Add support for depth clamp and use it for shadows
vk, metal and desktop gl all support depth clamp, GLES/android also does with ANGLE. Add support for it in the backends. use depth clamp to improve directional shadow quality; this allows to render everything that's behind the camera at the same "zero" depth, so we can reduce the depth range we need. Fixes #6293
This commit is contained in:
committed by
Mathias Agopian
parent
063affb612
commit
6c0bd360b3
@@ -1058,7 +1058,7 @@ struct RasterState {
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bool inverseFrontFaces : 1; // 31
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//! padding, must be 0
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uint8_t padding : 1; // 32
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bool depthClamp : 1; // 32
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};
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uint32_t u = 0;
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};
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@@ -305,6 +305,7 @@ DECL_DRIVER_API_SYNCHRONOUS_0(bool, isParallelShaderCompileSupported)
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DECL_DRIVER_API_SYNCHRONOUS_0(bool, isDepthStencilResolveSupported)
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DECL_DRIVER_API_SYNCHRONOUS_N(bool, isDepthStencilBlitSupported, backend::TextureFormat, format)
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DECL_DRIVER_API_SYNCHRONOUS_0(bool, isProtectedTexturesSupported)
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DECL_DRIVER_API_SYNCHRONOUS_0(bool, isDepthClampSupported)
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DECL_DRIVER_API_SYNCHRONOUS_0(uint8_t, getMaxDrawBuffers)
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DECL_DRIVER_API_SYNCHRONOUS_0(size_t, getMaxUniformBufferSize)
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DECL_DRIVER_API_SYNCHRONOUS_0(math::float2, getClipSpaceParams)
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@@ -112,6 +112,7 @@ struct MetalContext {
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std::array<BufferState, MAX_SSBO_COUNT> ssboState;
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CullModeStateTracker cullModeState;
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WindingStateTracker windingState;
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DepthClampStateTracker depthClampState;
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Handle<HwRenderPrimitive> currentRenderPrimitive;
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// State caches.
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@@ -834,6 +834,10 @@ bool MetalDriver::isProtectedTexturesSupported() {
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return false;
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}
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bool MetalDriver::isDepthClampSupported() {
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return true;
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}
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bool MetalDriver::isWorkaroundNeeded(Workaround workaround) {
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switch (workaround) {
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case Workaround::SPLIT_EASU:
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@@ -1751,6 +1755,13 @@ void MetalDriver::bindPipeline(PipelineState const& ps) {
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[mContext->currentRenderPassEncoder setFrontFacingWinding:winding];
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}
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// depth clip mode
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MTLDepthClipMode depthClipMode = rs.depthClamp ? MTLDepthClipModeClamp : MTLDepthClipModeClip;
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mContext->depthClampState.updateState(depthClipMode);
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if (mContext->depthClampState.stateChanged()) {
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[mContext->currentRenderPassEncoder setDepthClipMode:depthClipMode];
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}
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// Set the depth-stencil state, if a state change is needed.
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DepthStencilState depthState;
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if (depthAttachment) {
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@@ -382,6 +382,7 @@ using SamplerStateCache = StateCache<SamplerState, id<MTLSamplerState>, SamplerS
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using CullModeStateTracker = StateTracker<MTLCullMode>;
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using WindingStateTracker = StateTracker<MTLWinding>;
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using DepthClampStateTracker = StateTracker<MTLDepthClipMode>;
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// Argument encoder
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@@ -202,6 +202,10 @@ bool NoopDriver::isProtectedTexturesSupported() {
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return true;
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}
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bool NoopDriver::isDepthClampSupported() {
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return false;
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}
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bool NoopDriver::isWorkaroundNeeded(Workaround) {
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return false;
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}
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@@ -679,6 +679,7 @@ void OpenGLContext::initExtensionsGLES(Extensions* ext, GLint major, GLint minor
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#ifndef __EMSCRIPTEN__
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ext->EXT_debug_marker = exts.has("GL_EXT_debug_marker"sv);
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#endif
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ext->EXT_depth_clamp = exts.has("GL_EXT_depth_clamp"sv);
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ext->EXT_discard_framebuffer = exts.has("GL_EXT_discard_framebuffer"sv);
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#ifndef __EMSCRIPTEN__
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ext->EXT_disjoint_timer_query = exts.has("GL_EXT_disjoint_timer_query"sv);
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@@ -749,6 +750,7 @@ void OpenGLContext::initExtensionsGL(Extensions* ext, GLint major, GLint minor)
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ext->EXT_color_buffer_half_float = true; // Assumes core profile.
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ext->EXT_clip_cull_distance = true;
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ext->EXT_debug_marker = exts.has("GL_EXT_debug_marker"sv);
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ext->EXT_depth_clamp = true;
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ext->EXT_discard_framebuffer = false;
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ext->EXT_disjoint_timer_query = true;
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ext->EXT_multisampled_render_to_texture = false;
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@@ -220,8 +220,9 @@ public:
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bool EXT_color_buffer_float;
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bool EXT_color_buffer_half_float;
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bool EXT_debug_marker;
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bool EXT_disjoint_timer_query;
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bool EXT_depth_clamp;
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bool EXT_discard_framebuffer;
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bool EXT_disjoint_timer_query;
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bool EXT_multisampled_render_to_texture2;
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bool EXT_multisampled_render_to_texture;
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bool EXT_protected_textures;
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@@ -239,10 +240,10 @@ public:
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bool KHR_parallel_shader_compile;
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bool KHR_texture_compression_astc_hdr;
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bool KHR_texture_compression_astc_ldr;
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bool OES_depth_texture;
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bool OES_depth24;
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bool OES_packed_depth_stencil;
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bool OES_EGL_image_external_essl3;
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bool OES_depth24;
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bool OES_depth_texture;
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bool OES_packed_depth_stencil;
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bool OES_rgb8_rgba8;
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bool OES_standard_derivatives;
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bool OES_texture_npot;
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@@ -636,6 +637,7 @@ constexpr size_t OpenGLContext::getIndexForCap(GLenum cap) noexcept { //NOLINT
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#ifdef BACKEND_OPENGL_VERSION_GL
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case GL_PROGRAM_POINT_SIZE: index = 10; break;
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#endif
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case GL_DEPTH_CLAMP: index = 11; break;
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default: break;
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}
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assert_invariant(index < state.enables.caps.size());
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@@ -451,6 +451,14 @@ void OpenGLDriver::setRasterState(RasterState rs) noexcept {
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} else {
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gl.disable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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}
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if (gl.ext.EXT_depth_clamp) {
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if (rs.depthClamp) {
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gl.enable(GL_DEPTH_CLAMP);
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} else {
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gl.disable(GL_DEPTH_CLAMP);
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}
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}
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}
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void OpenGLDriver::setStencilState(StencilState ss) noexcept {
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@@ -2119,6 +2127,10 @@ bool OpenGLDriver::isProtectedTexturesSupported() {
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return getContext().ext.EXT_protected_textures;
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}
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bool OpenGLDriver::isDepthClampSupported() {
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return getContext().ext.EXT_depth_clamp;
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}
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bool OpenGLDriver::isWorkaroundNeeded(Workaround workaround) {
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switch (workaround) {
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case Workaround::SPLIT_EASU:
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@@ -201,6 +201,12 @@ using namespace glext;
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# define GL_CLIP_DISTANCE1 0x3001
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#endif
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#if defined(GL_EXT_depth_clamp)
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# define GL_DEPTH_CLAMP GL_DEPTH_CLAMP_EXT
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#else
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# define GL_DEPTH_CLAMP 0x864F
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#endif
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#if defined(GL_KHR_debug)
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# define GL_DEBUG_OUTPUT GL_DEBUG_OUTPUT_KHR
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# define GL_DEBUG_OUTPUT_SYNCHRONOUS GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR
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@@ -125,6 +125,10 @@ public:
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return mPhysicalDeviceFeatures.imageCubeArray == VK_TRUE;
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}
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inline bool isDepthClampSupported() const noexcept {
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return mPhysicalDeviceFeatures.depthClamp == VK_TRUE;
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}
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inline bool isDebugMarkersSupported() const noexcept {
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return mDebugMarkersSupported;
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}
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@@ -944,6 +944,10 @@ bool VulkanDriver::isProtectedTexturesSupported() {
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return false;
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}
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bool VulkanDriver::isDepthClampSupported() {
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return mContext.isDepthClampSupported();
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}
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bool VulkanDriver::isWorkaroundNeeded(Workaround workaround) {
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switch (workaround) {
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case Workaround::SPLIT_EASU: {
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@@ -1816,6 +1820,8 @@ void VulkanDriver::bindPipeline(PipelineState const& pipelineState) {
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.dstAlphaBlendFactor = getBlendFactor(rasterState.blendFunctionDstAlpha),
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.colorWriteMask = (VkColorComponentFlags) (rasterState.colorWrite ? 0xf : 0x0),
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.rasterizationSamples = rt->getSamples(),
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.depthClamp = rasterState.depthClamp,
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.reserved = 0,
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.colorTargetCount = rt->getColorTargetCount(mCurrentRenderPass),
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.colorBlendOp = rasterState.blendEquationRGB,
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.alphaBlendOp = rasterState.blendEquationAlpha,
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@@ -184,6 +184,7 @@ VulkanPipelineCache::PipelineCacheEntry* VulkanPipelineCache::createPipeline() n
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vkRaster.polygonMode = VK_POLYGON_MODE_FILL;
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vkRaster.cullMode = raster.cullMode;
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vkRaster.frontFace = raster.frontFace;
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vkRaster.depthClampEnable = raster.depthClamp;
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vkRaster.depthBiasEnable = raster.depthBiasEnable;
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vkRaster.depthBiasConstantFactor = raster.depthBiasConstantFactor;
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vkRaster.depthBiasClamp = 0.0f;
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@@ -90,7 +90,9 @@ public:
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VkBlendFactor srcAlphaBlendFactor : 5;
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VkBlendFactor dstAlphaBlendFactor : 5;
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VkColorComponentFlags colorWriteMask : 4;
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uint8_t rasterizationSamples; // offset = 4 bytes
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uint8_t rasterizationSamples : 4;// offset = 4 bytes
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uint8_t depthClamp : 1;
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uint8_t reserved : 3;
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uint8_t colorTargetCount; // offset = 5 bytes
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BlendEquation colorBlendOp : 4; // offset = 6 bytes
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BlendEquation alphaBlendOp : 4;
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@@ -325,6 +325,7 @@ VkDevice createLogicalDevice(VkPhysicalDevice physicalDevice,
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// We could simply enable all supported features, but since that may have performance
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// consequences let's just enable the features we need.
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VkPhysicalDeviceFeatures enabledFeatures{
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.depthClamp = features.depthClamp,
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.samplerAnisotropy = features.samplerAnisotropy,
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.textureCompressionETC2 = features.textureCompressionETC2,
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.textureCompressionBC = features.textureCompressionBC,
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@@ -419,7 +419,8 @@ RenderPass::Command* RenderPass::instanceify(FEngine& engine,
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UTILS_ALWAYS_INLINE // This function exists only to make the code more readable. we want it inlined.
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inline // and we don't need it in the compilation unit
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void RenderPass::setupColorCommand(Command& cmdDraw, Variant variant,
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FMaterialInstance const* const UTILS_RESTRICT mi, bool inverseFrontFaces) noexcept {
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FMaterialInstance const* const UTILS_RESTRICT mi,
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bool inverseFrontFaces, bool hasDepthClamp) noexcept {
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FMaterial const * const UTILS_RESTRICT ma = mi->getMaterial();
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variant = Variant::filterVariant(variant, ma->isVariantLit());
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@@ -460,6 +461,7 @@ void RenderPass::setupColorCommand(Command& cmdDraw, Variant variant,
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cmdDraw.info.rasterState.colorWrite = mi->isColorWriteEnabled();
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cmdDraw.info.rasterState.depthWrite = mi->isDepthWriteEnabled();
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cmdDraw.info.rasterState.depthFunc = mi->getDepthFunc();
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cmdDraw.info.rasterState.depthClamp = hasDepthClamp;
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cmdDraw.info.materialVariant = variant;
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// we keep "RasterState::colorWrite" to the value set by material (could be disabled)
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}
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@@ -558,6 +560,9 @@ RenderPass::Command* RenderPass::generateCommandsImpl(RenderPass::CommandTypeFla
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bool const hasInstancedStereo =
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renderFlags & IS_INSTANCED_STEREOSCOPIC;
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bool const hasDepthClamp =
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renderFlags & HAS_DEPTH_CLAMP;
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float const cameraPositionDotCameraForward = dot(cameraPosition, cameraForward);
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auto const* const UTILS_RESTRICT soaWorldAABBCenter = soa.data<FScene::WORLD_AABB_CENTER>();
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@@ -577,6 +582,7 @@ RenderPass::Command* RenderPass::generateCommandsImpl(RenderPass::CommandTypeFla
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cmd.info.rasterState.depthWrite = true;
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cmd.info.rasterState.depthFunc = RasterState::DepthFunc::GE;
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cmd.info.rasterState.alphaToCoverage = false;
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cmd.info.rasterState.depthClamp = hasDepthClamp;
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}
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for (uint32_t i = range.first; i < range.last; ++i) {
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@@ -691,7 +697,8 @@ RenderPass::Command* RenderPass::generateCommandsImpl(RenderPass::CommandTypeFla
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cmd.info.morphingOffset = primitive.getMorphingBufferOffset();
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if constexpr (isColorPass) {
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RenderPass::setupColorCommand(cmd, renderableVariant, mi, inverseFrontFaces);
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RenderPass::setupColorCommand(cmd, renderableVariant, mi,
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inverseFrontFaces, hasDepthClamp);
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const bool blendPass = Pass(cmd.key & PASS_MASK) == Pass::BLENDED;
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if (blendPass) {
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// TODO: at least for transparent objects, AABB should be per primitive
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@@ -284,6 +284,7 @@ public:
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static constexpr RenderFlags HAS_SHADOWING = 0x01;
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static constexpr RenderFlags HAS_INVERSE_FRONT_FACES = 0x02;
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static constexpr RenderFlags IS_INSTANCED_STEREOSCOPIC = 0x04;
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static constexpr RenderFlags HAS_DEPTH_CLAMP = 0x08;
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// Arena used for commands
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using Arena = utils::Arena<
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@@ -444,7 +445,7 @@ private:
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uint8_t instancedStereoEyeCount) noexcept;
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static void setupColorCommand(Command& cmdDraw, Variant variant,
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FMaterialInstance const* mi, bool inverseFrontFaces) noexcept;
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FMaterialInstance const* mi, bool inverseFrontFaces, bool hasDepthClamp) noexcept;
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static void updateSummedPrimitiveCounts(
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FScene::RenderableSoa& renderableData, utils::Range<uint32_t> vr) noexcept;
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@@ -829,13 +829,13 @@ ShadowMap::Corners ShadowMap::computeFrustumCorners(
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Corners const csViewFrustumCorners = {
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.vertices = {
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{ -1, -1, far },
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{ 1, -1, far },
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{ -1, 1, far },
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{ 1, 1, far },
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{ 1, -1, far },
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{ -1, 1, far },
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{ 1, 1, far },
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{ -1, -1, near },
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{ 1, -1, near },
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{ -1, 1, near },
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{ 1, 1, near },
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{ 1, -1, near },
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{ -1, 1, near },
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{ 1, 1, near },
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}
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};
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@@ -66,15 +66,15 @@ namespace filament {
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using namespace backend;
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using namespace math;
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// do this only if depth-clamp is available
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static constexpr bool USE_DEPTH_CLAMP = false;
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ShadowMapManager::ShadowMapManager(FEngine& engine) {
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ShadowMapManager::ShadowMapManager(FEngine& engine)
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: mIsDepthClampSupported(engine.getDriverApi().isDepthClampSupported()) {
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FDebugRegistry& debugRegistry = engine.getDebugRegistry();
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debugRegistry.registerProperty("d.shadowmap.visualize_cascades",
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&engine.debug.shadowmap.visualize_cascades);
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debugRegistry.registerProperty("d.shadowmap.disable_light_frustum_align",
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&engine.debug.shadowmap.disable_light_frustum_align);
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debugRegistry.registerProperty("d.shadowmap.depth_clamp",
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&engine.debug.shadowmap.depth_clamp);
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}
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ShadowMapManager::~ShadowMapManager() {
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@@ -367,7 +367,16 @@ FrameGraphId<FrameGraphTexture> ShadowMapManager::render(FEngine& engine, FrameG
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// generate and sort the commands for rendering the shadow map
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RenderPass::RenderFlags renderPassFlags{};
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if (view.isFrontFaceWindingInverted()) {
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renderPassFlags |= RenderPass::HAS_INVERSE_FRONT_FACES;
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}
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if (mIsDepthClampSupported && engine.debug.shadowmap.depth_clamp) {
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renderPassFlags |= RenderPass::HAS_DEPTH_CLAMP;
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}
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RenderPass const pass = passBuilder
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.renderFlags(renderPassFlags)
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.camera(cameraInfo)
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.visibilityMask(entry.visibilityMask)
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.geometry(scene->getRenderableData(),
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@@ -642,7 +651,8 @@ ShadowMapManager::ShadowTechnique ShadowMapManager::updateCascadeShadowMaps(FEng
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updateNearFarPlanes(&cameraInfo.cullingProjection, cameraInfo.zn, cameraInfo.zf);
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auto shaderParameters = shadowMap.updateDirectional(engine,
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lightData, 0, cameraInfo, shadowMapInfo, sceneInfo, USE_DEPTH_CLAMP);
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lightData, 0, cameraInfo, shadowMapInfo, sceneInfo,
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mIsDepthClampSupported && engine.debug.shadowmap.depth_clamp);
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if (shadowMap.hasVisibleShadows()) {
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const size_t shadowIndex = shadowMap.getShadowIndex();
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@@ -232,6 +232,7 @@ private:
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ShadowMapCacheContainer mShadowMapCache;
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uint32_t mDirectionalShadowMapCount = 0;
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uint32_t mSpotShadowMapCount = 0;
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bool const mIsDepthClampSupported;
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bool mInitialized = false;
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ShadowMap& getShadowMap(size_t index) noexcept {
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@@ -28,12 +28,6 @@
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#include <string_view>
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#include <utility>
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#ifndef NDEBUG
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# define DEBUG_PROPERTIES_WRITABLE true
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#else
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# define DEBUG_PROPERTIES_WRITABLE false
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#endif
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using namespace filament::math;
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using namespace utils;
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@@ -79,17 +73,15 @@ bool FDebugRegistry::hasProperty(const char* name) const noexcept {
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template<typename T>
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bool FDebugRegistry::setProperty(const char* name, T v) noexcept {
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if constexpr (DEBUG_PROPERTIES_WRITABLE) {
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auto info = getPropertyInfo(name);
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T* const addr = static_cast<T*>(info.first);
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if (addr) {
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auto old = *addr;
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*addr = v;
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if (info.second && old != v) {
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info.second();
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}
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return true;
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auto info = getPropertyInfo(name);
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T* const addr = static_cast<T*>(info.first);
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if (addr) {
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auto old = *addr;
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*addr = v;
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if (info.second && old != v) {
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info.second();
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}
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return true;
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}
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return false;
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}
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@@ -600,6 +600,7 @@ public:
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bool focus_shadowcasters = true;
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bool visualize_cascades = false;
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bool disable_light_frustum_align = false;
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bool depth_clamp = true;
|
||||
float dzn = -1.0f;
|
||||
float dzf = 1.0f;
|
||||
float display_shadow_texture_scale = 0.25f;
|
||||
|
||||
@@ -896,6 +896,8 @@ int main(int argc, char** argv) {
|
||||
debug.getPropertyAddress<bool>("d.shadowmap.focus_shadowcasters"));
|
||||
ImGui::Checkbox("Disable light frustum alignment",
|
||||
debug.getPropertyAddress<bool>("d.shadowmap.disable_light_frustum_align"));
|
||||
ImGui::Checkbox("Depth clamp",
|
||||
debug.getPropertyAddress<bool>("d.shadowmap.depth_clamp"));
|
||||
|
||||
bool debugDirectionalShadowmap;
|
||||
if (debug.getProperty("d.shadowmap.debug_directional_shadowmap",
|
||||
|
||||
Reference in New Issue
Block a user