From f5eb99a4c31f297a4359b67e75f3d9ccc7267b49 Mon Sep 17 00:00:00 2001 From: httpdigest Date: Fri, 29 Oct 2021 14:29:08 +0200 Subject: [PATCH] Refactor downsample compute shader separate individual mip algorithms into functions. --- .../shader/downsampling/downsample.cs.glsl | 51 +++++++++++++------ 1 file changed, 35 insertions(+), 16 deletions(-) diff --git a/res/org/lwjgl/demo/opengl/shader/downsampling/downsample.cs.glsl b/res/org/lwjgl/demo/opengl/shader/downsampling/downsample.cs.glsl index ee2a8429..482eb8aa 100644 --- a/res/org/lwjgl/demo/opengl/shader/downsampling/downsample.cs.glsl +++ b/res/org/lwjgl/demo/opengl/shader/downsampling/downsample.cs.glsl @@ -32,28 +32,25 @@ int unpack(int x) { shared vec4 sm[4][4]; -void main(void) { +void mip1(ivec2 i, inout vec4 t) { + // compute mip 1 using linear filtering + /* + * We just use a sampler with linear filter and + * sample exactly between four texels. + */ ivec2 ts = textureSize(baseImage, 0); - // the actual size of our work items is only half the baseImage size, because for the first mip level // each work item already uses linear filtering with a sampler to gather a 2x2 texel average ivec2 s = ts / ivec2(2); - - // Compute the (x, y) coordinates of the current work item within its workgroup using z-order curve - ivec2 l = ivec2(unpack(int(gl_LocalInvocationID.x)), - unpack(int(gl_LocalInvocationID.x >> 1u))); - - // Compute the global (x, y) coordinate of this work item - ivec2 i = ivec2(gl_WorkGroupID.xy) * ivec2(16) + l; - - // compute mip 1 using linear filtering if (i.x >= s.x || i.y >= s.y) return; // Compute a texture coordinate right at the corner between four texels vec2 tc = (vec2(i * 2) + vec2(1.0)) / vec2(ts); - vec4 t = textureLod(baseImage, tc, 0.0); + t = textureLod(baseImage, tc, 0.0); imageStore(mips[0], i, t); +} +void mip2(ivec2 i, inout vec4 t) { // compute mip 2 using subgroup quad sharing /* * The trick here is to assume a 1:1 correspondence between subgroup invocation ids @@ -68,19 +65,23 @@ void main(void) { t = (t + h + v + d) * vec4(0.25); if ((gl_SubgroupInvocationID & 3) == 0) imageStore(mips[1], i/ivec2(2), t); +} +void mip3(ivec2 i, inout vec4 t) { // compute mip 3 using subgroup xor shuffles /* * The trick here is to exchange information between subgroup items with a stride * of 4 items. In order to do this, we have subgroupShuffleXor(). */ - h = subgroupShuffleXor(t, 4); - v = subgroupShuffleXor(t, 8); - d = subgroupShuffleXor(t, 12); + vec4 h = subgroupShuffleXor(t, 4); + vec4 v = subgroupShuffleXor(t, 8); + vec4 d = subgroupShuffleXor(t, 12); t = (t + h + v + d) * vec4(0.25); if ((gl_SubgroupInvocationID & 15) == 0) imageStore(mips[2], i/ivec2(4), t); +} +void mip4(ivec2 l, ivec2 i, inout vec4 t) { // compute mip 4 using shared memory /* * For mip 4 we essentially have 8x8 work items. @@ -94,12 +95,14 @@ void main(void) { t = (sm[smc.x][smc.y] + sm[smi.x][smc.y] + sm[smc.x][smi.y] + sm[smi.x][smi.y]) * 0.25; imageStore(mips[3], i/ivec2(8), t); } +} +void mip5(ivec2 l, ivec2 i, vec4 t) { // compute mip 5 also using shared memory /* * For mip 5 we have 16x16 work items. */ - smc = l / ivec2(8); + ivec2 smc = l / ivec2(8); if ((l.x & 7) == 0 && (l.y & 7) == 0) sm[smc.x][smc.y] = t; barrier(); @@ -108,3 +111,19 @@ void main(void) { imageStore(mips[4], i/ivec2(16), t); } } + +void main(void) { + // Compute the (x, y) coordinates of the current work item within its workgroup using z-order curve + ivec2 l = ivec2(unpack(int(gl_LocalInvocationID.x)), + unpack(int(gl_LocalInvocationID.x >> 1u))); + + // Compute the global (x, y) coordinate of this work item + ivec2 i = ivec2(gl_WorkGroupID.xy) * ivec2(16) + l; + + vec4 t = vec4(0.0); + mip1(i, t); + mip2(i, t); + mip3(i, t); + mip4(l, i, t); + mip5(l, i, t); +}