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:
197
source/blender/draw/engines/eevee/eevee_temporal_sampling.c
Normal file
197
source/blender/draw/engines/eevee/eevee_temporal_sampling.c
Normal 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);
|
||||
}
|
||||
Reference in New Issue
Block a user