I am making an SSAO shader with a kernel size of 64.
SSAO fragment shader:
const int kernelSize = 64;
for (int i = 0; i < kernelSize; i++) {
//Get sample position
vec3 s = tbn * ubo.kernel[i].xyz;
s = s * radius + origin;
vec4 offset = vec4(s, 1.0);
offset = ubo.projection * offset;
offset.xy /= offset.w;
offset.xy = offset.xy * 0.5 + 0.5;
float sampleDepth = texture(samplerposition, offset.xy).z;
float rangeCheck = abs(origin.z - sampleDepth) < radius ? 1.0 : 0.0;
occlusion += (sampleDepth >= s.z ? 1.0 : 0.0) * rangeCheck;
}
The sampling texture has a format VK_FORMAT_R16G16B16A16_SFLOATand is loaded with a flag VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT.
I am using a laptop with an nvidia K1100M graphics card. If I run the code in renderdoc, this shader will take 114 ms . And if I change kernelSizeto 1, it takes 1 ms .
Is this texture fetch normal? Or maybe I created something somewhere?
Like the layout transition did not go through, so the texture is in VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMALinstead VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL.
source
share