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이름만 다른(표기 변형) [[위키링크]]를 대상 문서의 canonical 제목으로 치환해 끊겼던 1,200개 링크를 연결. 제목/파일명 정규화 일치만 적용하고 별칭 매칭은 과병합 위험으로 제외(애매성 가드). 원본은 _link_reconcile_backup/ 에 백업. 도구: Datacollect/scripts/link_reconcile_apply.mjs Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-depth-pre-pass | Depth Pre-Pass | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
Depth Pre-Pass
매 한 줄
"매 main shading 전 의 depth-only render". 매 overdraw 의 reduce — 매 expensive pixel shader 의 hidden surface 의 skip. 매 modern GPU 의 early-Z + Hi-Z + 매 deferred / forward+. 매 cost: 매 vertex 2x.
매 핵심
매 motivation
- Overdraw: 매 same pixel 의 shade 여러 번.
- Expensive shader: 매 PBR + IBL + many light → 매 pixel cost ↑.
- Solution: 매 depth 만 의 first → 매 main pass 의 occluded fragment 의 reject.
매 mechanism
- Pass 1: 매 depth-only (vertex + null pixel shader).
- Pass 2: 매 full shading + EQUAL depth test.
- 매 GPU 의 early-Z 의 pixel shader 전 의 reject.
매 trade-off
- Win: 매 expensive pixel shader 의 occluded fragment 의 skip.
- Loss: 매 vertex stage 2x.
- Net: 매 shader complexity 의 high 의 win.
매 modern variant
- Hi-Z: 매 hierarchical depth 의 GPU 의 cull tile.
- Forward+: 매 light culling + Z-prepass.
- Deferred: 매 G-buffer 의 prepass-like.
- Visibility buffer: 매 modern alternative (Unreal 5 Nanite).
매 응용
- Open world: 매 dense vegetation overdraw.
- Particle: 매 alpha sort cost.
- PBR-heavy: 매 expensive shader.
- VR: 매 fill rate critical.
- Mobile: 매 tile-based 의 different approach (defer to TBDR).
💻 패턴
Z-prepass (Unreal-style HLSL)
// Pass 1 — depth only
struct VSInput { float3 pos : POSITION; };
float4 VS_DepthOnly(VSInput v) : SV_POSITION {
return mul(float4(v.pos, 1.0), MVP);
}
// 매 no pixel shader (or null)
// Pass 2 — full shading with EQUAL test
DepthStencilState : DepthFunc = EQUAL; DepthWrite = OFF;
float4 PS_Main(VSOutput v) : SV_TARGET {
return PBR_Shade(v); // 매 expensive
}
OpenGL setup
// Pass 1
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LESS);
DrawScene(depth_only_program);
// Pass 2
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_FALSE);
glDepthFunc(GL_EQUAL);
DrawScene(main_program);
Vulkan render pass
VkAttachmentDescription depthAttach = {
.format = VK_FORMAT_D32_SFLOAT,
.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR,
.storeOp = VK_ATTACHMENT_STORE_OP_STORE,
.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,
.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL,
};
// Subpass 1: depth only
// Subpass 2: shading w/ EQUAL test, read-only depth
Cost-benefit decision
bool should_use_depth_prepass(SceneStats stats) {
// 매 high overdraw + expensive shader → 매 win
float avg_overdraw = stats.pixels_shaded / stats.unique_pixels;
float shader_cost = stats.shader_alu_count;
return avg_overdraw > 2.0 && shader_cost > 100;
}
Hi-Z chain (compute)
// 매 each level 의 max of 4 source pixels
[numthreads(8, 8, 1)]
void GenerateHiZ(uint3 tid : SV_DispatchThreadID) {
float4 d;
d.x = SrcDepth[tid.xy * 2 + uint2(0, 0)];
d.y = SrcDepth[tid.xy * 2 + uint2(1, 0)];
d.z = SrcDepth[tid.xy * 2 + uint2(0, 1)];
d.w = SrcDepth[tid.xy * 2 + uint2(1, 1)];
DstDepth[tid.xy] = max(max(d.x, d.y), max(d.z, d.w));
}
Occlusion query (validation)
GLuint q;
glGenQueries(1, &q);
glBeginQuery(GL_SAMPLES_PASSED, q);
DrawObject(obj);
glEndQuery(GL_SAMPLES_PASSED);
GLuint samples;
glGetQueryObjectuiv(q, GL_QUERY_RESULT, &samples);
// 매 samples == 0 → fully occluded
Early-Z disqualification
// 매 pixel shader 의 discard / depth-write → 매 early-Z 의 disabled
float4 PS_Bad(VSOut v) : SV_TARGET {
if (alpha < 0.5) discard; // ❌ early-Z 의 break
return shade(v);
}
// 매 ✅ early-Z friendly: 매 alpha test 의 discard 의 separate pass
[earlydepthstencil]
float4 PS_Good(VSOut v) : SV_TARGET {
return shade(v);
}
TBDR mobile (no prepass needed)
// 매 mobile (Adreno, Mali, Apple) 의 tile-based deferred
// 매 already 의 hidden surface 의 reject before pixel shader
// 매 explicit Z-prepass 의 redundant
매 결정 기준
| 상황 | Approach |
|---|---|
| Desktop + heavy PBR | Z-prepass |
| Mobile (TBDR) | NO (HW already does it) |
| Forward+ | Z-prepass + light cull |
| Deferred | G-buffer pass = prepass |
| Particle / transparent | After opaque (no prepass) |
| Modern Unreal 5 | Visibility buffer / Nanite |
기본값: 매 desktop + 매 heavy shader → Z-prepass. 매 mobile → skip. 매 modern engine → visibility buffer.
🔗 Graph
- 부모: Rendering-Pipeline
- 변형: Depth Pre-Pass · Hi-Z
- 응용: Deferred-Rendering
- Adjacent: Overdraw · Compute Shader (WebGPU)
🤖 LLM 활용
언제: 매 PBR-heavy desktop. 매 dense scene. 매 fill-rate-bound. 언제 X: 매 mobile TBDR. 매 vertex-bound. 매 simple shader.
❌ 안티패턴
- Always prepass: 매 vertex-bound 의 lose.
- Discard in main: 매 early-Z 의 break.
- Mobile prepass: 매 redundant + cost.
- No EQUAL test in main: 매 prepass 의 useless.
- Animated geometry mismatch: 매 prepass 와 main 의 different vertex.
🧪 검증 / 중복
- Verified (Real-Time Rendering 4ed, Unreal docs, Vulkan spec).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-04-20 | Auto-reinforced |
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Z-prepass + 매 HLSL / GL / Vulkan / Hi-Z code |