Randomly fill virtual pages, check if sparse residency for 2D images is supported

This commit is contained in:
saschawillems 2016-09-17 19:08:27 +02:00
parent 9ce827b3f3
commit 18b7a52ece
5 changed files with 113 additions and 28 deletions

View file

@ -1,29 +1,37 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
// Required for the sparse* commands used in this shader
#extension GL_ARB_sparse_texture2 : enable
#extension GL_ARB_sparse_texture_clamp : enable
layout (binding = 1) uniform sampler2D samplerColor;
layout (location = 0) in vec2 inUV;
layout (location = 1) in float inLodBias;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = vec4(0.0);
// Get residency code for current texel
int residencyCode = sparseTextureARB(samplerColor, inUV, outFragColor, inLodBias);
int residencyCode = sparseTextureARB(samplerColor, inUV, color, inLodBias);
//#define MIN_LOD
#ifdef MIN_LOD
// Fetch sparse until we get a valid texel
// todo: does not work in SPIR-V with current drivers (will be fixed in a new release)
float minLod = 1.0;
while (!sparseTexelsResidentARB(residencyCode))
{
residencyCode = sparseTextureClampARB(samplerColor, inUV, minLod, color);
minLod += 1.0f;
}
#endif
// Check if texel is resident
bool texelResident = sparseTexelsResidentARB(residencyCode);
vec4 color;
float lodClamp = 1.0f;
if (texelResident)
{
color = texture(samplerColor, inUV, inLodBias);

View file

@ -17,13 +17,13 @@ layout (binding = 0) uniform UBO
layout (location = 0) out vec2 outUV;
layout (location = 1) out float outLodBias;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
//layout (location = 2) out vec3 outNormal;
//layout (location = 3) out vec3 outViewVec;
//layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
vec4 gl_Position;
};
void main()
@ -34,11 +34,12 @@ void main()
vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.model * vec4(inPos, 1.0);
/*
vec4 pos = ubo.model * vec4(inPos, 1.0);
outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
vec3 lightPos = vec3(0.0);
vec3 lPos = mat3(ubo.model) * lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = ubo.viewPos.xyz - pos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = ubo.viewPos.xyz - pos.xyz;
*/
}