Half the scene (all upper and lower walls) is drawn as masked unfortunately

This commit is contained in:
Magnus Norddahl 2024-09-16 21:58:10 +02:00
commit c3f65fecdb
6 changed files with 30 additions and 6 deletions

View file

@ -219,6 +219,7 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
if (!fb->GetDevice()->EnabledFeatures.Features.shaderClipDistance) definesBlock << "#define NO_CLIPDISTANCE_SUPPORT\n";
if (!key.AlphaTest) definesBlock << "#define NO_ALPHATEST\n";
if (key.GBufferPass) definesBlock << "#define GBUFFER_PASS\n";
if (key.AlphaTestOnly) definesBlock << "#define ALPHATEST_ONLY\n";
if (key.DepthFadeThreshold) definesBlock << "#define USE_DEPTHFADETHRESHOLD\n";

View file

@ -97,7 +97,8 @@ public:
uint64_t FogBalls : 1; // FOGBALLS
uint64_t NoFragmentShader : 1;
uint64_t DepthFadeThreshold : 1;
uint64_t Unused : 41;
uint64_t AlphaTestOnly : 1; // ALPHATEST_ONLY
uint64_t Unused : 40;
};
uint64_t AsQWORD = 0;
};

View file

@ -874,6 +874,8 @@ void VkRenderState::RunZMinMaxPass()
auto buffers = fb->GetBuffers();
auto cmdbuffer = fb->GetCommands()->GetDrawCommands();
fb->GetCommands()->PushGroup(cmdbuffer, "zminmax");
int width = ((buffers->GetWidth() + 63) / 64 * 64) >> 1;
int height = ((buffers->GetHeight() + 63) / 64 * 64) >> 1;
@ -945,6 +947,8 @@ void VkRenderState::RunZMinMaxPass()
.AddImage(&fb->GetBuffers()->SceneDepthStencil, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, false)
.AddImage(&fb->GetBuffers()->SceneZMinMax[5], VK_IMAGE_LAYOUT_GENERAL, false)
.Execute(cmdbuffer);
fb->GetCommands()->PopGroup(cmdbuffer);
}
void VkRenderState::DispatchLightTiles(const VSMatrix& worldToView, float m5)
@ -954,6 +958,8 @@ void VkRenderState::DispatchLightTiles(const VSMatrix& worldToView, float m5)
auto cmdbuffer = fb->GetCommands()->GetDrawCommands();
fb->GetCommands()->PushGroup(cmdbuffer, "lighttiles");
PipelineBarrier()
.AddBuffer(fb->GetBuffers()->SceneLightTiles.get(), VK_ACCESS_SHADER_READ_BIT, VK_ACCESS_SHADER_WRITE_BIT)
.Execute(cmdbuffer, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
@ -986,6 +992,8 @@ void VkRenderState::DispatchLightTiles(const VSMatrix& worldToView, float m5)
PipelineBarrier()
.AddBuffer(fb->GetBuffers()->SceneLightTiles.get(), VK_ACCESS_SHADER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT)
.Execute(cmdbuffer, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
fb->GetCommands()->PopGroup(cmdbuffer);
}
void VkRenderState::DrawLevelMesh(LevelMeshDrawType drawType, bool noFragmentShader)
@ -998,7 +1006,7 @@ void VkRenderState::DrawLevelMesh(LevelMeshDrawType drawType, bool noFragmentSha
int pipelineID = it.first;
const VkPipelineKey& key = fb->GetLevelMeshPipelineKey(pipelineID);
ApplyLevelMeshPipeline(mCommandBuffer, key, noFragmentShader);
ApplyLevelMeshPipeline(mCommandBuffer, key, drawType, noFragmentShader);
for (MeshBufferRange& range : it.second)
{
@ -1009,6 +1017,8 @@ void VkRenderState::DrawLevelMesh(LevelMeshDrawType drawType, bool noFragmentSha
void VkRenderState::BeginQuery()
{
if (!mCommandBuffer)
ApplyRenderPass(DT_Triangles);
mCommandBuffer->beginQuery(mRSBuffers->OcclusionQuery.QueryPool.get(), mRSBuffers->OcclusionQuery.NextIndex++, 0);
}
@ -1039,8 +1049,15 @@ void VkRenderState::GetQueryResults(int queryStart, int queryCount, TArray<bool>
}
}
void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPipelineKey pipelineKey, bool noFragmentShader)
void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPipelineKey pipelineKey, LevelMeshDrawType drawType, bool noFragmentShader)
{
if (drawType == LevelMeshDrawType::Masked && noFragmentShader)
{
// We unfortunately have to run the fragment shader to know which pixels are masked. Use a simplified version to reduce the cost.
noFragmentShader = false;
pipelineKey.ShaderKey.AlphaTestOnly = true;
}
// Global state that don't require rebuilding the mesh
pipelineKey.ShaderKey.NoFragmentShader = noFragmentShader;
pipelineKey.ShaderKey.UseShadowmap = gl_light_shadows == 1;

View file

@ -92,7 +92,7 @@ protected:
void RunZMinMaxPass();
void ApplyLevelMesh();
void ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPipelineKey pipelineKey, bool noFragmentShader);
void ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPipelineKey pipelineKey, LevelMeshDrawType drawType, bool noFragmentShader);
VulkanRenderDevice* fb = nullptr;

View file

@ -443,8 +443,7 @@ void HWDrawInfo::CreateScene(bool drawpsprites, FRenderState& state)
state.SetColorMask(false);
state.SetCulling(Cull_CW);
state.DrawLevelMesh(LevelMeshDrawType::Opaque, true);
state.DispatchLightTiles(VPUniforms.mViewMatrix, VPUniforms.mProjectionMatrix.get()[5]);
state.DrawLevelMesh(LevelMeshDrawType::Masked, false); // To do: properly mark wall top/bottom as opaque so we don't need this
state.DrawLevelMesh(LevelMeshDrawType::Masked, true);
if (gl_portals)
{
state.SetDepthBias(1, 128);
@ -481,6 +480,8 @@ void HWDrawInfo::CreateScene(bool drawpsprites, FRenderState& state)
state.SetDepthMask(true);
int queryEnd = state.GetNextQueryIndex();
state.DispatchLightTiles(VPUniforms.mViewMatrix, VPUniforms.mProjectionMatrix.get()[5]);
// draw opaque level so the GPU has something to do while we examine the query results
state.DrawLevelMesh(LevelMeshDrawType::Opaque, false);
state.DrawLevelMesh(LevelMeshDrawType::Masked, false);

View file

@ -32,6 +32,8 @@ void main()
if (material.Base.a <= uAlphaThreshold) discard;
#endif
#ifndef ALPHATEST_ONLY
#ifdef USE_DEPTHFADETHRESHOLD
float behindFragmentDepth = texelFetch(LinearDepth, uViewOffset + ivec2(gl_FragCoord.xy), 0).r;
material.Base.a *= clamp((behindFragmentDepth - pixelpos.w) / uDepthFadeThreshold, 0.0, 1.0);
@ -63,4 +65,6 @@ void main()
FragFog = vec4(AmbientOcclusionColor(), 1.0);
FragNormal = vec4(vEyeNormal.xyz * 0.5 + 0.5, 1.0);
#endif
#endif
}