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-rw-r--r--graphics/asymptote/base/shaders/blend.glsl111
-rw-r--r--graphics/asymptote/base/shaders/fragment.glsl48
-rw-r--r--graphics/asymptote/base/shaders/partialsum.glsl15
-rw-r--r--graphics/asymptote/base/shaders/postsum.glsl30
-rw-r--r--graphics/asymptote/base/shaders/presum.glsl8
-rw-r--r--graphics/asymptote/base/v3dheadertypes.asy2
-rw-r--r--graphics/asymptote/base/v3dtypes.asy2
7 files changed, 127 insertions, 89 deletions
diff --git a/graphics/asymptote/base/shaders/blend.glsl b/graphics/asymptote/base/shaders/blend.glsl
index f3bd26c393..629cc2dda5 100644
--- a/graphics/asymptote/base/shaders/blend.glsl
+++ b/graphics/asymptote/base/shaders/blend.glsl
@@ -1,7 +1,5 @@
-struct Fragment
-{
- vec4 color;
- float depth;
+layout(binding=0, std430) buffer sumBuffer {
+ uint sum[];
};
layout(binding=1, std430) buffer offsetBuffer {
@@ -13,12 +11,26 @@ layout(binding=2, std430) buffer countBuffer {
};
layout(binding=3, std430) buffer fragmentBuffer {
- Fragment fragment[];
+ vec4 fragment[];
+};
+
+layout(binding=4, std430) buffer depthBuffer {
+ float depth[];
+};
+
+layout(binding=5, std430) buffer opaqueBuffer {
+ vec4 opaqueColor[];
+};
+
+layout(binding=6, std430) buffer opaqueDepthBuffer {
+ float opaqueDepth[];
};
out vec4 outColor;
uniform uint width;
+uniform uint M;
+uniform uint r;
uniform vec4 background;
vec4 blend(vec4 outColor, vec4 color)
@@ -30,55 +42,90 @@ void main()
{
uint headIndex=uint(gl_FragCoord.y)*width+uint(gl_FragCoord.x);
uint size=count[headIndex];
+ float OpaqueDepth=opaqueDepth[headIndex];
if(size == 0u) {
#ifdef GPUINDEXING
offset[headIndex]=0u;
#endif
+ opaqueDepth[headIndex]=0.0;
discard;
}
- uint listIndex=offset[headIndex];
+
+ uint listIndex=
+#ifdef GPUINDEXING
+ sum[headIndex < r*(M+1u) ? headIndex/(M+1u) : (headIndex-r)/M]+
+#endif
+ offset[headIndex];
const uint maxSize=16u;
// Sort the fragments with respect to descending depth
if(size < maxSize) {
- Fragment sortedList[maxSize];
+ vec4 sortedColor[maxSize];
+ float sortedDepth[maxSize];
- sortedList[0]=fragment[listIndex];
- for(uint i=1u; i < size; i++) {
- Fragment temp=fragment[listIndex+i];
- float depth=temp.depth;
- uint j=i;
- Fragment f;
- while(f=sortedList[j-1u], j > 0u && depth > f.depth) {
- sortedList[j]=f;
- j--;
+ uint k=0u;
+
+ if(OpaqueDepth != 0.0)
+ while(k < size && depth[listIndex+k] >= OpaqueDepth)
+ ++k;
+
+ uint i=0u;
+ if(k < size) {
+ sortedColor[0]=fragment[listIndex+k];
+ sortedDepth[0]=depth[listIndex+k];
+ ++k;
+ i=1u;
+ while(true) {
+ if(OpaqueDepth != 0.0)
+ while(k < size && depth[listIndex+k] >= OpaqueDepth)
+ ++k;
+ if(k == size) break;
+ float D=depth[listIndex+k];
+ uint j=i;
+ float d;
+ while(j > 0u && D > sortedDepth[j-1u]) {
+ sortedColor[j]=sortedColor[j-1u];
+ sortedDepth[j]=sortedDepth[j-1u];
+ --j;
+ }
+ sortedColor[j]=fragment[listIndex+k];
+ sortedDepth[j]=D;
+ ++i;
+ ++k;
}
- sortedList[j]=temp;
}
-
- outColor=background;
- for(uint i=0u; i < size; i++)
- outColor=blend(outColor,sortedList[i].color);
+ outColor=OpaqueDepth != 0.0 ? opaqueColor[headIndex] : background;
+ for(uint j=0u; j < i; ++j)
+ outColor=blend(outColor,sortedColor[j]);
} else {
- for(uint i=1u; i < size; i++) {
- Fragment temp=fragment[listIndex+i];
- float depth=temp.depth;
+ uint k=0u;
+ if(OpaqueDepth != 0.0)
+ while(k < size && depth[listIndex+k] >= OpaqueDepth)
+ ++k;
+ for(uint i=k+1u; i < size; i++) {
+ vec4 temp=fragment[listIndex+i];
+ float D=depth[listIndex+i];
uint j=i;
- Fragment f;
- while(f=fragment[listIndex+j-1u], j > 0u && depth > f.depth) {
- fragment[listIndex+j]=f;
- j--;
+ while(j > 0u && D > depth[listIndex+j-1u]) {
+ fragment[listIndex+j]=fragment[listIndex+j-1u];
+ depth[listIndex+j]=depth[listIndex+j-1u];
+ --j;
}
fragment[listIndex+j]=temp;
+ depth[listIndex+j]=D;
}
- outColor=background;
+ outColor=OpaqueDepth != 0.0 ? opaqueColor[headIndex] : background;
uint stop=listIndex+size;
- for(uint i=listIndex; i < stop; i++)
- outColor=blend(outColor,fragment[i].color);
+ for(uint i=listIndex+k; i < stop; i++) {
+ if(OpaqueDepth == 0.0 || depth[i] < OpaqueDepth)
+ outColor=blend(outColor,fragment[i]);
+ }
}
+
count[headIndex]=0u;
+ opaqueDepth[headIndex]=0.0;
#ifdef GPUINDEXING
- offset[headIndex]=0u;
+ offset[headIndex]=0u;
#endif
}
diff --git a/graphics/asymptote/base/shaders/fragment.glsl b/graphics/asymptote/base/shaders/fragment.glsl
index 423ec679b2..5f60a56efd 100644
--- a/graphics/asymptote/base/shaders/fragment.glsl
+++ b/graphics/asymptote/base/shaders/fragment.glsl
@@ -29,10 +29,9 @@ float Roughness2; // roughness squared, for smoothing
float Roughness;
#ifdef HAVE_SSBO
-struct Fragment
-{
- vec4 color;
- float depth;
+
+layout(binding=0, std430) buffer sumBuffer {
+ uint sum[];
};
layout(binding=1, std430) buffer offsetBuffer {
@@ -44,10 +43,24 @@ layout(binding=2, std430) buffer countBuffer {
};
layout(binding=3, std430) buffer fragmentBuffer {
- Fragment fragment[];
+ vec4 fragment[];
+};
+
+layout(binding=4, std430) buffer depthBuffer {
+ float depth[];
+};
+
+layout(binding=5, std430) buffer opaqueBuffer {
+ vec4 opaqueColor[];
+};
+
+layout(binding=6, std430) buffer opaqueDepthBuffer {
+ float opaqueDepth[];
};
uniform uint width;
+uniform uint M;
+uniform uint r;
#endif
#ifdef NORMAL
@@ -244,15 +257,32 @@ void main()
outColor=emissive;
#endif
+#ifndef WIDTH
#ifdef HAVE_SSBO
uint headIndex=uint(gl_FragCoord.y)*width+uint(gl_FragCoord.x);
- uint listIndex=offset[headIndex]+atomicAdd(count[headIndex],1u);
- fragment[listIndex].color=outColor;
- fragment[listIndex].depth=gl_FragCoord.z;
-#ifdef TRANSPARENT
+#if defined(TRANSPARENT) || (!defined(HAVE_INTERLOCK) && !defined(OPAQUE))
+ uint listIndex=
+#ifdef GPUINDEXING
+ sum[headIndex < r*(M+1u) ? headIndex/(M+1u) : (headIndex-r)/M]+
+#endif
+ offset[headIndex]+atomicAdd(count[headIndex],1u);
+ fragment[listIndex]=outColor;
+ depth[listIndex]=gl_FragCoord.z;
#ifndef WIREFRAME
discard;
#endif
+#else
+#ifndef OPAQUE
+#ifdef HAVE_INTERLOCK
+beginInvocationInterlockARB();
+if(opaqueDepth[headIndex] == 0.0 || gl_FragCoord.z < opaqueDepth[headIndex]) {
+ opaqueDepth[headIndex]=gl_FragCoord.z;
+ opaqueColor[headIndex]=outColor;
+}
+endInvocationInterlockARB();
+#endif
+#endif
+#endif
#endif
#endif
}
diff --git a/graphics/asymptote/base/shaders/partialsum.glsl b/graphics/asymptote/base/shaders/partialsum.glsl
index 4b04a01dae..d00195bb3a 100644
--- a/graphics/asymptote/base/shaders/partialsum.glsl
+++ b/graphics/asymptote/base/shaders/partialsum.glsl
@@ -7,17 +7,12 @@ layout(binding=0, std430) buffer sumBuffer
uint sum[];
};
-layout(binding=1, std430) buffer offsetBuffer
-{
- uint offset[];
-};
-
shared uint sharedData[PROCESSORS];
void main(void)
{
uint id=gl_LocalInvocationID.x;
- sharedData[id]=sum[id];
+ sharedData[id]=sum[id+1u];
barrier();
@@ -38,11 +33,5 @@ void main(void)
sharedData[windex] += sharedData[index];
barrier();
- uint id1=id+1u;
- if(id1 < PROCESSORS) {
- uint m=elements/PROCESSORS;
- uint row=m*id1+min(id1,elements-m*PROCESSORS);
- offset[row] += sharedData[id];
- } else
- sum[0]=sharedData[id]; // Store fragment size in sum[0]
+ sum[id+1u]=sharedData[id];
}
diff --git a/graphics/asymptote/base/shaders/postsum.glsl b/graphics/asymptote/base/shaders/postsum.glsl
deleted file mode 100644
index 999fe5fdf3..0000000000
--- a/graphics/asymptote/base/shaders/postsum.glsl
+++ /dev/null
@@ -1,30 +0,0 @@
-layout(local_size_x=1) in;
-
-uniform uint elements;
-
-layout(binding=1, std430) buffer offsetBuffer
-{
- uint offset[];
-};
-
-void main(void)
-{
- uint id=gl_GlobalInvocationID.x;
-
- uint m=elements/gl_NumWorkGroups.x;
- uint r=elements-m*gl_NumWorkGroups.x;
- uint row,stop;
- if(id < r) {
- row=m*id+id;
- stop=row+m+1;
- } else {
- row=m*id+r;
- stop=row+m;
- }
-
- uint Sum=offset[row];
- for(uint i=row+1u; i < stop; ++i) {
- Sum += offset[i];
- offset[i]=Sum;
- }
-}
diff --git a/graphics/asymptote/base/shaders/presum.glsl b/graphics/asymptote/base/shaders/presum.glsl
index f2311c6756..5b0a8df89e 100644
--- a/graphics/asymptote/base/shaders/presum.glsl
+++ b/graphics/asymptote/base/shaders/presum.glsl
@@ -21,15 +21,17 @@ void main(void)
uint row,stop;
if(id < r) {
row=m*id+id;
- stop=row+m+1;
+ stop=row+m+1u;
} else {
row=m*id+r;
stop=row+m;
}
uint Sum=offset[row];
- for(uint i=row+1u; i < stop; ++i)
+ for(uint i=row+1u; i < stop; ++i) {
Sum += offset[i];
+ offset[i]=Sum;
+ }
- sum[id]=Sum;
+ sum[id+1u]=Sum;
}
diff --git a/graphics/asymptote/base/v3dheadertypes.asy b/graphics/asymptote/base/v3dheadertypes.asy
index 1932d23d8b..fd4afe8165 100644
--- a/graphics/asymptote/base/v3dheadertypes.asy
+++ b/graphics/asymptote/base/v3dheadertypes.asy
@@ -1,6 +1,6 @@
// Enum class for v3dheadertypes
// AUTO-GENERATED from v3dheadertypes.csv
-// Generated at 2022-01-21 20:50:28.286711
+// Generated at 2022-02-04 23:53:49.222250
struct v3dheadertypes
{
diff --git a/graphics/asymptote/base/v3dtypes.asy b/graphics/asymptote/base/v3dtypes.asy
index f885de3c75..52515a14ba 100644
--- a/graphics/asymptote/base/v3dtypes.asy
+++ b/graphics/asymptote/base/v3dtypes.asy
@@ -1,6 +1,6 @@
// Enum class for v3dtypes
// AUTO-GENERATED from v3dtypes.csv
-// Generated at 2022-01-21 20:50:28.223119
+// Generated at 2022-02-04 23:53:49.158592
struct v3dtypes
{