Overhaul compute shader based environment roughness calculation to improve performance and quality
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@@ -1375,7 +1375,7 @@ void CopyEffects::octmap_roughness(RID p_source_rd_texture, RID p_dest_texture,
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// Remap to perceptual-roughness^2 to create more detail in lower mips and match the mapping of octmap_filter.
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roughness.push_constant.roughness = p_roughness * p_roughness;
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roughness.push_constant.sample_count = p_sample_count;
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roughness.push_constant.sample_count = MIN(p_sample_count, 64u);
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roughness.push_constant.source_size = p_source_size;
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roughness.push_constant.dest_size = p_dest_size;
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roughness.push_constant.use_direct_write = p_roughness == 0.0;
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@@ -1432,7 +1432,7 @@ void CopyEffects::octmap_roughness_raster(RID p_source_rd_texture, RID p_dest_fr
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memset(&roughness.push_constant, 0, sizeof(OctmapRoughnessPushConstant));
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roughness.push_constant.roughness = p_roughness * p_roughness; // Shader expects roughness, not perceptual roughness, so multiply before passing in.
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roughness.push_constant.sample_count = p_sample_count;
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roughness.push_constant.sample_count = MAX(uint32_t(float(p_sample_count * 4u) * roughness.push_constant.roughness), 4u);
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roughness.push_constant.source_size = p_source_size;
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roughness.push_constant.dest_size = p_dest_size;
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roughness.push_constant.use_direct_write = p_roughness == 0.0;
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@@ -8,6 +8,8 @@
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layout(local_size_x = GROUP_SIZE, local_size_y = GROUP_SIZE, local_size_z = 1) in;
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shared vec4 samples[GROUP_SIZE * GROUP_SIZE * 4]; // Up to 256 samples supported. Should never need more than that.
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layout(set = 0, binding = 0) uniform sampler2D source_oct;
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layout(OCTMAP_FORMAT, set = 1, binding = 0) uniform restrict writeonly image2D dest_octmap;
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@@ -17,44 +19,64 @@ layout(OCTMAP_FORMAT, set = 1, binding = 0) uniform restrict writeonly image2D d
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void main() {
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uvec2 id = gl_GlobalInvocationID.xy;
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if (id.x < params.dest_size && id.y < params.dest_size) {
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vec2 inv_source_size = 1.0 / vec2(params.source_size);
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vec2 inv_dest_size = 1.0 / vec2(params.dest_size);
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vec2 uv = (vec2(id.xy) + 0.5) * inv_dest_size;
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if (params.use_direct_write) {
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vec2 inv_source_size = 1.0 / vec2(params.source_size);
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vec2 inv_dest_size = 1.0 / vec2(params.dest_size);
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vec2 uv = (vec2(id.xy) + 0.5) * inv_dest_size;
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if (params.use_direct_write) {
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if (id.x < params.dest_size && id.y < params.dest_size) {
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imageStore(dest_octmap, ivec2(id), vec4(texture(source_oct, uv).rgb, 1.0));
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} else {
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}
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} else {
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float solid_angle_texel = 4.0 * M_PI / float(params.dest_size * params.dest_size);
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float roughness2 = params.roughness * params.roughness;
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float roughness4 = roughness2 * roughness2;
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uint scaled_samples = max(uint(float(params.sample_count * 4) * params.roughness), 4);
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// This effectively rounds the sample count up to the nearest (GROUP_SIZE * GROUP_SIZE).
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uint samples_per_thread = max(1, ((scaled_samples) / (GROUP_SIZE * GROUP_SIZE)));
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uint total_samples = samples_per_thread * (GROUP_SIZE * GROUP_SIZE);
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for (uint local_sample = 0; local_sample < samples_per_thread; local_sample++) {
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uint sample_idx = local_sample * (GROUP_SIZE * GROUP_SIZE) + gl_LocalInvocationIndex;
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vec2 xi = Hammersley(sample_idx, total_samples);
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vec3 H_local = ImportanceSampleGGX(xi, roughness4);
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float NdotH = H_local.z;
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vec3 L_local = 2.0 * NdotH * H_local - vec3(0.0, 0.0, 1.0);
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float ndotl = L_local.z;
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if (ndotl > 0.0) {
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float D = DistributionGGX(NdotH, roughness4);
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float pdf = D * NdotH / (4.0 * NdotH) + 0.0001;
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float solid_angle_sample = 1.0 / (float(total_samples) * pdf + 0.0001);
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float mipLevel = 0.5 * log2(solid_angle_sample / solid_angle_texel);
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samples[sample_idx] = vec4(L_local, mipLevel);
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} else {
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samples[sample_idx] = vec4(-1.0);
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}
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}
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memoryBarrierShared();
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barrier();
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if (id.x < params.dest_size && id.y < params.dest_size) {
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vec3 N = oct_to_vec3_with_border(uv, params.border_size.y);
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vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
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float solid_angle_texel = 4.0 * M_PI / float(params.dest_size * params.dest_size);
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float roughness2 = params.roughness * params.roughness;
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float roughness4 = roughness2 * roughness2;
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vec3 UpVector = abs(N.y) < 0.999 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, 0.0, 1.0);
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vec3 UpVector = abs(N.y) < 0.99999 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, 0.0, 1.0);
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mat3 T;
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T[0] = normalize(cross(UpVector, N));
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T[1] = cross(N, T[0]);
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T[2] = N;
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for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
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vec2 xi = Hammersley(sampleNum, params.sample_count);
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vec3 H = T * ImportanceSampleGGX(xi, roughness4);
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float NdotH = dot(N, H);
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vec3 L = (2.0 * NdotH * H - N);
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float ndotl = clamp(dot(N, L), 0.0, 1.0);
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for (uint i = 0; i < total_samples; i++) {
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vec4 s = samples[i];
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float ndotl = s.z;
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if (ndotl > 0.0) {
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float D = DistributionGGX(NdotH, roughness4);
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float pdf = D * NdotH / (4.0 * NdotH) + 0.0001;
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float solid_angle_sample = 1.0 / (float(params.sample_count) * pdf + 0.0001);
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float mipLevel = params.roughness == 0.0 ? 0.0 : 0.5 * log2(solid_angle_sample / solid_angle_texel);
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vec2 sample_uv = vec3_to_oct_with_border(L, params.border_size);
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sum.rgb += textureLod(source_oct, sample_uv, mipLevel).rgb * ndotl;
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vec3 L_world = T * s.xyz;
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vec2 sample_uv = vec3_to_oct_with_border(L_world, params.border_size);
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sum.rgb += textureLod(source_oct, sample_uv, s.w).rgb * ndotl;
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sum.a += ndotl;
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}
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}
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