Randomly fill virtual pages, check if sparse residency for 2D images is supported
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5 changed files with 113 additions and 28 deletions
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@ -1,29 +1,37 @@
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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// Required for the sparse* commands used in this shader
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#extension GL_ARB_sparse_texture2 : enable
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#extension GL_ARB_sparse_texture_clamp : enable
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in float inLodBias;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec4 color = vec4(0.0);
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// Get residency code for current texel
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int residencyCode = sparseTextureARB(samplerColor, inUV, outFragColor, inLodBias);
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int residencyCode = sparseTextureARB(samplerColor, inUV, color, inLodBias);
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//#define MIN_LOD
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#ifdef MIN_LOD
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// Fetch sparse until we get a valid texel
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// todo: does not work in SPIR-V with current drivers (will be fixed in a new release)
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float minLod = 1.0;
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while (!sparseTexelsResidentARB(residencyCode))
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{
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residencyCode = sparseTextureClampARB(samplerColor, inUV, minLod, color);
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minLod += 1.0f;
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}
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#endif
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// Check if texel is resident
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bool texelResident = sparseTexelsResidentARB(residencyCode);
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vec4 color;
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float lodClamp = 1.0f;
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if (texelResident)
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{
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color = texture(samplerColor, inUV, inLodBias);
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@ -17,13 +17,13 @@ layout (binding = 0) uniform UBO
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out float outLodBias;
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layout (location = 2) out vec3 outNormal;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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//layout (location = 2) out vec3 outNormal;
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//layout (location = 3) out vec3 outViewVec;
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//layout (location = 4) out vec3 outLightVec;
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out gl_PerVertex
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{
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vec4 gl_Position;
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vec4 gl_Position;
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};
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void main()
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@ -34,11 +34,12 @@ void main()
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vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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/*
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
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vec3 lightPos = vec3(0.0);
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vec3 lPos = mat3(ubo.model) * lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = ubo.viewPos.xyz - pos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = ubo.viewPos.xyz - pos.xyz;
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*/
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}
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