Revision control

Copy as Markdown

// Copyright (C) 2024 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#version 440
#extension GL_GOOGLE_include_directive : enable
#include "../effectlib/oitcommon.glsllib"
layout(location = 0) out vec4 fragOutput;
layout(location = 0) in vec2 uv_coord;
#if QSHADER_VIEW_COUNT >= 2
layout(location = 1) flat in uint v_viewIndex;
#endif
ivec2 qt_indexToImageCoord(in uint index, const uint width)
{
ivec2 uv;
uv.y = int(index / width);
uv.x = int(index - uv.y * width);
return uv;
}
vec4 doBlend(vec4 dstColor, vec4 srcColor)
{
vec4 ret = dstColor;
const float oneMinusSrcAlpha = 1.0 - srcColor.a;
ret.rgb = srcColor.a * srcColor.rgb + oneMinusSrcAlpha * dstColor.rgb;
ret.a = srcColor.a + oneMinusSrcAlpha * dstColor.a;
return ret;
}
vec4 doBlendPacked(vec4 baseColor, uint fragment)
{
vec4 unpackedColor = unpackUnorm4x8(fragment);
return doBlend(baseColor, unpackedColor);
}
vec4 doInverseBlendPacked(vec4 srcColor, uint fragment)
{
vec4 dstColor = unpackUnorm4x8(fragment);
vec4 ret = dstColor;
const float oneMinusSrcAlpha = 1.0 - srcColor.a;
ret.rgb = srcColor.rgb + oneMinusSrcAlpha * dstColor.rgb * dstColor.a;
ret.a = srcColor.a + oneMinusSrcAlpha * dstColor.a;
return ret;
}
#if QSSG_OIT_METHOD == QSSG_OIT_WEIGHTED_BLENDED
#if QSHADER_VIEW_COUNT >= 2
# ifdef QSSG_MULTISAMPLE
# define samplerType sampler2DMSArray
# else
# define samplerType sampler2DArray
# endif
#else
# ifdef QSSG_MULTISAMPLE
# define samplerType sampler2DMS
# else
# define samplerType sampler2D
# endif
#endif
layout(binding = 1) uniform samplerType accumTexture;
layout(binding = 2) uniform samplerType revealageTexture;
void main()
{
#if QSHADER_HLSL || QSHADER_MSL
vec2 uv = vec2(uv_coord.x, 1.0 - uv_coord.y);
#else
vec2 uv = uv_coord;
#endif
#if QSHADER_VIEW_COUNT >= 2
#ifdef QSSG_MULTISAMPLE
ivec2 iuv = ivec2(uv * textureSize(accumTexture).xy);
vec4 accum = texelFetch(accumTexture, ivec3(iuv, v_viewIndex), gl_SampleID);
float a = 1.0 - texelFetch(revealageTexture, ivec3(iuv, v_viewIndex), gl_SampleID).r;
#else
vec4 accum = texture(accumTexture, vec3(uv, v_viewIndex));
float a = 1.0 - texture(revealageTexture, vec3(uv, v_viewIndex)).r;
#endif
#else
#ifdef QSSG_MULTISAMPLE
ivec2 iuv = ivec2(uv * textureSize(accumTexture));
vec4 accum = texelFetch(accumTexture, iuv, gl_SampleID);
float a = 1.0 - texelFetch(revealageTexture, iuv, gl_SampleID).r;
#else
vec4 accum = texture(accumTexture, uv);
float a = 1.0 - texture(revealageTexture, uv).r;
#endif
#endif
vec4 color = vec4(accum.rgb / clamp(accum.a, 1e-4, 5e6), a);
fragOutput = vec4(color.rgb * color.a, color.a);
}
#endif // QSSG_OIT_WEIGHTED_BLENDED
#if QSSG_OIT_METHOD == QSSG_OIT_LINKED_LIST
#define QSSG_OIT_LAYERS 8
#define SORT_SIZE QSSG_OIT_LAYERS
#define SortType uvec2
#define SortOp compareNodes
layout(std140, binding = 0) uniform buf {
uint qt_ABufImageWidth;
uint qt_listNodeCount;
uint qt_samples;
uint pad;
ivec2 qt_viewSize;
} ubuf;
bool compareNodes(const uvec2 a, const uvec2 b)
{
return uintBitsToFloat(a.g) < uintBitsToFloat(b.g);
}
#include "../effectlib/sorting.glsllib"
#if QSSG_USE_BUFFER == 1
layout(std430, binding = 1) buffer restrict coherent readonly qt_imgAbuffer
{
uvec4 abufData[];
};
layout(std430, binding = 2) buffer restrict coherent readonly qt_imgAux
{
uint auxData[];
};
#else
layout(binding = 1, rgba32ui) uniform restrict coherent readonly uimage2D qt_imgAbuffer;
layout(binding = 2, r32ui) uniform restrict coherent readonly uimage2D qt_imgAux;
#endif
void main()
{
uvec2 array[QSSG_OIT_LAYERS];
vec4 color = vec4(0);
uint fragments = 0; // The number of fragments for this sample.
#if QSHADER_VIEW_COUNT >= 2
ivec2 coord = ivec2(gl_FragCoord.x, gl_FragCoord.y + v_viewIndex * ubuf.qt_viewSize.y);
#else
ivec2 coord = ivec2(gl_FragCoord.x, gl_FragCoord.y);
#endif
#ifdef QSSG_MULTISAMPLE
coord.x += gl_SampleID * ubuf.qt_viewSize.x;
#endif
#if QSSG_USE_BUFFER == 1
uint startOffset = auxData[coord.x + coord.y * ubuf.qt_viewSize.x * ubuf.qt_samples];
#else
uint startOffset = imageLoad(qt_imgAux, coord).r;
#endif
// Traverse the linked list:
while (startOffset != uint(0) && fragments < QSSG_OIT_LAYERS && startOffset <= ubuf.qt_listNodeCount)
{
#if QSSG_USE_BUFFER == 1
const uvec4 stored = abufData[startOffset - 1];
#else
const uvec4 stored = imageLoad(qt_imgAbuffer, qt_indexToImageCoord(startOffset - 1, ubuf.qt_ABufImageWidth));
#endif
array[fragments] = stored.rg;
fragments++;
startOffset = stored.b;
}
qt_bubbleSort(array, int(fragments));
// Process the remaining fragments
vec4 colorSum = vec4(0);
float minKicked = 999999;
int count = 0;
while(startOffset != uint(0) && count < 8 && startOffset <= ubuf.qt_listNodeCount) {
#if QSSG_USE_BUFFER == 1
const uvec4 stored = abufData[startOffset - 1];
#else
uvec4 stored = imageLoad(qt_imgAbuffer, qt_indexToImageCoord(startOffset - 1, ubuf.qt_ABufImageWidth));
#endif
uvec2 kicked = qt_insertionSort(array, stored.rg);
float kd = uintBitsToFloat(kicked.g);
if (kd < minKicked) {
colorSum = doBlendPacked(colorSum, kicked.x);
minKicked = kd;
} else {
colorSum = doInverseBlendPacked(colorSum, kicked.x);
}
startOffset = stored.b;
count++;
}
// Blend all of the fragments together:
for (int i = int(fragments) - 1; i >= 0; i--)
colorSum = doBlendPacked(colorSum, array[i].x);
fragOutput = colorSum;
}
#endif // QSSG_OIT_LINKED_LIST