Eevee: HiZ buffer: Split into two 24bit depth buffer

This way we don't have float precision issue we had before and we save some bandwidth.
This commit is contained in:
2017-07-21 14:27:16 +02:00
parent a2932078ec
commit e0c1323737
7 changed files with 174 additions and 79 deletions

View File

@@ -34,6 +34,7 @@
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "BKE_global.h" /* for G.debug_value */
#include "BKE_camera.h"
#include "BKE_object.h"
#include "BKE_animsys.h"
@@ -59,9 +60,12 @@ typedef struct EEVEE_LightProbeData {
static struct {
/* Downsample Depth */
struct GPUShader *minmaxz_downlevel_sh;
struct GPUShader *minmaxz_downdepth_sh;
struct GPUShader *minmaxz_copydepth_sh;
struct GPUShader *minz_downlevel_sh;
struct GPUShader *maxz_downlevel_sh;
struct GPUShader *minz_downdepth_sh;
struct GPUShader *maxz_downdepth_sh;
struct GPUShader *minz_copydepth_sh;
struct GPUShader *maxz_copydepth_sh;
/* Motion Blur */
struct GPUShader *motion_blur_sh;
@@ -84,6 +88,7 @@ static struct {
struct GPUShader *ssr_raytrace_sh;
struct GPUShader *ssr_resolve_sh;
/* Simple Downsample */
struct GPUShader *downsample_sh;
struct GPUTexture *depth_src;
@@ -200,10 +205,18 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
e_data.volumetric_upsample_sh = DRW_shader_create_fullscreen(datatoc_volumetric_frag_glsl, "#define STEP_UPSAMPLE\n");
e_data.minmaxz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, NULL);
e_data.minmaxz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define INPUT_DEPTH\n");
e_data.minmaxz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define INPUT_DEPTH\n"
"#define COPY_DEPTH\n");
e_data.minz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n");
e_data.maxz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n");
e_data.minz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n"
"#define INPUT_DEPTH\n");
e_data.maxz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n"
"#define INPUT_DEPTH\n");
e_data.minz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n"
"#define INPUT_DEPTH\n"
"#define COPY_DEPTH\n");
e_data.maxz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n"
"#define INPUT_DEPTH\n"
"#define COPY_DEPTH\n");
e_data.motion_blur_sh = DRW_shader_create_fullscreen(datatoc_effect_motion_blur_frag_glsl, NULL);
@@ -440,12 +453,16 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
}
/* MinMax Pyramid */
/* TODO reduce precision */
DRWFboTexture tex = {&stl->g_data->minmaxz, DRW_TEX_RG_32, DRW_TEX_MIPMAP | DRW_TEX_TEMP};
DRWFboTexture texmin = {&stl->g_data->minzbuffer, DRW_TEX_DEPTH_24, DRW_TEX_MIPMAP | DRW_TEX_TEMP};
DRW_framebuffer_init(&fbl->minmaxz_fb, &draw_engine_eevee_type,
DRW_framebuffer_init(&fbl->downsample_fb, &draw_engine_eevee_type,
(int)viewport_size[0] / 2, (int)viewport_size[1] / 2,
&tex, 1);
&texmin, 1);
/* Cannot define 2 depth texture for one framebuffer. So allocate ourself. */
if (txl->maxzbuffer == NULL) {
txl->maxzbuffer = DRW_texture_create_2D((int)viewport_size[0] / 2, (int)viewport_size[1] / 2, DRW_TEX_DEPTH_24, DRW_TEX_MIPMAP, NULL);
}
if (BKE_collection_engine_property_value_get_bool(props, "volumetric_enable")) {
World *wo = scene->world;
@@ -724,18 +741,36 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
}
{
psl->minmaxz_downlevel = DRW_pass_create("HiZ Down Level", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.minmaxz_downlevel_sh, psl->minmaxz_downlevel);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &stl->g_data->minmaxz);
/* Perform min/max downsample */
psl->minz_downlevel_ps = DRW_pass_create("HiZ Min Down Level", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.minz_downlevel_sh, psl->minz_downlevel_ps);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &stl->g_data->minzbuffer);
DRW_shgroup_call_add(grp, quad, NULL);
psl->minmaxz_downdepth = DRW_pass_create("HiZ Down Depth", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(e_data.minmaxz_downdepth_sh, psl->minmaxz_downdepth);
psl->maxz_downlevel_ps = DRW_pass_create("HiZ Max Down Level", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.maxz_downlevel_sh, psl->maxz_downlevel_ps);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &txl->maxzbuffer);
DRW_shgroup_call_add(grp, quad, NULL);
/* Copy depth buffer to halfres top level of HiZ */
psl->minz_downdepth_ps = DRW_pass_create("HiZ Min Copy Depth Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.minz_downdepth_sh, psl->minz_downdepth_ps);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call_add(grp, quad, NULL);
psl->minmaxz_copydepth = DRW_pass_create("HiZ Copy Depth", DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(e_data.minmaxz_copydepth_sh, psl->minmaxz_copydepth);
psl->maxz_downdepth_ps = DRW_pass_create("HiZ Max Copy Depth Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.maxz_downdepth_sh, psl->maxz_downdepth_ps);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call_add(grp, quad, NULL);
/* Copy depth buffer to halfres top level of HiZ */
psl->minz_copydepth_ps = DRW_pass_create("HiZ Min Copy Depth Fullres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.minz_copydepth_sh, psl->minz_copydepth_ps);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call_add(grp, quad, NULL);
psl->maxz_copydepth_ps = DRW_pass_create("HiZ Max Copy Depth Fullres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.maxz_copydepth_sh, psl->maxz_copydepth_ps);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call_add(grp, quad, NULL);
}
@@ -840,10 +875,16 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
}
}
static void minmax_downsample_cb(void *vedata, int UNUSED(level))
static void min_downsample_cb(void *vedata, int UNUSED(level))
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
DRW_draw_pass(psl->minmaxz_downlevel);
DRW_draw_pass(psl->minz_downlevel_ps);
}
static void max_downsample_cb(void *vedata, int UNUSED(level))
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
DRW_draw_pass(psl->maxz_downlevel_ps);
}
static void simple_downsample_cb(void *vedata, int UNUSED(level))
@@ -857,17 +898,27 @@ void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src)
EEVEE_PassList *psl = vedata->psl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_TextureList *txl = vedata->txl;
e_data.depth_src = depth_src;
/* Copy depth buffer to minmax texture top level */
DRW_framebuffer_texture_attach(fbl->minmaxz_fb, stl->g_data->minmaxz, 0, 0);
DRW_framebuffer_bind(fbl->minmaxz_fb);
DRW_draw_pass(psl->minmaxz_downdepth);
DRW_framebuffer_texture_detach(stl->g_data->minmaxz);
/* Copy depth buffer to min texture top level */
DRW_framebuffer_texture_attach(fbl->downsample_fb, stl->g_data->minzbuffer, 0, 0);
DRW_framebuffer_bind(fbl->downsample_fb);
DRW_draw_pass(psl->minz_downdepth_ps);
DRW_framebuffer_texture_detach(stl->g_data->minzbuffer);
/* Create lower levels */
DRW_framebuffer_recursive_downsample(fbl->minmaxz_fb, stl->g_data->minmaxz, 6, &minmax_downsample_cb, vedata);
DRW_framebuffer_recursive_downsample(fbl->downsample_fb, stl->g_data->minzbuffer, 8, &min_downsample_cb, vedata);
/* Copy depth buffer to max texture top level */
DRW_framebuffer_texture_attach(fbl->downsample_fb, txl->maxzbuffer, 0, 0);
DRW_framebuffer_bind(fbl->downsample_fb);
DRW_draw_pass(psl->maxz_downdepth_ps);
DRW_framebuffer_texture_detach(txl->maxzbuffer);
/* Create lower levels */
DRW_framebuffer_recursive_downsample(fbl->downsample_fb, txl->maxzbuffer, 8, &max_downsample_cb, vedata);
}
/**
@@ -933,7 +984,7 @@ void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *veda
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
if (stl->g_data->valid_double_buffer) {
EEVEE_downsample_buffer(vedata, fbl->minmaxz_fb, txl->color_double_buffer, 9);
EEVEE_downsample_buffer(vedata, fbl->downsample_fb, txl->color_double_buffer, 9);
/* Raytrace at halfres. */
e_data.depth_src = dtxl->depth;
@@ -1108,11 +1159,34 @@ void EEVEE_draw_effects(EEVEE_Data *vedata)
/* If no post processes is enabled, buffers are still not swapped, do it now. */
SWAP_DOUBLE_BUFFERS();
if (!stl->g_data->valid_double_buffer) {
if (!stl->g_data->valid_double_buffer && ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0)) {
/* If history buffer is not valid request another frame.
* This fix black reflections on area resize. */
DRW_viewport_request_redraw();
}
/* Debug : Ouput buffer to view. */
if ((G.debug_value > 0) && (G.debug_value <= 5)) {
switch (G.debug_value) {
case 1:
if (stl->g_data->minzbuffer) DRW_transform_to_display(stl->g_data->minzbuffer);
break;
case 2:
if (txl->ssr_hit_output) DRW_transform_to_display(txl->ssr_hit_output);
break;
case 3:
if (txl->ssr_pdf_output) DRW_transform_to_display(txl->ssr_pdf_output);
break;
case 4:
if (txl->ssr_normal_input) DRW_transform_to_display(txl->ssr_normal_input);
break;
case 5:
if (txl->ssr_specrough_input) DRW_transform_to_display(txl->ssr_specrough_input);
break;
default:
break;
}
}
}
void EEVEE_effects_free(void)
@@ -1123,9 +1197,12 @@ void EEVEE_effects_free(void)
DRW_SHADER_FREE_SAFE(e_data.volumetric_upsample_sh);
DRW_SHADER_FREE_SAFE(e_data.minmaxz_downlevel_sh);
DRW_SHADER_FREE_SAFE(e_data.minmaxz_downdepth_sh);
DRW_SHADER_FREE_SAFE(e_data.minmaxz_copydepth_sh);
DRW_SHADER_FREE_SAFE(e_data.minz_downlevel_sh);
DRW_SHADER_FREE_SAFE(e_data.maxz_downlevel_sh);
DRW_SHADER_FREE_SAFE(e_data.minz_downdepth_sh);
DRW_SHADER_FREE_SAFE(e_data.maxz_downdepth_sh);
DRW_SHADER_FREE_SAFE(e_data.minz_copydepth_sh);
DRW_SHADER_FREE_SAFE(e_data.maxz_copydepth_sh);
DRW_SHADER_FREE_SAFE(e_data.motion_blur_sh);
DRW_SHADER_FREE_SAFE(e_data.dof_downsample_sh);