Merge pull request #13932 from SamGondelman/framebuffer

Fix framebuffer debugging
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Sam Gateau 2018-09-05 17:38:21 -07:00 committed by GitHub
commit 03f51352aa
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 36 additions and 82 deletions

View file

@ -38,33 +38,6 @@ void DebugDeferredBufferConfig::setMode(int newMode) {
emit dirty();
}
#if 0
enum TextureSlot {
Albedo = 0,
Normal,
Specular,
Depth,
Lighting,
Shadow,
LinearDepth,
HalfLinearDepth,
HalfNormal,
Curvature,
DiffusedCurvature,
Scattering,
AmbientOcclusion,
AmbientOcclusionBlurred,
Velocity,
};
enum ParamSlot {
CameraCorrection = 0,
DeferredFrameTransform,
ShadowTransform,
DebugParametersBuffer
};
#endif
static const std::string DEFAULT_ALBEDO_SHADER{
"vec4 getFragmentColor() {"
" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
@ -178,19 +151,19 @@ static const std::string DEFAULT_SHADOW_CASCADE_SHADER{
static const std::string DEFAULT_LINEAR_DEPTH_SHADER{
"vec4 getFragmentColor() {"
" return vec4(vec3(1.0 - texture(linearDepthMap, uv).x * 0.01), 1.0);"
" return vec4(vec3(1.0 - texture(debugTexture0, uv).x * 0.01), 1.0);"
"}"
};
static const std::string DEFAULT_HALF_LINEAR_DEPTH_SHADER{
"vec4 getFragmentColor() {"
" return vec4(vec3(1.0 - texture(halfLinearDepthMap, uv).x * 0.01), 1.0);"
" return vec4(vec3(1.0 - texture(debugTexture0, uv).x * 0.01), 1.0);"
" }"
};
static const std::string DEFAULT_HALF_NORMAL_SHADER{
"vec4 getFragmentColor() {"
" return vec4(vec3(texture(halfNormalMap, uv).xyz), 1.0);"
" return vec4(vec3(texture(debugTexture0, uv).xyz), 1.0);"
" }"
};
@ -240,27 +213,27 @@ static const std::string DEFAULT_CURVATURE_OCCLUSION_SHADER{
static const std::string DEFAULT_DEBUG_SCATTERING_SHADER{
"vec4 getFragmentColor() {"
" return vec4(pow(vec3(texture(scatteringMap, uv).xyz), vec3(1.0 / 2.2)), 1.0);"
// " return vec4(vec3(texture(scatteringMap, uv).xyz), 1.0);"
" return vec4(pow(vec3(texture(debugTexture0, uv).xyz), vec3(1.0 / 2.2)), 1.0);"
// " return vec4(vec3(texture(debugTexture0, uv).xyz), 1.0);"
" }"
};
static const std::string DEFAULT_AMBIENT_OCCLUSION_SHADER{
"vec4 getFragmentColor() {"
" return vec4(vec3(texture(obscuranceMap, uv).x), 1.0);"
// When drawing color " return vec4(vec3(texture(occlusionMap, uv).xyz), 1.0);"
// when drawing normal" return vec4(normalize(texture(occlusionMap, uv).xyz * 2.0 - vec3(1.0)), 1.0);"
// When drawing color " return vec4(vec3(texture(debugTexture0, uv).xyz), 1.0);"
// when drawing normal" return vec4(normalize(texture(debugTexture0, uv).xyz * 2.0 - vec3(1.0)), 1.0);"
" }"
};
static const std::string DEFAULT_AMBIENT_OCCLUSION_BLURRED_SHADER{
"vec4 getFragmentColor() {"
" return vec4(vec3(texture(occlusionBlurredMap, uv).xyz), 1.0);"
" return vec4(vec3(texture(debugTexture0, uv).xyz), 1.0);"
" }"
};
static const std::string DEFAULT_VELOCITY_SHADER{
"vec4 getFragmentColor() {"
" return vec4(vec2(texture(velocityMap, uv).xy), 0.0, 1.0);"
" return vec4(vec2(texture(debugTexture0, uv).xy), 0.0, 1.0);"
" }"
};
@ -463,13 +436,10 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I
batch.setResourceTexture(Textures::DeferredDepth, deferredFramebuffer->getPrimaryDepthTexture());
batch.setResourceTexture(Textures::DeferredLighting, deferredFramebuffer->getLightingTexture());
}
if (velocityFramebuffer) {
batch.setResourceTexture(Textures::DebugVelocity, velocityFramebuffer->getVelocityTexture());
if (velocityFramebuffer && _mode == VelocityMode) {
batch.setResourceTexture(Textures::DebugTexture0, velocityFramebuffer->getVelocityTexture());
}
// FIXME can't find the corresponding buffer
// batch.setUniformBuffer(UBOs:: DebugParametersBuffer, _parameters);
auto lightStage = renderContext->_scene->getStage<LightStage>();
assert(lightStage);
assert(lightStage->getNumLights() > 0);
@ -479,12 +449,17 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I
batch.setResourceTexture(Textures::Shadow, globalShadow->map);
batch.setUniformBuffer(UBOs::ShadowParams, globalShadow->getBuffer());
batch.setUniformBuffer(UBOs::DeferredFrameTransform, frameTransform->getFrameTransformBuffer());
batch.setUniformBuffer(UBOs::DebugDeferredParams, _parameters);
}
if (linearDepthTarget) {
batch.setResourceTexture(Textures::DebugDepth, linearDepthTarget->getLinearDepthTexture());
batch.setResourceTexture(Textures::DebugHalfDepth, linearDepthTarget->getHalfLinearDepthTexture());
batch.setResourceTexture(Textures::DebugHalfNormal, linearDepthTarget->getHalfNormalTexture());
if (_mode == DepthMode) {
batch.setResourceTexture(Textures::DebugTexture0, linearDepthTarget->getLinearDepthTexture());
} else if (_mode == HalfLinearDepthMode) {
batch.setResourceTexture(Textures::DebugTexture0, linearDepthTarget->getHalfLinearDepthTexture());
} else if (_mode == HalfNormalMode) {
batch.setResourceTexture(Textures::DebugTexture0, linearDepthTarget->getHalfNormalTexture());
}
}
if (surfaceGeometryFramebuffer) {
batch.setResourceTexture(Textures::DeferredCurvature, surfaceGeometryFramebuffer->getCurvatureTexture());
@ -492,9 +467,11 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I
surfaceGeometryFramebuffer->getLowCurvatureTexture());
}
if (ambientOcclusionFramebuffer) {
batch.setResourceTexture(Textures::DebugOcclusion, ambientOcclusionFramebuffer->getOcclusionTexture());
batch.setResourceTexture(Textures::DebugOcclusionBlurred,
ambientOcclusionFramebuffer->getOcclusionBlurredTexture());
if (_mode == AmbientOcclusionMode) {
batch.setResourceTexture(Textures::DebugTexture0, ambientOcclusionFramebuffer->getOcclusionTexture());
} else if (_mode == AmbientOcclusionBlurredMode) {
batch.setResourceTexture(Textures::DebugTexture0, ambientOcclusionFramebuffer->getOcclusionBlurredTexture());
}
}
const glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
const glm::vec2 bottomLeft(_size.x, _size.y);
@ -505,19 +482,14 @@ void DebugDeferredBuffer::run(const RenderContextPointer& renderContext, const I
batch.setResourceTexture(Textures::DeferredNormal, nullptr);
batch.setResourceTexture(Textures::DeferredSpecular, nullptr);
batch.setResourceTexture(Textures::DeferredDepth, nullptr);
batch.setResourceTexture(Textures::DeferredLighting, nullptr);
batch.setResourceTexture(Textures::Shadow, nullptr);
batch.setResourceTexture(Textures::DebugDepth, nullptr);
batch.setResourceTexture(Textures::DebugHalfDepth, nullptr);
batch.setResourceTexture(Textures::DebugHalfNormal, nullptr);
batch.setResourceTexture(Textures::DeferredCurvature, nullptr);
batch.setResourceTexture(Textures::DeferredDiffusedCurvature, nullptr);
batch.setResourceTexture(Textures::DeferredLighting, nullptr);
batch.setResourceTexture(Textures::DebugOcclusion, nullptr);
batch.setResourceTexture(Textures::DebugOcclusionBlurred, nullptr);
batch.setResourceTexture(Textures::DebugVelocity, nullptr);
for (auto i = 0; i < SHADOW_CASCADE_MAX_COUNT; i++) {
batch.setResourceTexture(Textures::Shadow + i, nullptr);
}
batch.setResourceTexture(Textures::DebugTexture0, nullptr);
});
}

View file

@ -16,14 +16,8 @@
<@include gpu/Color.slh@>
<$declareColorWheel()$>
layout(binding=RENDER_UTILS_TEXTURE_DEBUG_DEPTH) uniform sampler2D linearDepthMap;
layout(binding=RENDER_UTILS_TEXTURE_DEBUG_HALF_DEPTH) uniform sampler2D halfLinearDepthMap;
layout(binding=RENDER_UTILS_TEXTURE_DEBUG_HALF_NORMAL) uniform sampler2D halfNormalMap;
layout(binding=RENDER_UTILS_TEXTURE_DEBUG_OCCLUSION) uniform sampler2D occlusionMap;
layout(binding=RENDER_UTILS_TEXTURE_DEBUG_OCCLUSION_BLURRED) uniform sampler2D occlusionBlurredMap;
layout(binding=RENDER_UTILS_TEXTURE_DEBUG_SCATTERING) uniform sampler2D scatteringMap;
layout(binding=RENDER_UTILS_TEXTURE_DEBUG_VELOCITY) uniform sampler2D velocityMap;
layout(binding=RENDER_UTILS_TEXTURE_DEBUG_SHADOWS) uniform sampler2DArrayShadow shadowMaps;
layout(binding=RENDER_UTILS_DEBUG_TEXTURE0) uniform sampler2D debugTexture0;
layout(binding=RENDER_UTILS_TEXTURE_SHADOW) uniform sampler2DArrayShadow shadowMaps;
<@include ShadowCore.slh@>
@ -31,7 +25,7 @@ layout(binding=RENDER_UTILS_TEXTURE_DEBUG_SHADOWS) uniform sampler2DArrayShadow
<@include debug_deferred_buffer_shared.slh@>
layout(std140) uniform parametersBuffer {
layout(std140, binding=RENDER_UTILS_BUFFER_DEBUG_DEFERRED_PARAMS) uniform parametersBuffer {
DebugParameters parameters;
};

View file

@ -126,14 +126,8 @@
// Debugging
#define RENDER_UTILS_BUFFER_DEBUG_SKYBOX 5
#define RENDER_UTILS_TEXTURE_DEBUG_DEPTH 11
#define RENDER_UTILS_TEXTURE_DEBUG_HALF_DEPTH 12
#define RENDER_UTILS_TEXTURE_DEBUG_OCCLUSION 13
#define RENDER_UTILS_TEXTURE_DEBUG_OCCLUSION_BLURRED 14
#define RENDER_UTILS_TEXTURE_DEBUG_VELOCITY 15
#define RENDER_UTILS_TEXTURE_DEBUG_SHADOWS 16
#define RENDER_UTILS_TEXTURE_DEBUG_HALF_NORMAL 17
#define RENDER_UTILS_TEXTURE_DEBUG_SCATTERING 18
#define RENDER_UTILS_DEBUG_TEXTURE0 11
#define RENDER_UTILS_BUFFER_DEBUG_DEFERRED_PARAMS 1
// <!
#include <gpu/ShaderConstants.h>
@ -174,6 +168,7 @@ enum Buffer {
BloomParams = RENDER_UTILS_BUFFER_BLOOM_PARAMS,
ToneMappingParams = RENDER_UTILS_BUFFER_TM_PARAMS,
ShadowParams = RENDER_UTILS_BUFFER_SHADOW_PARAMS,
DebugDeferredParams = RENDER_UTILS_BUFFER_DEBUG_DEFERRED_PARAMS,
};
} // namespace buffer
@ -212,14 +207,7 @@ enum Texture {
BloomColor = RENDER_UTILS_TEXTURE_BLOOM_COLOR,
ToneMappingColor = RENDER_UTILS_TEXTURE_TM_COLOR,
TextFont = RENDER_UTILS_TEXTURE_TEXT_FONT,
DebugDepth = RENDER_UTILS_TEXTURE_DEBUG_DEPTH,
DebugHalfDepth = RENDER_UTILS_TEXTURE_DEBUG_HALF_DEPTH,
DebugOcclusion = RENDER_UTILS_TEXTURE_DEBUG_OCCLUSION,
DebugOcclusionBlurred = RENDER_UTILS_TEXTURE_DEBUG_OCCLUSION_BLURRED,
DebugVelocity = RENDER_UTILS_TEXTURE_DEBUG_VELOCITY,
DebugShadows = RENDER_UTILS_TEXTURE_DEBUG_SHADOWS,
DebugHalfNormal = RENDER_UTILS_TEXTURE_DEBUG_HALF_NORMAL,
DebugScattering = RENDER_UTILS_TEXTURE_DEBUG_SCATTERING,
DebugTexture0 = RENDER_UTILS_DEBUG_TEXTURE0,
};
} // namespace texture