3(((corner & 1) != 0) ? radius : -radius, ((corner & 2) != 0) ? radius : -radius, ((corner & 4) != 0) ? radius : -radius);
vec4 clip = hiz_projection * vec4(center + offset, 1.0);
// reaches the plane of the camera: no rectangle to test
if (clip.w <= 1e-3)
return false;
vec3 ndc = clip.xyz / clip.w;
low = min(low, ndc.xy);
high = max(high, ndc.xy);
nearest = max(nearest, ndc.z);
}
if (any(greaterThan(low, vec2(1.0))) || any(lessThan(high, vec2(-1.0))) || (nearest >= 1.0))
return false;
// pixels of the rectangle, then texels of the first level: each covers 2x2 pixels
ivec2 size = hiz_params.zw;
ivec2 pixelfirst = ivec2(clamp((low * 0.5 + 0.5) * hiz_screen.xy, vec2(0.0), hiz_screen.xy - 1.0));
ivec2 pixellast = ivec2(clamp((high * 0.5 + 0.5) * hiz_screen.xy, vec2(0.0), hiz_screen.xy - 1.0));
ivec2 first = min(pixelfirst / 2, size - 1);
ivec2 last = min(pixellast / 2, size - 1);
// the level where the rectangle takes at most 2x2 texels
int level = 0;
while ((level < hiz_params.y - 1) && any(greaterThan((last >> level) - (first >> level), ivec2(1))))
++level;
ivec2 levelsize = max(size >> level, ivec2(1));
first = min(first >> level, levelsize - 1);
last = min(last >> level, levelsize - 1);
float farthest = 1.0;
for (int y = first.y; y <= last.y; ++y)
{
for (int x = first.x; x <= last.x; ++x)
farthest = min(farthest, texelFetch(hiz, ivec2(x, y), level).r);
}
return nearest < farthest;
}
void main()
{
// the dispatch can be two dimensional when the records don't fit in the work group count limit of one
@@ -128,6 +182,12 @@ void main()
return;
if (record.radius * record.radius * size_params.x / distancesquared < MIN_SCREEN_SIZE * MIN_SCREEN_SIZE)
return;
if ((hiz_params.x != 0) && occluded((view * vec4(location, 1.0)).xyz, record.radius))
{
if (counts.w == 0u)
atomicAdd(counters[3], 1u);
return;
}
// band: the number of lod bounds the distance reached, like upper_bound over the sorted bounds
instance_cull_group group = groups[job.group];

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@@ -0,0 +1,39 @@
// fills in the instances of the indirect draw commands of the entries, after stage 1 of instance_cull.comp wrote the
// modelview matrices of the instances which passed. one invocation per command: the instance count is the count of its
// entry, the base instance the first slot of the entry in the output (its cursor, advanced by stage 1, less the count)
#include <common>
layout(local_size_x = INSTANCE_COMMAND_GROUP_SIZE) in;
layout(std430, binding = INSTANCE_COUNTER_SSBO_BINDING) readonly buffer instance_counter_ssbo
{
uint counters[];
};
// gl::instance_draw_command, eight uints each: count, instance count, first, base vertex (base instance of an array
// draw), base instance, entry, indexed, unused
layout(std430, binding = INSTANCE_COMMAND_SSBO_BINDING) buffer instance_command_ssbo
{
uint commands[];
};
// x: commands, y: entries
layout(location = 0) uniform uvec4 counts;
void main()
{
uint command = gl_GlobalInvocationID.x;
if (command >= counts.x)
return;
uint field = command * 8u;
uint entry = commands[field + 5u];
uint count = counters[INSTANCE_COUNTER_HEADER + entry];
uint base = counters[INSTANCE_COUNTER_HEADER + counts.y + entry] - count;
commands[field + 1u] = count;
if (commands[field + 6u] != 0u)
commands[field + 4u] = base;
else
commands[field + 3u] = base;
}

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@@ -6,6 +6,9 @@ layout(location = 4) in vec4 v_userdata;
#include <common>
// the depth prepass (depthprepass.vert) works the position out the same way, and has to get the same depth
invariant gl_Position;
out vec3 f_normal;
flat out vec3 f_normal_raw;
out vec2 f_coord;