Use CS for gaussian6

This commit is contained in:
Vincent Lejeune
2014-11-14 23:52:03 +01:00
parent b204de7a8e
commit 6cc721eaf9
5 changed files with 148 additions and 6 deletions

View File

@@ -0,0 +1,41 @@
uniform sampler2D source;
uniform layout(rgba16f) restrict writeonly image2D dest;
uniform vec2 pixel;
uniform float sigma;
// Gaussian separated blur with radius 6.
layout (local_size_x = 8, local_size_y = 8) in;
shared vec3 local_src[8 + 2 * 8][8];
void main()
{
int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y);
ivec2 iuv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y);
vec2 uv_m = (iuv - ivec2(8, 0)) * pixel;
vec2 uv = iuv * pixel;
vec2 uv_p = (iuv + ivec2(8, 0)) * pixel;
local_src[x][y] = texture(source, uv_m).rgb;
local_src[x + 8][y] = texture(source, uv).rgb;
local_src[x + 16][y] = texture(source, uv_p).rgb;
barrier();
float g0, g1, g2;
g0 = 1.0 / (sqrt(2.0 * 3.14) * sigma);
g1 = exp(-0.5 / (sigma * sigma));
g2 = g1 * g1;
vec3 sum = local_src[x + 8][y] * g0;
g0 *= g1;
g1 *= g2;
for (int i = 1; i < 6; i++) {
sum += local_src[8 + x - i][y] * g0;
sum += local_src[8 + x + i][y] * g0;
g0 *= g1;
g1 *= g2;
}
imageStore(dest, iuv, vec4(sum, 0.));
}

View File

@@ -0,0 +1,41 @@
uniform sampler2D source;
uniform layout(rgba16f) restrict writeonly image2D dest;
uniform vec2 pixel;
uniform float sigma;
// Gaussian separated blur with radius 6.
layout (local_size_x = 8, local_size_y = 8) in;
shared vec3 local_src[8][8 + 2 * 8];
void main()
{
int x = int(gl_LocalInvocationID.x), y = int(gl_LocalInvocationID.y);
ivec2 iuv = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y);
vec2 uv_m = (iuv - ivec2(0, 8)) * pixel;
vec2 uv = iuv * pixel;
vec2 uv_p = (iuv + ivec2(0, 8)) * pixel;
local_src[x][y] = texture(source, uv_m).rgb;
local_src[x][y + 8] = texture(source, uv).rgb;
local_src[x][y + 16] = texture(source, uv_p).rgb;
barrier();
float g0, g1, g2;
g0 = 1.0 / (sqrt(2.0 * 3.14) * sigma);
g1 = exp(-0.5 / (sigma * sigma));
g2 = g1 * g1;
vec3 sum = local_src[x][y + 8] * g0;
g0 *= g1;
g1 *= g2;
for (int i = 1; i < 6; i++) {
sum += local_src[x][8 + y - i] * g0;
sum += local_src[x][8 + y + i] * g0;
g0 *= g1;
g1 *= g2;
}
imageStore(dest, iuv, vec4(sum, 0.));
}

View File

@@ -340,16 +340,43 @@ void PostProcessing::renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxil
assert(in_fbo.getWidth() == auxiliary.getWidth() && in_fbo.getHeight() == auxiliary.getHeight());
float inv_width = 1.0f / in_fbo.getWidth(), inv_height = 1.0f / in_fbo.getHeight();
{
auxiliary.Bind();
if (!irr_driver->hasARBComputeShaders())
{
auxiliary.Bind();
FullScreenShader::Gaussian6VBlurShader::getInstance()->SetTextureUnits(in_fbo.getRTT()[0]);
DrawFullScreenEffect<FullScreenShader::Gaussian6VBlurShader>(core::vector2df(inv_width, inv_height), sigmaV);
FullScreenShader::Gaussian6VBlurShader::getInstance()->SetTextureUnits(in_fbo.getRTT()[0]);
DrawFullScreenEffect<FullScreenShader::Gaussian6VBlurShader>(core::vector2df(inv_width, inv_height), sigmaV);
}
else
{
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
glUseProgram(FullScreenShader::ComputeGaussian6VBlurShader::getInstance()->Program);
FullScreenShader::ComputeGaussian6VBlurShader::getInstance()->SetTextureUnits(in_fbo.getRTT()[0]);
glBindSampler(FullScreenShader::ComputeGaussian6VBlurShader::getInstance()->TU_dest, 0);
glBindImageTexture(FullScreenShader::ComputeGaussian6VBlurShader::getInstance()->TU_dest, auxiliary.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_RGBA16F);
FullScreenShader::ComputeGaussian6VBlurShader::getInstance()->setUniforms(core::vector2df(inv_width, inv_height), sigmaV);
glDispatchCompute((int)in_fbo.getWidth() / 8 + 1, (int)in_fbo.getHeight() / 8 + 1, 1);
}
}
{
in_fbo.Bind();
if (!irr_driver->hasARBComputeShaders())
{
in_fbo.Bind();
FullScreenShader::Gaussian6HBlurShader::getInstance()->SetTextureUnits(auxiliary.getRTT()[0]);
DrawFullScreenEffect<FullScreenShader::Gaussian6HBlurShader>(core::vector2df(inv_width, inv_height), sigmaH);
FullScreenShader::Gaussian6HBlurShader::getInstance()->SetTextureUnits(auxiliary.getRTT()[0]);
DrawFullScreenEffect<FullScreenShader::Gaussian6HBlurShader>(core::vector2df(inv_width, inv_height), sigmaH);
}
else
{
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
glUseProgram(FullScreenShader::ComputeGaussian6HBlurShader::getInstance()->Program);
FullScreenShader::ComputeGaussian6HBlurShader::getInstance()->SetTextureUnits(auxiliary.getRTT()[0]);
glBindSampler(FullScreenShader::ComputeGaussian6HBlurShader::getInstance()->TU_dest, 0);
glBindImageTexture(FullScreenShader::ComputeGaussian6HBlurShader::getInstance()->TU_dest, in_fbo.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_RGBA16F);
FullScreenShader::ComputeGaussian6HBlurShader::getInstance()->setUniforms(core::vector2df(inv_width, inv_height), sigmaH);
glDispatchCompute((int)in_fbo.getWidth() / 8 + 1, (int)in_fbo.getHeight() / 8 + 1, 1);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
}
}

View File

@@ -1742,6 +1742,16 @@ namespace FullScreenShader
AssignTextureUnit(Program, TexUnit(TU_dest, "dest"));
}
ComputeGaussian6HBlurShader::ComputeGaussian6HBlurShader()
{
Program = LoadProgram(OBJECT,
GL_COMPUTE_SHADER, file_manager->getAsset("shaders/gaussian6h.comp").c_str());
TU_dest = 1;
AssignUniforms("pixel", "sigma");
AssignSamplerNames(Program, 0, "source");
AssignTextureUnit(Program, TexUnit(TU_dest, "dest"));
}
Gaussian6HBlurShader::Gaussian6HBlurShader()
{
Program = LoadProgram(OBJECT,
@@ -1792,6 +1802,16 @@ namespace FullScreenShader
AssignTextureUnit(Program, TexUnit(TU_dest, "dest"));
}
ComputeGaussian6VBlurShader::ComputeGaussian6VBlurShader()
{
Program = LoadProgram(OBJECT,
GL_COMPUTE_SHADER, file_manager->getAsset("shaders/gaussian6v.comp").c_str());
TU_dest = 1;
AssignUniforms("pixel", "sigma");
AssignSamplerNames(Program, 0, "source");
AssignTextureUnit(Program, TexUnit(TU_dest, "dest"));
}
Gaussian6VBlurShader::Gaussian6VBlurShader()
{
Program = LoadProgram(OBJECT,

View File

@@ -464,6 +464,13 @@ public:
ComputeGaussian17TapHShader();
};
class ComputeGaussian6HBlurShader : public ShaderHelperSingleton<ComputeGaussian6HBlurShader, core::vector2df, float>, public TextureRead<Bilinear_Clamped_Filtered>
{
public:
GLuint TU_dest;
ComputeGaussian6HBlurShader();
};
class Gaussian6HBlurShader : public ShaderHelperSingleton<Gaussian6HBlurShader, core::vector2df, float>, public TextureRead<Bilinear_Clamped_Filtered>
{
public:
@@ -496,6 +503,12 @@ public:
ComputeGaussian17TapVShader();
};
class ComputeGaussian6VBlurShader : public ShaderHelperSingleton<ComputeGaussian6VBlurShader, core::vector2df, float>, public TextureRead<Bilinear_Clamped_Filtered>
{
public:
GLuint TU_dest;
ComputeGaussian6VBlurShader();
};
class Gaussian6VBlurShader : public ShaderHelperSingleton<Gaussian6VBlurShader, core::vector2df, float>, public TextureRead<Bilinear_Clamped_Filtered>
{