Fix various places in deferred shading example that assumed programCount >= 4.

This gets deferred closer to working with the scalar target, but there are still
some issues.  (Partially in gamma correction / final clamping, it seems.)

This fix causes a ~0.5% performance degradation with e.g. the AVX target, 
though it's not clear that it's worth having a separate code path in order to
not lose this small amount of perf.

(Partially addresses issue #167)
This commit is contained in:
Matt Pharr
2012-01-31 11:46:33 -08:00
parent f73abb05a7
commit ea027a95a8

View File

@@ -158,38 +158,22 @@ IntersectLightsWithTileMinMax(
uniform float gBufferScale_x = 0.5f * (float)gBufferWidth;
uniform float gBufferScale_y = 0.5f * (float)gBufferHeight;
// Parallize across frustum planes.
// We really only have four side planes here, but write the code to
// handle programCount > 4 robustly
uniform float frustumPlanes_xy[programCount];
uniform float frustumPlanes_z[programCount];
uniform float frustumPlanes_xy[4] = {
-(cameraProj_11 * gBufferScale_x),
(cameraProj_11 * gBufferScale_x),
(cameraProj_22 * gBufferScale_y),
-(cameraProj_22 * gBufferScale_y) };
uniform float frustumPlanes_z[4] = {
tileEndX - gBufferScale_x,
-tileStartX + gBufferScale_x,
tileEndY - gBufferScale_y,
-tileStartY + gBufferScale_y };
// TODO: If programIndex < 4 here? Don't care about masking off the
// rest but if interleaving ("x2" modes) the other lanes should ideally
// not be emitted...
{
// This one is totally constant over the whole screen... worth pulling it up at all?
float frustumPlanes_xy_v;
frustumPlanes_xy_v = insert(frustumPlanes_xy_v, 0, -(cameraProj_11 * gBufferScale_x));
frustumPlanes_xy_v = insert(frustumPlanes_xy_v, 1, (cameraProj_11 * gBufferScale_x));
frustumPlanes_xy_v = insert(frustumPlanes_xy_v, 2, (cameraProj_22 * gBufferScale_y));
frustumPlanes_xy_v = insert(frustumPlanes_xy_v, 3, -(cameraProj_22 * gBufferScale_y));
float frustumPlanes_z_v;
frustumPlanes_z_v = insert(frustumPlanes_z_v, 0, tileEndX - gBufferScale_x);
frustumPlanes_z_v = insert(frustumPlanes_z_v, 1, -tileStartX + gBufferScale_x);
frustumPlanes_z_v = insert(frustumPlanes_z_v, 2, tileEndY - gBufferScale_y);
frustumPlanes_z_v = insert(frustumPlanes_z_v, 3, -tileStartY + gBufferScale_y);
// Normalize
float norm = rsqrt(frustumPlanes_xy_v * frustumPlanes_xy_v +
frustumPlanes_z_v * frustumPlanes_z_v);
frustumPlanes_xy_v *= norm;
frustumPlanes_z_v *= norm;
// Save out for uniform use later
frustumPlanes_xy[programIndex] = frustumPlanes_xy_v;
frustumPlanes_z[programIndex] = frustumPlanes_z_v;
for (uniform int i = 0; i < 4; ++i) {
uniform float norm = rsqrt(frustumPlanes_xy[i] * frustumPlanes_xy[i] +
frustumPlanes_z[i] * frustumPlanes_z[i]);
frustumPlanes_xy[i] *= norm;
frustumPlanes_z[i] *= norm;
}
uniform int32 tileNumLights = 0;
@@ -601,30 +585,20 @@ SplitTileMinMax(
uniform float gBufferScale_x = 0.5f * (float)gBufferWidth;
uniform float gBufferScale_y = 0.5f * (float)gBufferHeight;
// Parallize across frustum planes
// Only have 2 frustum split planes here so may not be worth it, but
// we'll do it for now for consistency
uniform float frustumPlanes_xy[programCount];
uniform float frustumPlanes_z[programCount];
// This one is totally constant over the whole screen... worth pulling it up at all?
float frustumPlanes_xy_v;
frustumPlanes_xy_v = insert(frustumPlanes_xy_v, 0, -(cameraProj_11 * gBufferScale_x));
frustumPlanes_xy_v = insert(frustumPlanes_xy_v, 1, (cameraProj_22 * gBufferScale_y));
float frustumPlanes_z_v;
frustumPlanes_z_v = insert(frustumPlanes_z_v, 0, tileMidX - gBufferScale_x);
frustumPlanes_z_v = insert(frustumPlanes_z_v, 1, tileMidY - gBufferScale_y);
uniform float frustumPlanes_xy[2] = { -(cameraProj_11 * gBufferScale_x),
(cameraProj_22 * gBufferScale_y) };
uniform float frustumPlanes_z[2] = { tileMidX - gBufferScale_x,
tileMidY - gBufferScale_y };
// Normalize
float norm = rsqrt(frustumPlanes_xy_v * frustumPlanes_xy_v +
frustumPlanes_z_v * frustumPlanes_z_v);
frustumPlanes_xy_v *= norm;
frustumPlanes_z_v *= norm;
// Save out for uniform use later
frustumPlanes_xy[programIndex] = frustumPlanes_xy_v;
frustumPlanes_z[programIndex] = frustumPlanes_z_v;
uniform float norm[2] = { rsqrt(frustumPlanes_xy[0] * frustumPlanes_xy[0] +
frustumPlanes_z[0] * frustumPlanes_z[0]),
rsqrt(frustumPlanes_xy[1] * frustumPlanes_xy[1] +
frustumPlanes_z[1] * frustumPlanes_z[1]) };
frustumPlanes_xy[0] *= norm[0];
frustumPlanes_xy[1] *= norm[1];
frustumPlanes_z[0] *= norm[0];
frustumPlanes_z[1] *= norm[1];
// Initialize
uniform int32 subtileLightOffset[4];