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71 lines
3.3 KiB
GLSL
71 lines
3.3 KiB
GLSL
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015-2017 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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// outer code will hoist this up to just after the #version
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//#extension GL_ARB_derivative_control : enable
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//#extension GL_ARB_shader_image_load_store : require
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//#extension GL_ARB_gpu_shader5 : require
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////////////////////////////////////////////////////////////////////////////////////////////
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// Below shaders courtesy of Stephen Hill (@self_shadow), converted to glsl trivially
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//
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// http://blog.selfshadow.com/2012/11/12/counting-quads/
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// https://github.com/selfshadow/demos/blob/master/QuadShading/QuadShading.fx
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////////////////////////////////////////////////////////////////////////////////////////////
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#ifdef VULKAN
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// descriptor set will be patched from 0 to whichever descriptor set we're using in code
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layout(set = 0, binding = 0, r32ui) uniform coherent uimage2DArray overdrawImage;
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#else // OPENGL
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layout(binding = 0, r32ui) uniform coherent uimage2DArray overdrawImage;
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#endif
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layout(early_fragment_tests) in;
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void main()
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{
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uint c0 = uint(gl_SampleMaskIn[0]);
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// Obtain coverage for all pixels in the quad, via 'message passing'*.
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// (* For more details, see:
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// "Shader Amortization using Pixel Quad Message Passing", Eric Penner, GPU Pro 2.)
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uvec2 p = uvec2(uint(gl_FragCoord.x) & 1u, uint(gl_FragCoord.y) & 1u);
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ivec2 sign = ivec2(p.x > 0u ? -1 : 1, p.y > 0u ? -1 : 1);
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uint c1 = c0 + sign.x*int(dFdxFine(c0));
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uint c2 = c0 + sign.y*int(dFdyFine(c0));
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uint c3 = c2 + sign.x*int(dFdxFine(c2));
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// Count the live pixels, minus 1 (zero indexing)
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uint pixelCount = c0 + c1 + c2 + c3 - 1;
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ivec3 quad = ivec3(gl_FragCoord.xy*0.5, pixelCount);
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imageAtomicAdd(overdrawImage, quad, 1);
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}
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////////////////////////////////////////////////////////////////////////////////////////////
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// Above shaders courtesy of Stephen Hill (@self_shadow), converted to glsl trivially
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//
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// http://blog.selfshadow.com/2012/11/12/counting-quads/
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// https://github.com/selfshadow/demos/blob/master/QuadShading/QuadShading.fx
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////////////////////////////////////////////////////////////////////////////////////////////
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