Eevee: Effects: Split each effect in it's own file.

This also:
- make sure to only compile the shader needed by the active effects.
- same thing for the shading groups.
- disable TAA if motion blur is active (avoid infinite refresh).
This commit is contained in:
2017-11-01 01:03:36 +01:00
parent d836adb275
commit 345ffe3e4d
13 changed files with 2381 additions and 1632 deletions

View File

@@ -0,0 +1,197 @@
/*
* Copyright 2016, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Institute
*
*/
/* Temporal super sampling technique
*/
/** \file eevee_temporal_sampling.c
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "BLI_rand.h"
#include "eevee_private.h"
#include "GPU_texture.h"
static struct {
/* Temporal Anti Aliasing */
struct GPUShader *taa_resolve_sh;
} e_data = {NULL}; /* Engine data */
extern char datatoc_effect_temporal_aa_glsl[];
static void eevee_create_shader_temporal_sampling(void)
{
e_data.taa_resolve_sh = DRW_shader_create_fullscreen(datatoc_effect_temporal_aa_glsl, NULL);
}
int EEVEE_temporal_sampling_init(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects = stl->effects;
const DRWContextState *draw_ctx = DRW_context_state_get();
SceneLayer *scene_layer = draw_ctx->scene_layer;
IDProperty *props = BKE_scene_layer_engine_evaluated_get(scene_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
if (BKE_collection_engine_property_value_get_int(props, "taa_samples") != 1 &&
/* FIXME the motion blur camera evaluation is tagging view_updated
* thus making the TAA always reset and never stopping rendering. */
(effects->enabled_effects & EFFECT_MOTION_BLUR) == 0)
{
const float *viewport_size = DRW_viewport_size_get();
float persmat[4][4], viewmat[4][4];
if (!e_data.taa_resolve_sh) {
eevee_create_shader_temporal_sampling();
}
/* Until we support reprojection, we need to make sure
* that the history buffer contains correct information. */
bool view_is_valid = stl->g_data->valid_double_buffer;
view_is_valid = view_is_valid && (stl->g_data->view_updated == false);
effects->taa_total_sample = BKE_collection_engine_property_value_get_int(props, "taa_samples");
MAX2(effects->taa_total_sample, 0);
DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW);
DRW_viewport_matrix_get(effects->overide_winmat, DRW_MAT_WIN);
view_is_valid = view_is_valid && compare_m4m4(persmat, effects->prev_drw_persmat, FLT_MIN);
copy_m4_m4(effects->prev_drw_persmat, persmat);
/* Prevent ghosting from probe data. */
view_is_valid = view_is_valid && (effects->prev_drw_support == DRW_state_draw_support());
effects->prev_drw_support = DRW_state_draw_support();
if (view_is_valid &&
((effects->taa_total_sample == 0) ||
(effects->taa_current_sample < effects->taa_total_sample)))
{
effects->taa_current_sample += 1;
effects->taa_alpha = 1.0f / (float)(effects->taa_current_sample);
double ht_point[2];
double ht_offset[2] = {0.0, 0.0};
unsigned int ht_primes[2] = {2, 3};
BLI_halton_2D(ht_primes, ht_offset, effects->taa_current_sample - 1, ht_point);
window_translate_m4(
effects->overide_winmat, persmat,
((float)(ht_point[0]) * 2.0f - 1.0f) / viewport_size[0],
((float)(ht_point[1]) * 2.0f - 1.0f) / viewport_size[1]);
mul_m4_m4m4(effects->overide_persmat, effects->overide_winmat, viewmat);
invert_m4_m4(effects->overide_persinv, effects->overide_persmat);
invert_m4_m4(effects->overide_wininv, effects->overide_winmat);
DRW_viewport_matrix_override_set(effects->overide_persmat, DRW_MAT_PERS);
DRW_viewport_matrix_override_set(effects->overide_persinv, DRW_MAT_PERSINV);
DRW_viewport_matrix_override_set(effects->overide_winmat, DRW_MAT_WIN);
DRW_viewport_matrix_override_set(effects->overide_wininv, DRW_MAT_WININV);
}
else {
effects->taa_current_sample = 1;
}
DRWFboTexture tex_double_buffer = {&txl->depth_double_buffer, DRW_TEX_DEPTH_24};
DRW_framebuffer_init(&fbl->depth_double_buffer_fb, &draw_engine_eevee_type,
(int)viewport_size[0], (int)viewport_size[1],
&tex_double_buffer, 1);
return EFFECT_TAA | EFFECT_DOUBLE_BUFFER | EFFECT_POST_BUFFER;
}
/* Cleanup to release memory */
DRW_TEXTURE_FREE_SAFE(txl->depth_double_buffer);
DRW_FRAMEBUFFER_FREE_SAFE(fbl->depth_double_buffer_fb);
return 0;
}
void EEVEE_temporal_sampling_cache_init(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects = stl->effects;
if ((effects->enabled_effects & EFFECT_TAA) != 0) {
psl->taa_resolve = DRW_pass_create("Temporal AA Resolve", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.taa_resolve_sh, psl->taa_resolve);
DRW_shgroup_uniform_buffer(grp, "historyBuffer", &txl->color_double_buffer);
DRW_shgroup_uniform_buffer(grp, "colorBuffer", &txl->color);
DRW_shgroup_uniform_float(grp, "alpha", &effects->taa_alpha, 1);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
}
}
void EEVEE_temporal_sampling_draw(EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
if ((effects->enabled_effects & EFFECT_TAA) != 0) {
if (effects->taa_current_sample != 1) {
DRW_framebuffer_bind(fbl->effect_fb);
DRW_draw_pass(psl->taa_resolve);
/* Restore the depth from sample 1. */
DRW_framebuffer_blit(fbl->depth_double_buffer_fb, fbl->main, true);
/* Special Swap */
SWAP(struct GPUFrameBuffer *, fbl->effect_fb, fbl->double_buffer);
SWAP(GPUTexture *, txl->color_post, txl->color_double_buffer);
effects->swap_double_buffer = false;
effects->source_buffer = txl->color_double_buffer;
effects->target_buffer = fbl->main;
}
else {
/* Save the depth buffer for the next frame.
* This saves us from doing anything special
* in the other mode engines. */
DRW_framebuffer_blit(fbl->main, fbl->depth_double_buffer_fb, true);
}
if ((effects->taa_total_sample == 0) ||
(effects->taa_current_sample < effects->taa_total_sample))
{
DRW_viewport_request_redraw();
}
}
}
void EEVEE_temporal_sampling_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.taa_resolve_sh);
}