Archive for 'gpu'

Surface Shaders, one year later

Over a year ago I had a thought that “Shaders must die” (part 1, part 2, part 3).

And what do you know – turns out we’re trying to pull this off in upcoming Unity 3. We call this Surface Shaders cause I’ve a suspicion “shaders must die” as a feature name wouldn’t have flied very far.

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Screenspace vs. mip-mapping

Just spent half a day debugging this, so here it is for the future reference of the internets.

In a deferred rendering setup (see Game Angst for a good discussion of deferred shading & lighting), lights are applied using data from screen-space buffers. Position, normal and other things are reconstructed from buffers and lighting is computed “in screen space”.

Because each light is applied to a portion of the screen, the pixels it computes can belong to different objects. If in any place of lighting computation you use textures with mipmaps, be careful. Most common use for mipmapped light textures is light “cookies” (aka Gobo).

Let’s say we have a very simple scene with a spot light: (more…)

Direct3D GPU Hacks

I’m catching up on various GPU hacks that exist for Direct3D 9 (things like native shadow mapping, render to vertex buffer, etc.). Turns out there’s a lot of them, but all the information is scattered around the intertubes.

So here are the D3D9 hacks known to me in one place.

Let me know if I missed something or got something wrong. I also want to figure out if Intel GPUs/drivers implement any of them.

Strided blur and other tips for SSAO

If you’re new to SSAO, here are good overview blog posts: meshula.net and levelofdetail. Some tips and an idea on strided blur below.

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Compact Normal Storage for small g-buffers

I’ve been experimenting with compact storage of view space normals for small g-buffers. Think about storing depth and normal in a single 8 bit/channel RGBA texture.

Here are my findings – with error visualization and shader performance numbers for some GPUs.

If you know any other method to encode/store normals in a compact way, please let me know!

Encoding floats to RGBA – the final?

The saga continues! In short, I need to pack a floating point number in [0..1) range into several channels of 8 bit/channel render texture. My previous approach is not ideal.

Turns out some folks have figured out an approach that finally seems to work.

Here it is for my own reference:

So here’s the proper way:

inline float4 EncodeFloatRGBA( float v ) {
  float4 enc = float4(1.0, 255.0, 65025.0, 160581375.0) * v;
  enc = frac(enc);
  enc -= enc.yzww * float4(1.0/255.0,1.0/255.0,1.0/255.0,0.0);
  return enc;
}
inline float DecodeFloatRGBA( float4 rgba ) {
  return dot( rgba, float4(1.0, 1/255.0, 1/65025.0, 1/160581375.0) );
}

That is, the difference from the previous approach is that the “magic” (read: hardware dependent) bias is replaced with subtracting next component’s encoded value from the previous component’s encoded value.

Implementing fixed function T&L in vertex shaders

Almost half a year ago I was wondering how to implement T&L in vertex shaders.

Well, finally I implemented it for upcoming Unity 2.6. I wrote some sort of a technical report here.

In short, I’m combining assembly fragments and doing simple temporary register allocation, which seems to work quite well. Performance is very similar to using fixed function (I know it’s implemented as vertex shaders internally by the runtime/driver) on several different cards I tried (Radeon HD 3xxx, GeForce 8xxx, Intel GMA 950).

What was unexpected: the most complex piece is not the vertex lighting! Most complexity is in how to route/generate texture coordinates and transform them. Huge combination explosion there.

Otherwise – I like! Here’s a link to the article again.

Shaders must die, part 3

Continuing the series (see Part 1, Part 2)…

Got different lighting models (BRDFs) working. Without further ado, code snippets that produce real actual working shaders that work with lights & shadows and whatnot:

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Shaders must die, part 2

I started playing around with the idea of “shaders must die“. I’m experimenting with extracting “surface shaders” for now.

Right now my experimental pipeline is:

  1. Write a surface shader file
  2. Perl script transforms it into Unity 2.x shader file
  3. Which in turn is compiled by Unity into all lighting/shadows permutations, for D3D9 and OpenGL backends. Cg is used for actual shader compilation.

I have very simple cases working. For example: (more…)

Shaders must die

It came in as a simple thought, and now I can’t shake it off. So I say:
Shaders Must Die

Ok, now that the controversial bits are done, let’s continue.

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