From 64ac964dfc06c56653847bb74984db6346bf5216 Mon Sep 17 00:00:00 2001 From: Ivan 'provod' Avdeev Date: Sat, 11 Feb 2023 12:12:57 -0800 Subject: [PATCH] rt: make indirect light run at half res --- ref_vk/shaders/bounce.comp | 6 ++++-- ref_vk/shaders/denoiser.comp | 20 ++++++++++++++------ 2 files changed, 18 insertions(+), 8 deletions(-) diff --git a/ref_vk/shaders/bounce.comp b/ref_vk/shaders/bounce.comp index 762236a8..a3f9c2e8 100644 --- a/ref_vk/shaders/bounce.comp +++ b/ref_vk/shaders/bounce.comp @@ -164,9 +164,11 @@ void computeBounce(ivec2 pix, vec3 direction, out vec3 diffuse, out vec3 specula } } +const int INDIRECT_SCALE = 2; + void main() { const ivec2 pix = ivec2(gl_GlobalInvocationID); - const ivec2 res = ivec2(imageSize(out_indirect_diffuse)); + const ivec2 res = ivec2(imageSize(out_indirect_diffuse)) / INDIRECT_SCALE; if (any(greaterThanEqual(pix, res))) { return; } @@ -179,7 +181,7 @@ void main() { rand01_state = ubo.ubo.random_seed + pix.x * 1833 + pix.y * 31337 + 12; vec3 diffuse, specular; - computeBounce(pix, direction, diffuse, specular); + computeBounce(pix * INDIRECT_SCALE, direction, diffuse, specular); imageStore(out_indirect_diffuse, pix, vec4(diffuse, 0.f)); imageStore(out_indirect_specular, pix, vec4(specular, 0.f)); } diff --git a/ref_vk/shaders/denoiser.comp b/ref_vk/shaders/denoiser.comp index 71e4e684..0c1429b2 100644 --- a/ref_vk/shaders/denoiser.comp +++ b/ref_vk/shaders/denoiser.comp @@ -36,6 +36,7 @@ layout(set = 0, binding = 15, rgba16f) uniform image2D prev_temporal_diffuse; layout(set = 0, binding = 16, rgba16f) uniform image2D out_temporal_specular; layout(set = 0, binding = 17, rgba16f) uniform image2D prev_temporal_specular; +const int INDIRECT_SCALE = 2; //layout(set = 0, binding = 2, rgba16f) uniform readonly image2D light_poly_diffuse; /* layout(set = 0, binding = 3, rgba16f) uniform readonly image2D specular; */ @@ -102,6 +103,7 @@ Components blurSamples(const ivec2 res, const ivec2 pix) { float indirect_diffuse_total = 0.; float specular_total = 0.; + const ivec2 res_scaled = res / INDIRECT_SCALE; for (int x = -KERNEL_SIZE; x <= KERNEL_SIZE; ++x) for (int y = -KERNEL_SIZE; y <= KERNEL_SIZE; ++y) { const ivec2 p = pix + ivec2(x, y); @@ -122,7 +124,7 @@ Components blurSamples(const ivec2 res, const ivec2 pix) { const vec4 sample_pos = imageLoad(position_t, p); // FIXME what are these magic numbers? - scale *= smoothstep(4. * center_pos.w / 100., 0., distance(center_pos.xyz, sample_pos.xyz)); + scale *= smoothstep(center_pos.w * 4. / 100., 0., distance(center_pos.xyz, sample_pos.xyz)); if ( scale <= 0. ) continue; @@ -138,10 +140,14 @@ Components blurSamples(const ivec2 res, const ivec2 pix) { if (all(lessThan(abs(ivec2(x, y)), ivec2(INDIRECT_DIFFUSE_KERNEL)))) { - const float indirect_diffuse_scale = scale * normpdf(x, indirect_diffuse_sigma) * normpdf(y, indirect_diffuse_sigma); - indirect_diffuse_total += indirect_diffuse_scale; + const ivec2 pscaled = pix / INDIRECT_SCALE + ivec2(x, y); - c.indirect_diffuse += imageLoad(indirect_diffuse, p).rgb * indirect_diffuse_scale; + if (all(lessThan(pscaled, res_scaled)) && all(greaterThanEqual(pscaled, ivec2(0)))) { + const float indirect_diffuse_scale = scale * normpdf(x, indirect_diffuse_sigma) * normpdf(y, indirect_diffuse_sigma); + indirect_diffuse_total += indirect_diffuse_scale; + + c.indirect_diffuse += imageLoad(indirect_diffuse, pscaled).rgb * indirect_diffuse_scale; + } } if (all(lessThan(abs(ivec2(x, y)), ivec2(SPECULAR_KERNEL)))) @@ -151,7 +157,8 @@ Components blurSamples(const ivec2 res, const ivec2 pix) { c.direct_specular += imageLoad(light_poly_specular, p).rgb * specular_scale; c.direct_specular += imageLoad(light_point_specular, p).rgb * specular_scale; - c.indirect_specular += imageLoad(indirect_specular, p).rgb * specular_scale; + + c.indirect_specular += imageLoad(indirect_specular, p / INDIRECT_SCALE).rgb * specular_scale; } } @@ -194,6 +201,7 @@ void main() { //imageStore(out_dest, pix, vec4((imageLoad(light_poly, pix).rgb * base_color_a.rgb), 0.)); return; //imageStore(out_dest, pix, vec4(imageLoad(normals, pix)*.5 + .5f)); return; //imageStore(out_dest, pix, vec4(imageLoad(specular, pix)*.5 + .5f)); return; + //imageStore(out_dest, pix, vec4(imageLoad(indirect_diffuse, pix)*.5 + .5f)); return; //imageStore(out_dest, pix, vec4(aces_tonemap(imageLoad(light_poly, pix).rgb), 0.)); return; //imageStore(out_dest, pix, vec4(aces_tonemap(imageLoad(specular, pix).rgb), 0.)); return; //imageStore(out_dest, pix, vec4(aces_tonemap(imageLoad(indirect_diffuse, pix).rgb), 0.)); return; @@ -264,7 +272,7 @@ void main() { imageStore(out_temporal_specular, pix, vec4(specular, 0./*unused*/)); colour = diffuse + specular; - //imageStore(out_dest, pix, vec4(LINEARtoSRGB(colour), 0.)); return; + //imageStore(out_dest, pix, vec4(LINEARtoSRGB(diffuse), 0.)); return; } const vec4 base_color_a = imageLoad(base_color_a, pix);