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