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SSAOeffect.fx from the Screen Space Ambient Occlusion XNA 3.1 example doesn t work in XNA 4.0
原标题:

I m trying to convert the Screen Space Ambient Occlusion example from XNA 3.1 to XNA 4.0. I ve fixed all the problems in the source, except this strange problem in a shader file. I ve gone through and fixed all the obvious problems with the shader as guided by Shawn Hargreaves blog, but when it compiles it uses up 620 instruction slots, which is well over the 512 instruction slot limit. How could this have worked in XNA 3.1, but not in XNA 4.0?

The changes from the 3.1 copy of the file are very minimal, and only consisted of renaming a few functions. below is the full shader source in it s current form. I ll be very grateful for any help in reducing the number instruction slots this compiles to.


float sampleRadius;
float distanceScale;
float4x4 Projection;

float3 cornerFustrum;

struct VS_OUTPUT
{
    float4 pos              : POSITION;
    float2 TexCoord         : TEXCOORD0;
    float3 viewDirection    : TEXCOORD1;
}; 

VS_OUTPUT VertexShaderFunction(
    float4 Position : POSITION, float2 TexCoord : TEXCOORD0)
{
    VS_OUTPUT Out = (VS_OUTPUT)0;

    Out.pos = Position;
    Position.xy = sign(Position.xy);
    Out.TexCoord = (float2(Position.x, -Position.y) + float2( 1.0f, 1.0f ) ) * 0.5f;
    float3 corner = float3(-cornerFustrum.x * Position.x,
            cornerFustrum.y * Position.y, cornerFustrum.z);
    Out.viewDirection =  corner;

    return Out;
}


texture depthTexture;
texture randomTexture;

sampler2D depthSampler = sampler_state
{
    Texture = <depthTexture>;
    ADDRESSU = CLAMP;
    ADDRESSV = CLAMP;
    MAGFILTER = LINEAR;
    MINFILTER = LINEAR;
};

sampler2D RandNormal = sampler_state
{
    Texture = <randomTexture>;
    ADDRESSU = WRAP;
    ADDRESSV = WRAP;
    MAGFILTER = LINEAR;
    MINFILTER = LINEAR;
};

float4 PixelShaderFunction(VS_OUTPUT IN) : COLOR0
{
    float4 samples[16] =
    {
        float4(0.355512,    -0.709318,  -0.102371,  0.0 ),
        float4(0.534186,    0.71511,    -0.115167,  0.0 ),
        float4(-0.87866,    0.157139,   -0.115167,  0.0 ),
        float4(0.140679,    -0.475516,  -0.0639818, 0.0 ),
        float4(-0.0796121,  0.158842,   -0.677075,  0.0 ),
        float4(-0.0759516,  -0.101676,  -0.483625,  0.0 ),
        float4(0.12493,     -0.0223423, -0.483625,  0.0 ),
        float4(-0.0720074,  0.243395,   -0.967251,  0.0 ),
        float4(-0.207641,   0.414286,   0.187755,   0.0 ),
        float4(-0.277332,   -0.371262,  0.187755,   0.0 ),
        float4(0.63864,     -0.114214,  0.262857,   0.0 ),
        float4(-0.184051,   0.622119,   0.262857,   0.0 ),
            float4(0.110007,    -0.219486,  0.435574,   0.0 ),
        float4(0.235085,    0.314707,   0.696918,   0.0 ),
        float4(-0.290012,   0.0518654,  0.522688,   0.0 ),
        float4(0.0975089,   -0.329594,  0.609803,   0.0 )
    };

    IN.TexCoord.x += 1.0/1600.0;
    IN.TexCoord.y += 1.0/1200.0;

    normalize (IN.viewDirection);
    float depth = tex2D(depthSampler, IN.TexCoord).a;
    float3 se = depth * IN.viewDirection;

    float3 randNormal = tex2D( RandNormal, IN.TexCoord * 200.0 ).rgb;

    float3 normal = tex2D(depthSampler, IN.TexCoord).rgb;
    float finalColor = 0.0f;

    for (int i = 0; i < 16; i++)
    {
        float3 ray = reflect(samples[i].xyz,randNormal) * sampleRadius;

        //if (dot(ray, normal) < 0)
        //  ray += normal * sampleRadius;

        float4 sample = float4(se + ray, 1.0f);
        float4 ss = mul(sample, Projection);

        float2 sampleTexCoord = 0.5f * ss.xy/ss.w + float2(0.5f, 0.5f);

        sampleTexCoord.x += 1.0/1600.0;
        sampleTexCoord.y += 1.0/1200.0;
        float sampleDepth = tex2D(depthSampler, sampleTexCoord).a;

        if (sampleDepth == 1.0)
        {
            finalColor ++;
        }
        else
        {       
            float occlusion = distanceScale* max(sampleDepth - depth, 0.0f);
            finalColor += 1.0f / (1.0f + occlusion * occlusion * 0.1);
        }
    }

    return float4(finalColor/16, finalColor/16, finalColor/16, 1.0f);
}


technique SSAO
{
    pass P0
    {          
        VertexShader = compile vs_3_0 VertexShaderFunction();
        PixelShader  = compile ps_3_0 PixelShaderFunction();
    }
}
最佳回答

XNA 4.0 enforces the 512 instruction limit (which the xbox360 has and the HiDef profile enforces as a minumum), whereas XNA3.1 didn t.

On the plus side, any graphics card that can run the XNA HiDef profile shouldn t fall over, where as had XNA allowed any number of instructions, it may have done.

Since you have a loop in your code, you could try forcing the compiler to use loop instructions if it s currently unrolling it (not familiar with this myself).

问题回答

If you are looking for an XNA 4 SSAO that has open source, check this link out : Deferred Rendering with SSAO Normals

reduce the number of samples in the shader from 16 to 8





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