I'm trying to write a deferred tiled renderer in line with the one DICE used for BF3 and I'm either not understanding what I'm doing or GLSL is pulling a fast one on me.
First part of the kernel is to calculate the max and min depth per tile, which I'm doing with this code.
#version 430
#define MAX_LIGHTS_PER_TILE 1024
#define WORK_GROUP_SIZE 16
struct PointLight
{
vec3 position;
float radius;
vec3 color;
float intensity;
};
layout (binding = 0, rgba32f) uniform writeonly image2D outTexture;
layout (binding = 1, rgba32f) uniform readonly image2D normalDepth;
layout (binding = 2, rgba32f) uniform readonly image2D diffuse;
layout (binding = 3, rgba32f) uniform readonly image2D specular;
layout (binding = 4, rgba32f) uniform readonly image2D glowMatID;
layout (std430, binding = 5) buffer BufferObject
{
PointLight pointLights[];
};
uniform mat4 inv_proj_view_mat;
layout (local_size_x = WORK_GROUP_SIZE, local_size_y = WORK_GROUP_SIZE) in;
shared uint minDepth = 0xFFFFFFFF;
shared uint maxDepth = 0;
void main()
{
ivec2 pixel = ivec2(gl_GlobalInvocationID.xy);
//SAMPLE ALL SHIT
vec4 normalColor = imageLoad(normalDepth, pixel);
float d = (normalColor.w + 1) / 2.0f;
uint depth = uint(d * 0xFFFFFFFF);
atomicMin(minDepth, depth);
atomicMax(maxDepth, depth);
groupMemoryBarrier();
imageStore(outTexture, pixel, vec4(float(float(minDepth) / float(0xFFFFFFFF))));
}
The scene looks like this if I draw the depth for each fragment.
Trying to draw minDepth results in a purely white screen and drawing maxDepth produces a black screen. Have I got my memory management/atomic functions wrong or are my drivers/GPU/Unicorn borked?
As a note, I have tried
atomicMin(minDepth, 0)
which ALSO produces a completely white image, which makes me very suspicious of what is really going on.
Turns out using barrier() instead of groupMemoryBarrier() solved the problem. Why, I do not know so if anyone can enlighten me, that would be much appreciated.