mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
Rewrote the WebGPU bloom pass based on the classic Unreal solution of blurring and combining the levels of an image pyramid. Fixed the regl bloom pass to use the downscaled blurred mipmap levels to build the first pyramid.
This commit is contained in:
15
TODO.txt
15
TODO.txt
@@ -1,18 +1,13 @@
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TODO:
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WebGPU
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Figure out texture pyramid stuff
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Idea: use mip levels to store stuff
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Multiple draw calls, if level N must downsample level N - 1
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Does every level HAVE to be downsampled from the previous level? Or can they all be downsampled from a single source?
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What about in my case in particular? I'm blurring everything anyway.
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blur pass
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Switch to rgba32float somehow?
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Why isn't this straightforward?
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Rename setSize to rebuild — it is the function that receives inputs as well as screen size
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Create and store the bloom bind groups on resize
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Make sure everything is properly commented
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Update links in issues
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Get rid of end pass once it's possible to copy a bgra8unorm to a canvas texture
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Switch to rgba32float somehow?
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Why isn't this straightforward?
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Support looping
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@@ -103,7 +103,7 @@ export default ({ regl, config }, inputs) => {
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const highPassFBO = highPassPyramid[i];
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const hBlurFBO = hBlurPyramid[i];
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const vBlurFBO = vBlurPyramid[i];
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highPass({ fbo: highPassFBO, frag: highPassFrag.text(), tex: inputs.primary });
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highPass({ fbo: highPassFBO, frag: highPassFrag.text(), tex: i === 0 ? inputs.primary : highPassPyramid[i - 1] });
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blur({ fbo: hBlurFBO, frag: blurFrag.text(), tex: highPassFBO, direction: [1, 0] });
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blur({ fbo: vBlurFBO, frag: blurFrag.text(), tex: hBlurFBO, direction: [0, 1] });
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}
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@@ -1,13 +1,15 @@
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import { structs } from "/lib/gpu-buffer.js";
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import { makeComputeTarget, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
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import { makeComputeTarget, makePyramidView, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
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export default (context, getInputs) => {
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const { config, device } = context;
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const pyramidHeight = 4;
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const bloomSize = config.bloomSize;
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const bloomStrength = config.newBloomStrength;
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const bloomStrength = config.bloomStrength;
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const bloomRadius = 2; // Looks better with more, but is more costly
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const enabled = bloomSize > 0 && bloomStrength > 0;
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const enabled = true;
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// If there's no bloom to apply, return a no-op pass with an empty bloom texture
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if (!enabled) {
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@@ -16,17 +18,22 @@ export default (context, getInputs) => {
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return makePass(getOutputs);
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}
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const assets = [loadShader(device, "shaders/wgsl/blur1D.wgsl")];
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const assets = [loadShader(device, "shaders/wgsl/bloomBlur.wgsl"), loadShader(device, "shaders/wgsl/bloomCombine.wgsl")];
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const nearestSampler = device.createSampler({});
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const linearSampler = device.createSampler({
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magFilter: "linear",
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minFilter: "linear",
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});
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let computePipeline;
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let configUniforms;
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let horizontalConfigBuffer;
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let verticalConfigBuffer;
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let intermediate;
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let blurPipeline;
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let combinePipeline;
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let hBlurPyramid;
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let vBlurPyramid;
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let hBlurBuffer;
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let vBlurBuffer;
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let combineBuffer;
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let output;
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let screenSize;
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let scaledScreenSize;
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const getOutputs = () => ({
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primary: getInputs().primary,
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@@ -34,39 +41,69 @@ export default (context, getInputs) => {
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});
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const ready = (async () => {
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const [blurShader] = await Promise.all(assets);
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const [blurShader, combineShader] = await Promise.all(assets);
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computePipeline = device.createComputePipeline({
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blurPipeline = device.createComputePipeline({
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compute: {
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module: blurShader.module,
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entryPoint: "computeMain",
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},
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});
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configUniforms = structs.from(blurShader.code).Config;
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combinePipeline = device.createComputePipeline({
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compute: {
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module: combineShader.module,
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entryPoint: "computeMain",
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},
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});
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const blurUniforms = structs.from(blurShader.code).Config;
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hBlurBuffer = makeUniformBuffer(device, blurUniforms, { bloomRadius, direction: [1, 0] });
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vBlurBuffer = makeUniformBuffer(device, blurUniforms, { bloomRadius, direction: [0, 1] });
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const combineUniforms = structs.from(combineShader.code).Config;
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combineBuffer = makeUniformBuffer(device, combineUniforms, { bloomStrength, pyramidHeight });
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})();
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const setSize = (width, height) => {
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intermediate?.destroy();
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intermediate = makeComputeTarget(device, Math.floor(width * bloomSize), height);
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hBlurPyramid?.destroy();
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hBlurPyramid = makeComputeTarget(device, Math.floor(width * bloomSize), Math.floor(height * bloomSize), pyramidHeight);
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vBlurPyramid?.destroy();
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vBlurPyramid = makeComputeTarget(device, Math.floor(width * bloomSize), Math.floor(height * bloomSize), pyramidHeight);
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output?.destroy();
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output = makeComputeTarget(device, Math.floor(width * bloomSize), Math.floor(height * bloomSize));
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screenSize = [width, height];
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horizontalConfigBuffer = makeUniformBuffer(device, configUniforms, { bloomStrength, direction: [0, bloomSize] });
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verticalConfigBuffer = makeUniformBuffer(device, configUniforms, { bloomStrength, direction: [1, 0] });
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scaledScreenSize = [Math.floor(width * bloomSize), Math.floor(height * bloomSize)];
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};
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const execute = (encoder) => {
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const inputs = getInputs();
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const tex = inputs.primary;
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const intermediateView = intermediate.createView();
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const computePass = encoder.beginComputePass();
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computePass.setPipeline(computePipeline);
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computePass.setBindGroup(0, makeBindGroup(device, computePipeline, 0, [horizontalConfigBuffer, nearestSampler, tex.createView(), intermediateView]));
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computePass.dispatch(Math.ceil(Math.floor(screenSize[0] * bloomSize) / 32), screenSize[1], 1);
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computePass.setBindGroup(0, makeBindGroup(device, computePipeline, 0, [verticalConfigBuffer, nearestSampler, intermediateView, output.createView()]));
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computePass.dispatch(Math.ceil(Math.floor(screenSize[0] * bloomSize) / 32), Math.floor(screenSize[1] * bloomSize), 1);
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computePass.setPipeline(blurPipeline);
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const hBlurPyramidViews = Array(pyramidHeight)
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.fill()
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.map((_, level) => makePyramidView(hBlurPyramid, level));
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const vBlurPyramidViews = Array(pyramidHeight)
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.fill()
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.map((_, level) => makePyramidView(vBlurPyramid, level));
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for (let i = 0; i < pyramidHeight; i++) {
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const downsample = 2 ** -i;
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const size = [Math.ceil(Math.floor(scaledScreenSize[0] * downsample) / 32), Math.floor(Math.floor(scaledScreenSize[1] * downsample)), 1];
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const srcView = i === 0 ? tex.createView() : hBlurPyramidViews[i - 1];
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computePass.setBindGroup(0, makeBindGroup(device, blurPipeline, 0, [hBlurBuffer, linearSampler, srcView, hBlurPyramidViews[i]]));
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computePass.dispatch(...size);
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computePass.setBindGroup(0, makeBindGroup(device, blurPipeline, 0, [vBlurBuffer, linearSampler, hBlurPyramidViews[i], vBlurPyramidViews[i]]));
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computePass.dispatch(...size);
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}
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computePass.setPipeline(combinePipeline);
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computePass.setBindGroup(0, makeBindGroup(device, combinePipeline, 0, [combineBuffer, linearSampler, vBlurPyramid.createView(), output.createView()]));
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computePass.dispatch(Math.ceil(scaledScreenSize[0] / 32), scaledScreenSize[1], 1);
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computePass.endPass();
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};
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@@ -1,4 +1,4 @@
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import { makeComputeTarget, loadTexture, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
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import { makeComputeTarget, loadTexture, loadShader, makeBindGroup, makePass } from "./utils.js";
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// Multiplies the rendered rain and bloom by a loaded in image
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@@ -27,16 +27,18 @@ const loadTexture = async (device, url) => {
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return texture;
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};
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const makeRenderTarget = (device, width, height, format) =>
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const makeRenderTarget = (device, width, height, format, mipLevelCount = 1) =>
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device.createTexture({
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size: [width, height, 1],
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mipLevelCount,
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format,
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usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,
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});
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const makeComputeTarget = (device, width, height) =>
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const makeComputeTarget = (device, width, height, mipLevelCount = 1) =>
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device.createTexture({
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size: [width, height, 1],
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mipLevelCount,
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format: "rgba8unorm",
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usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC | GPUTextureUsage.COPY_DST | GPUTextureUsage.STORAGE_BINDING,
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});
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@@ -76,6 +78,13 @@ const make1DTexture = (device, rgbas) => {
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return texture;
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};
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const makePyramidView = (texture, level) =>
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texture.createView({
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baseMipLevel: level,
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mipLevelCount: 1,
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dimension: "2d",
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});
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const makeBindGroup = (device, pipeline, index, entries) =>
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device.createBindGroup({
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layout: pipeline.getBindGroupLayout(index),
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@@ -97,4 +106,16 @@ const makePass = (getOutputs, ready, setSize, execute) => ({
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const makePipeline = (context, steps) =>
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steps.filter((f) => f != null).reduce((pipeline, f, i) => [...pipeline, f(context, i == 0 ? null : pipeline[i - 1].getOutputs)], []);
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export { getCanvasSize, makeRenderTarget, makeComputeTarget, make1DTexture, loadTexture, loadShader, makeUniformBuffer, makePass, makePipeline, makeBindGroup };
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export {
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getCanvasSize,
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makeRenderTarget,
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makeComputeTarget,
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make1DTexture,
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makePyramidView,
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loadTexture,
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loadShader,
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makeUniformBuffer,
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makePass,
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makePipeline,
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makeBindGroup,
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};
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45
shaders/wgsl/bloomBlur.wgsl
Normal file
45
shaders/wgsl/bloomBlur.wgsl
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@@ -0,0 +1,45 @@
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let ONE_OVER_SQRT_2PI = 0.39894;
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[[block]] struct Config {
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bloomRadius : f32;
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direction : vec2<f32>;
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};
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[[group(0), binding(0)]] var<uniform> config : Config;
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[[group(0), binding(1)]] var linearSampler : sampler;
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[[group(0), binding(2)]] var tex : texture_2d<f32>;
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[[group(0), binding(3)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
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struct ComputeInput {
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[[builtin(global_invocation_id)]] id : vec3<u32>;
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};
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fn gaussianPDF(x : f32) -> f32 {
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return ONE_OVER_SQRT_2PI * exp( -0.5 *
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( x * x ) / ( config.bloomRadius * config.bloomRadius )
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) / config.bloomRadius;
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}
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[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
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var coord = vec2<i32>(input.id.xy);
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var outputSize = textureDimensions(outputTex);
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if (coord.x >= outputSize.x) {
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return;
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}
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var uv = (vec2<f32>(coord) + 0.5) / vec2<f32>(outputSize);
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var uvOffset = config.direction / vec2<f32>(outputSize);
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var weightSum = gaussianPDF(0.0);
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var sum = textureSampleLevel( tex, linearSampler, uv, 0.0) * weightSum;
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for (var x : f32 = 1.0; x < config.bloomRadius; x = x + 1.0) {
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var weight = gaussianPDF(x);
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sum = sum + textureSampleLevel( tex, linearSampler, uv + uvOffset * x, 0.0) * weight;
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sum = sum + textureSampleLevel( tex, linearSampler, uv - uvOffset * x, 0.0) * weight;
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weightSum = weightSum + weight * 2.0;
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}
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textureStore(outputTex, coord, sum / weightSum);
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}
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31
shaders/wgsl/bloomCombine.wgsl
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31
shaders/wgsl/bloomCombine.wgsl
Normal file
@@ -0,0 +1,31 @@
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[[block]] struct Config {
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bloomStrength : f32;
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pyramidHeight : f32;
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};
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[[group(0), binding(0)]] var<uniform> config : Config;
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[[group(0), binding(1)]] var linearSampler : sampler;
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[[group(0), binding(2)]] var tex : texture_2d<f32>;
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[[group(0), binding(3)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
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struct ComputeInput {
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[[builtin(global_invocation_id)]] id : vec3<u32>;
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};
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[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
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var coord = vec2<i32>(input.id.xy);
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var outputSize = textureDimensions(outputTex);
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if (coord.x >= outputSize.x) {
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return;
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}
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var uv = (vec2<f32>(coord) + 0.5) / vec2<f32>(outputSize);
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var sum = vec4<f32>(0.0);
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for (var i = 0.0; i < config.pyramidHeight; i = i + 1.0) {
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sum = sum + (1.0 - i / config.pyramidHeight) * textureSampleLevel( tex, linearSampler, uv, i + 1.0 );
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}
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textureStore(outputTex, coord, sum * config.bloomStrength);
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}
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@@ -1,37 +0,0 @@
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[[block]] struct Config {
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bloomStrength : f32;
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direction : vec2<f32>;
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};
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[[group(0), binding(0)]] var<uniform> config : Config;
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[[group(0), binding(1)]] var nearestSampler : sampler;
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[[group(0), binding(2)]] var tex : texture_2d<f32>;
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[[group(0), binding(3)]] var outputTex : texture_storage_2d<rgba8unorm, write>;
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struct ComputeInput {
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[[builtin(global_invocation_id)]] id : vec3<u32>;
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};
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[[stage(compute), workgroup_size(32, 1, 1)]] fn computeMain(input : ComputeInput) {
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var coord = vec2<i32>(input.id.xy);
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var outputSize = textureDimensions(outputTex);
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if (coord.x >= outputSize.x) {
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return;
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}
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var uv = (vec2<f32>(coord) + 0.5) / vec2<f32>(outputSize);
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var offset = config.direction / vec2<f32>(outputSize);
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var sum = vec4<f32>(0.0);
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sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * 3.0, 0.0 ) * 0.006;
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sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * 2.0, 0.0 ) * 0.061;
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sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * 1.0, 0.0 ) * 0.242;
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sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * 0.0, 0.0 ) * 0.383;
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sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * -1.0, 0.0 ) * 0.242;
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sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * -2.0, 0.0 ) * 0.061;
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sum = sum + textureSampleLevel( tex, nearestSampler, uv + offset * -3.0, 0.0 ) * 0.006;
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textureStore(outputTex, coord, sum * config.bloomStrength);
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}
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Reference in New Issue
Block a user