Rapid descent

- Implement single (but actually 2) pass downsampling
This commit is contained in:
Jozufozu 2024-09-12 21:32:13 -07:00
parent a527af513f
commit ddb0450105
7 changed files with 372 additions and 60 deletions

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@ -30,8 +30,9 @@ public class IndirectPrograms extends AtomicReferenceCounted {
private static final ResourceLocation CULL_SHADER_MAIN = Flywheel.rl("internal/indirect/cull.glsl"); private static final ResourceLocation CULL_SHADER_MAIN = Flywheel.rl("internal/indirect/cull.glsl");
private static final ResourceLocation APPLY_SHADER_MAIN = Flywheel.rl("internal/indirect/apply.glsl"); private static final ResourceLocation APPLY_SHADER_MAIN = Flywheel.rl("internal/indirect/apply.glsl");
private static final ResourceLocation SCATTER_SHADER_MAIN = Flywheel.rl("internal/indirect/scatter.glsl"); private static final ResourceLocation SCATTER_SHADER_MAIN = Flywheel.rl("internal/indirect/scatter.glsl");
private static final ResourceLocation DEPTH_REDUCE_SHADER_MAIN = Flywheel.rl("internal/indirect/depth_reduce.glsl"); private static final ResourceLocation DOWNSAMPLE_FIRST = Flywheel.rl("internal/indirect/downsample_first.glsl");
public static final List<ResourceLocation> UTIL_SHADERS = List.of(APPLY_SHADER_MAIN, SCATTER_SHADER_MAIN, DEPTH_REDUCE_SHADER_MAIN); private static final ResourceLocation DOWNSAMPLE_SECOND = Flywheel.rl("internal/indirect/downsample_second.glsl");
public static final List<ResourceLocation> UTIL_SHADERS = List.of(APPLY_SHADER_MAIN, SCATTER_SHADER_MAIN, DOWNSAMPLE_FIRST, DOWNSAMPLE_SECOND);
private static final Compile<InstanceType<?>> CULL = new Compile<>(); private static final Compile<InstanceType<?>> CULL = new Compile<>();
private static final Compile<ResourceLocation> UTIL = new Compile<>(); private static final Compile<ResourceLocation> UTIL = new Compile<>();
@ -184,9 +185,14 @@ public class IndirectPrograms extends AtomicReferenceCounted {
return utils.get(SCATTER_SHADER_MAIN); return utils.get(SCATTER_SHADER_MAIN);
} }
public GlProgram getDepthReduceProgram() { public GlProgram getDownsampleFirstProgram() {
return utils.get(DEPTH_REDUCE_SHADER_MAIN); return utils.get(DOWNSAMPLE_FIRST);
} }
public GlProgram getDownsampleSecondProgram() {
return utils.get(DOWNSAMPLE_SECOND);
}
@Override @Override
protected void _delete() { protected void _delete() {
pipeline.values() pipeline.values()

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@ -11,15 +11,17 @@ import dev.engine_room.flywheel.lib.math.MoreMath;
import net.minecraft.client.Minecraft; import net.minecraft.client.Minecraft;
public class DepthPyramid { public class DepthPyramid {
private final GlProgram depthReduceProgram; private final GlProgram downsampleFirstProgram;
private final GlProgram downsampleSecondProgram;
public int pyramidTextureId = -1; public int pyramidTextureId = -1;
private int lastWidth = -1; private int lastWidth = -1;
private int lastHeight = -1; private int lastHeight = -1;
public DepthPyramid(GlProgram depthReduceProgram) { public DepthPyramid(GlProgram downsampleFirstProgram, GlProgram downsampleSecondProgram) {
this.depthReduceProgram = depthReduceProgram; this.downsampleFirstProgram = downsampleFirstProgram;
this.downsampleSecondProgram = downsampleSecondProgram;
} }
public void generate() { public void generate() {
@ -37,26 +39,43 @@ public class DepthPyramid {
GL46.glMemoryBarrier(GL46.GL_FRAMEBUFFER_BARRIER_BIT); GL46.glMemoryBarrier(GL46.GL_FRAMEBUFFER_BARRIER_BIT);
GlTextureUnit.T1.makeActive(); GlTextureUnit.T0.makeActive();
GlStateManager._bindTexture(depthBufferId);
depthReduceProgram.bind(); downsampleFirstProgram.bind();
downsampleFirstProgram.setUInt("max_mip_level", mipLevels);
for (int i = 0; i < mipLevels; i++) { for (int i = 0; i < Math.min(6, mipLevels); i++) {
int mipWidth = mipSize(width, i); GL46.glBindImageTexture(i + 1, pyramidTextureId, i, false, 0, GL32.GL_WRITE_ONLY, GL32.GL_R32F);
int mipHeight = mipSize(height, i); }
int srcTexture = (i == 0) ? depthBufferId : pyramidTextureId; GL46.glDispatchCompute(MoreMath.ceilingDiv(width << 1, 64), MoreMath.ceilingDiv(height << 1, 64), 1);
GlStateManager._bindTexture(srcTexture);
GL46.glBindImageTexture(0, pyramidTextureId, i, false, 0, GL32.GL_WRITE_ONLY, GL32.GL_R32F); if (mipLevels < 7) {
GL46.glMemoryBarrier(GL46.GL_TEXTURE_FETCH_BARRIER_BIT);
depthReduceProgram.setVec2("imageSize", mipWidth, mipHeight); return;
depthReduceProgram.setInt("lod", Math.max(0, i - 1)); }
GL46.glDispatchCompute(MoreMath.ceilingDiv(mipWidth, 8), MoreMath.ceilingDiv(mipHeight, 8), 1); GL46.glMemoryBarrier(GL46.GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
downsampleSecondProgram.bind();
downsampleSecondProgram.setUInt("max_mip_level", mipLevels);
// Note: mip_6 in the shader is actually mip level 5 in the texture
GL46.glBindImageTexture(0, pyramidTextureId, 5, false, 0, GL32.GL_READ_ONLY, GL32.GL_R32F);
for (int i = 6; i < Math.min(12, mipLevels); i++) {
GL46.glBindImageTexture(i - 5, pyramidTextureId, i, false, 0, GL32.GL_WRITE_ONLY, GL32.GL_R32F);
}
GL46.glDispatchCompute(1, 1, 1);
GL46.glMemoryBarrier(GL46.GL_TEXTURE_FETCH_BARRIER_BIT); GL46.glMemoryBarrier(GL46.GL_TEXTURE_FETCH_BARRIER_BIT);
} }
public void bindForCull() {
GlTextureUnit.T0.makeActive();
GlStateManager._bindTexture(pyramidTextureId);
} }
public void delete() { public void delete() {

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@ -12,8 +12,6 @@ import java.util.HashMap;
import java.util.List; import java.util.List;
import java.util.Map; import java.util.Map;
import org.lwjgl.opengl.GL46;
import dev.engine_room.flywheel.api.backend.Engine; import dev.engine_room.flywheel.api.backend.Engine;
import dev.engine_room.flywheel.api.instance.Instance; import dev.engine_room.flywheel.api.instance.Instance;
import dev.engine_room.flywheel.api.instance.InstanceType; import dev.engine_room.flywheel.api.instance.InstanceType;
@ -63,7 +61,7 @@ public class IndirectDrawManager extends DrawManager<IndirectInstancer<?>> {
lightBuffers = new LightBuffers(); lightBuffers = new LightBuffers();
matrixBuffer = new MatrixBuffer(); matrixBuffer = new MatrixBuffer();
depthPyramid = new DepthPyramid(programs.getDepthReduceProgram()); depthPyramid = new DepthPyramid(programs.getDownsampleFirstProgram(), programs.getDownsampleSecondProgram());
} }
@Override @Override
@ -151,8 +149,7 @@ public class IndirectDrawManager extends DrawManager<IndirectInstancer<?>> {
matrixBuffer.bind(); matrixBuffer.bind();
GL46.glActiveTexture(GL46.GL_TEXTURE0); depthPyramid.bindForCull();
GL46.glBindTexture(GL46.GL_TEXTURE_2D, depthPyramid.pyramidTextureId);
for (var group : cullingGroups.values()) { for (var group : cullingGroups.values()) {
group.dispatchCull(); group.dispatchCull();
@ -185,6 +182,8 @@ public class IndirectDrawManager extends DrawManager<IndirectInstancer<?>> {
crumblingDrawBuffer.delete(); crumblingDrawBuffer.delete();
programs.release(); programs.release();
depthPyramid.delete();
} }
public void renderCrumbling(List<Engine.CrumblingBlock> crumblingBlocks) { public void renderCrumbling(List<Engine.CrumblingBlock> crumblingBlocks) {

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@ -1,31 +0,0 @@
layout(local_size_x = 8, local_size_y = 8) in;
layout(binding = 0, r32f) uniform writeonly image2D outImage;
layout(binding = 1) uniform sampler2D inImage;
uniform vec2 imageSize;
uniform int lod;
uniform int useMin = 0;
void main() {
uvec2 pos = gl_GlobalInvocationID.xy;
// Map the output texel to an input texel. Properly do the division because generating mip0 maps from the actual
// full resolution depth buffer and the aspect ratio may be different from our Po2 pyramid.
ivec2 samplePos = ivec2(floor(vec2(pos) * vec2(textureSize(inImage, lod)) / imageSize));
float depth01 = texelFetchOffset(inImage, samplePos, lod, ivec2(0, 1)).r;
float depth11 = texelFetchOffset(inImage, samplePos, lod, ivec2(1, 1)).r;
float depth10 = texelFetchOffset(inImage, samplePos, lod, ivec2(1, 0)).r;
float depth00 = texelFetchOffset(inImage, samplePos, lod, ivec2(0, 0)).r;
float depth;
if (useMin == 0) {
depth = max(max(depth00, depth01), max(depth10, depth11));
} else {
depth = min(min(depth00, depth01), min(depth10, depth11));
}
imageStore(outImage, ivec2(pos), vec4(depth));
}

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@ -0,0 +1,33 @@
layout(local_size_x = 256) in;
uniform uint max_mip_level;
/// Generates a hierarchical depth buffer.
/// Based on FidelityFX SPD v2.1 https://github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK/blob/d7531ae47d8b36a5d4025663e731a47a38be882f/sdk/include/FidelityFX/gpu/spd/ffx_spd.h#L528
/// Based on Bevy's more readable implementation https://github.com/JMS55/bevy/blob/ca2c8e63b9562f88c8cd7e1d88a17a4eea20aaf4/crates/bevy_pbr/src/meshlet/downsample_depth.wgsl
shared float[16][16] intermediate_memory;
// These are builtins in wgsl but we can trivially emulate them.
uint extractBits(uint e, uint offset, uint count) {
return (e >> offset) & ((1u << count) - 1u);
}
uint insertBits(uint e, uint newbits, uint offset, uint count) {
uint countMask = ((1u << count) - 1u);
// zero out the bits we're going to replace first
return (e & ~(countMask << offset)) | ((newbits & countMask) << offset);
}
// I do not understand how this works but it seems cool.
uvec2 remap_for_wave_reduction(uint a) {
return uvec2(
insertBits(extractBits(a, 2u, 3u), a, 0u, 1u),
insertBits(extractBits(a, 3u, 3u), extractBits(a, 1u, 2u), 0u, 2u)
);
}
float reduce_4(vec4 v) {
return max(max(v.x, v.y), max(v.z, v.w));
}

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@ -0,0 +1,150 @@
#include "flywheel:internal/indirect/downsample.glsl"
layout(binding = 0) uniform sampler2D mip_0;
layout(binding = 1, r32f) uniform writeonly image2D mip_1;
layout(binding = 2, r32f) uniform writeonly image2D mip_2;
layout(binding = 3, r32f) uniform writeonly image2D mip_3;
layout(binding = 4, r32f) uniform writeonly image2D mip_4;
layout(binding = 5, r32f) uniform writeonly image2D mip_5;
layout(binding = 6, r32f) uniform writeonly image2D mip_6;
float reduce_load_mip_0(uvec2 tex) {
// NOTE: mip_0 is the actual depth buffer, and mip_1 is the "base" of our depth pyramid and has the next
// smallest Po2 dimensions to mip_1's dimensions. We dispatch enough invocations to cover the entire mip_1
// and will very likely oversample mip_0, but that's okay because we need to ensure conservative coverage.
// All following mip levels are proper halvings of their parents and will not waste any work.
vec2 uv = (vec2(tex) + 0.5) / vec2(imageSize(mip_1)) * 0.5;
return reduce_4(textureGather(mip_0, uv));
}
void downsample_mips_0_and_1(uint x, uint y, ivec2 workgroup_id, uint local_invocation_index) {
vec4 v;
ivec2 tex = workgroup_id * 64 + ivec2(x * 2u, y * 2u);
ivec2 pix = workgroup_id * 32 + ivec2(x, y);
v[0] = reduce_load_mip_0(tex);
imageStore(mip_1, pix, vec4(v[0]));
tex = workgroup_id * 64 + ivec2(x * 2u + 32u, y * 2u);
pix = workgroup_id * 32 + ivec2(x + 16u, y);
v[1] = reduce_load_mip_0(tex);
imageStore(mip_1, pix, vec4(v[1]));
tex = workgroup_id * 64 + ivec2(x * 2u, y * 2u + 32u);
pix = workgroup_id * 32 + ivec2(x, y + 16u);
v[2] = reduce_load_mip_0(tex);
imageStore(mip_1, pix, vec4(v[2]));
tex = workgroup_id * 64 + ivec2(x * 2u + 32u, y * 2u + 32u);
pix = workgroup_id * 32 + ivec2(x + 16u, y + 16u);
v[3] = reduce_load_mip_0(tex);
imageStore(mip_1, pix, vec4(v[3]));
if (max_mip_level <= 1u) { return; }
for (uint i = 0u; i < 4u; i++) {
intermediate_memory[x][y] = v[i];
barrier();
if (local_invocation_index < 64u) {
v[i] = reduce_4(vec4(
intermediate_memory[x * 2u + 0u][y * 2u + 0u],
intermediate_memory[x * 2u + 1u][y * 2u + 0u],
intermediate_memory[x * 2u + 0u][y * 2u + 1u],
intermediate_memory[x * 2u + 1u][y * 2u + 1u]
));
pix = (workgroup_id * 16) + ivec2(
x + (i % 2u) * 8u,
y + (i / 2u) * 8u
);
imageStore(mip_2, pix, vec4(v[i]));
}
barrier();
}
if (local_invocation_index < 64u) {
intermediate_memory[x + 0u][y + 0u] = v[0];
intermediate_memory[x + 8u][y + 0u] = v[1];
intermediate_memory[x + 0u][y + 8u] = v[2];
intermediate_memory[x + 8u][y + 8u] = v[3];
}
}
void downsample_mip_2(uint x, uint y, ivec2 workgroup_id, uint local_invocation_index) {
if (local_invocation_index < 64u) {
float v = reduce_4(vec4(
intermediate_memory[x * 2u + 0u][y * 2u + 0u],
intermediate_memory[x * 2u + 1u][y * 2u + 0u],
intermediate_memory[x * 2u + 0u][y * 2u + 1u],
intermediate_memory[x * 2u + 1u][y * 2u + 1u]
));
imageStore(mip_3, (workgroup_id * 8) + ivec2(x, y), vec4(v));
intermediate_memory[x * 2u + y % 2u][y * 2u] = v;
}
}
void downsample_mip_3(uint x, uint y, ivec2 workgroup_id, uint local_invocation_index) {
if (local_invocation_index < 16u) {
float v = reduce_4(vec4(
intermediate_memory[x * 4u + 0u + 0u][y * 4u + 0u],
intermediate_memory[x * 4u + 2u + 0u][y * 4u + 0u],
intermediate_memory[x * 4u + 0u + 1u][y * 4u + 2u],
intermediate_memory[x * 4u + 2u + 1u][y * 4u + 2u]
));
imageStore(mip_4, (workgroup_id * 4) + ivec2(x, y), vec4(v));
intermediate_memory[x * 4u + y][y * 4u] = v;
}
}
void downsample_mip_4(uint x, uint y, ivec2 workgroup_id, uint local_invocation_index) {
if (local_invocation_index < 4u) {
float v = reduce_4(vec4(
intermediate_memory[x * 8u + 0u + 0u + y * 2u][y * 8u + 0u],
intermediate_memory[x * 8u + 4u + 0u + y * 2u][y * 8u + 0u],
intermediate_memory[x * 8u + 0u + 1u + y * 2u][y * 8u + 4u],
intermediate_memory[x * 8u + 4u + 1u + y * 2u][y * 8u + 4u]
));
imageStore(mip_5, (workgroup_id * 2) + ivec2(x, y), vec4(v));
intermediate_memory[x + y * 2u][0u] = v;
}
}
void downsample_mip_5(ivec2 workgroup_id, uint local_invocation_index) {
if (local_invocation_index < 1u) {
float v = reduce_4(vec4(
intermediate_memory[0u][0u],
intermediate_memory[1u][0u],
intermediate_memory[2u][0u],
intermediate_memory[3u][0u]
));
imageStore(mip_6, workgroup_id, vec4(v));
}
}
void downsample_mips_2_to_5(uint x, uint y, ivec2 workgroup_id, uint local_invocation_index) {
if (max_mip_level <= 2u) { return; }
barrier();
downsample_mip_2(x, y, workgroup_id, local_invocation_index);
if (max_mip_level <= 3u) { return; }
barrier();
downsample_mip_3(x, y, workgroup_id, local_invocation_index);
if (max_mip_level <= 4u) { return; }
barrier();
downsample_mip_4(x, y, workgroup_id, local_invocation_index);
if (max_mip_level <= 5u) { return; }
barrier();
downsample_mip_5(workgroup_id, local_invocation_index);
}
void main() {
uvec2 sub_xy = remap_for_wave_reduction(gl_LocalInvocationIndex % 64u);
uint x = sub_xy.x + 8u * ((gl_LocalInvocationIndex >> 6u) % 2u);
uint y = sub_xy.y + 8u * (gl_LocalInvocationIndex >> 7u);
downsample_mips_0_and_1(x, y, ivec2(gl_WorkGroupID.xy), gl_LocalInvocationIndex);
downsample_mips_2_to_5(x, y, ivec2(gl_WorkGroupID.xy), gl_LocalInvocationIndex);
}

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@ -0,0 +1,136 @@
#include "flywheel:internal/indirect/downsample.glsl"
layout(binding = 0, r32f) uniform readonly image2D mip_6;
layout(binding = 1, r32f) uniform writeonly image2D mip_7;
layout(binding = 2, r32f) uniform writeonly image2D mip_8;
layout(binding = 3, r32f) uniform writeonly image2D mip_9;
layout(binding = 4, r32f) uniform writeonly image2D mip_10;
layout(binding = 5, r32f) uniform writeonly image2D mip_11;
layout(binding = 6, r32f) uniform writeonly image2D mip_12;
float reduce_load_mip_6(ivec2 tex) {
// NOTE: We could bind mip_6 as a sampler2D and use textureGather,
// but it's already written to as an image in the first pass so I think this is fine.
return reduce_4(vec4(
imageLoad(mip_6, tex + ivec2(0u, 0u)).r,
imageLoad(mip_6, tex + ivec2(0u, 1u)).r,
imageLoad(mip_6, tex + ivec2(1u, 0u)).r,
imageLoad(mip_6, tex + ivec2(1u, 1u)).r
));
}
void downsample_mips_6_and_7(uint x, uint y) {
vec4 v;
ivec2 tex = ivec2(x * 4u + 0u, y * 4u + 0u);
ivec2 pix = ivec2(x * 2u + 0u, y * 2u + 0u);
v[0] = reduce_load_mip_6(tex);
imageStore(mip_7, pix, vec4(v[0]));
tex = ivec2(x * 4u + 2u, y * 4u + 0u);
pix = ivec2(x * 2u + 1u, y * 2u + 0u);
v[1] = reduce_load_mip_6(tex);
imageStore(mip_7, pix, vec4(v[1]));
tex = ivec2(x * 4u + 0u, y * 4u + 2u);
pix = ivec2(x * 2u + 0u, y * 2u + 1u);
v[2] = reduce_load_mip_6(tex);
imageStore(mip_7, pix, vec4(v[2]));
tex = ivec2(x * 4u + 2u, y * 4u + 2u);
pix = ivec2(x * 2u + 1u, y * 2u + 1u);
v[3] = reduce_load_mip_6(tex);
imageStore(mip_7, pix, vec4(v[3]));
if (max_mip_level <= 7u) { return; }
float vr = reduce_4(v);
imageStore(mip_8, ivec2(x, y), vec4(vr));
intermediate_memory[x][y] = vr;
}
void downsample_mip_8(uint x, uint y, uint local_invocation_index) {
if (local_invocation_index < 64u) {
float v = reduce_4(vec4(
intermediate_memory[x * 2u + 0u][y * 2u + 0u],
intermediate_memory[x * 2u + 1u][y * 2u + 0u],
intermediate_memory[x * 2u + 0u][y * 2u + 1u],
intermediate_memory[x * 2u + 1u][y * 2u + 1u]
));
imageStore(mip_9, ivec2(x, y), vec4(v));
intermediate_memory[x * 2u + y % 2u][y * 2u] = v;
}
}
void downsample_mip_9(uint x, uint y, uint local_invocation_index) {
if (local_invocation_index < 16u) {
float v = reduce_4(vec4(
intermediate_memory[x * 4u + 0u + 0u][y * 4u + 0u],
intermediate_memory[x * 4u + 2u + 0u][y * 4u + 0u],
intermediate_memory[x * 4u + 0u + 1u][y * 4u + 2u],
intermediate_memory[x * 4u + 2u + 1u][y * 4u + 2u]
));
imageStore(mip_10, ivec2(x, y), vec4(v));
intermediate_memory[x * 4u + y][y * 4u] = v;
}
}
void downsample_mip_10(uint x, uint y, uint local_invocation_index) {
if (local_invocation_index < 4u) {
float v = reduce_4(vec4(
intermediate_memory[x * 8u + 0u + 0u + y * 2u][y * 8u + 0u],
intermediate_memory[x * 8u + 4u + 0u + y * 2u][y * 8u + 0u],
intermediate_memory[x * 8u + 0u + 1u + y * 2u][y * 8u + 4u],
intermediate_memory[x * 8u + 4u + 1u + y * 2u][y * 8u + 4u]
));
imageStore(mip_11, ivec2(x, y), vec4(v));
intermediate_memory[x + y * 2u][0u] = v;
}
}
void downsample_mip_11(uint local_invocation_index) {
if (local_invocation_index < 1u) {
float v = reduce_4(vec4(
intermediate_memory[0u][0u],
intermediate_memory[1u][0u],
intermediate_memory[2u][0u],
intermediate_memory[3u][0u]
));
imageStore(mip_12, ivec2(0u, 0u), vec4(v));
}
}
void downsample_mips_8_to_11(uint x, uint y, uint local_invocation_index) {
if (max_mip_level <= 8u) { return; }
barrier();
downsample_mip_8(x, y, local_invocation_index);
if (max_mip_level <= 9u) { return; }
barrier();
downsample_mip_9(x, y, local_invocation_index);
if (max_mip_level <= 10u) { return; }
barrier();
downsample_mip_10(x, y, local_invocation_index);
if (max_mip_level <= 11u) { return; }
barrier();
downsample_mip_11(local_invocation_index);
}
void downsample_depth_second() {
uvec2 sub_xy = remap_for_wave_reduction(gl_LocalInvocationIndex % 64u);
uint x = sub_xy.x + 8u * ((gl_LocalInvocationIndex >> 6u) % 2u);
uint y = sub_xy.y + 8u * (gl_LocalInvocationIndex >> 7u);
downsample_mips_6_and_7(x, y);
downsample_mips_8_to_11(x, y, gl_LocalInvocationIndex);
}
void main() {
downsample_depth_second();
}