This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/gpu/GPU_vertex_buffer.h
Clément Foucault f84414d6e1 EEEVEE: Object Motion Blur: Initial Implementation
This adds object motion blur vectors for EEVEE as well as better noise
reduction for it.

For TAA reprojection we just compute the motion vector on the fly based on
camera motion and depth buffer. This makes possible to store another motion
vector only for the blurring which is not useful for TAA history fetching.

Motion Data is saved per object & per geometry if using deformation blur.
We support deformation motion blur by saving previous VBO and modifying the
actual GPUBatch for the geometry to include theses VBOs.

We store Previous and Next frame motion in the same motion vector buffer
(RG for prev and BA for next). This makes non linear motion blur (like
rotating objects) less prone to outward/inward blur.

We also improve the motion blur post process to expand outside the objects
border. We use a tile base approach and the max size of the blur is set via
a new render setting.

We use a background reconstruction method that needs another setting
(Background Separation).

Sampling is done using a fixed 8 dithered samples per direction. The final
render samples will clear the noise like other stochastic effects.

One caveat is that hair particles are not yet supported. Support will
come in another patch.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D7297
2020-06-19 17:05:49 +02:00

152 lines
4.4 KiB
C++

/*
* 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.
*
* The Original Code is Copyright (C) 2016 by Mike Erwin.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* GPU vertex buffer
*/
#ifndef __GPU_VERTEX_BUFFER_H__
#define __GPU_VERTEX_BUFFER_H__
#include "GPU_vertex_format.h"
#ifdef __cplusplus
extern "C" {
#endif
#define VRAM_USAGE 1
/**
* How to create a #GPUVertBuf:
* 1) verts = GPU_vertbuf_create() or GPU_vertbuf_init(verts)
* 2) GPU_vertformat_attr_add(verts->format, ...)
* 3) GPU_vertbuf_data_alloc(verts, vertex_len) <-- finalizes/packs vertex format
* 4) GPU_vertbuf_attr_fill(verts, pos, application_pos_buffer)
*/
/* Is GPUVertBuf always used as part of a GPUBatch? */
typedef enum {
/* can be extended to support more types */
GPU_USAGE_STREAM,
GPU_USAGE_STATIC, /* do not keep data in memory */
GPU_USAGE_DYNAMIC,
} GPUUsageType;
typedef struct GPUVertBuf {
GPUVertFormat format;
/** Number of verts we want to draw. */
uint vertex_len;
/** Number of verts data. */
uint vertex_alloc;
/** 0 indicates not yet allocated. */
uint32_t vbo_id;
/** Usage hint for GL optimisation. */
uint usage : 2;
/** Data has been touched and need to be reuploaded to GPU. */
uint dirty : 1;
unsigned char *data; /* NULL indicates data in VRAM (unmapped) */
} GPUVertBuf;
GPUVertBuf *GPU_vertbuf_create(GPUUsageType);
GPUVertBuf *GPU_vertbuf_create_with_format_ex(const GPUVertFormat *, GPUUsageType);
#define GPU_vertbuf_create_with_format(format) \
GPU_vertbuf_create_with_format_ex(format, GPU_USAGE_STATIC)
void GPU_vertbuf_clear(GPUVertBuf *verts);
void GPU_vertbuf_discard(GPUVertBuf *);
void GPU_vertbuf_init(GPUVertBuf *, GPUUsageType);
void GPU_vertbuf_init_with_format_ex(GPUVertBuf *, const GPUVertFormat *, GPUUsageType);
#define GPU_vertbuf_init_with_format(verts, format) \
GPU_vertbuf_init_with_format_ex(verts, format, GPU_USAGE_STATIC)
GPUVertBuf *GPU_vertbuf_duplicate(GPUVertBuf *verts);
uint GPU_vertbuf_size_get(const GPUVertBuf *);
void GPU_vertbuf_data_alloc(GPUVertBuf *, uint v_len);
void GPU_vertbuf_data_resize(GPUVertBuf *, uint v_len);
void GPU_vertbuf_data_len_set(GPUVertBuf *, uint v_len);
/* The most important #set_attr variant is the untyped one. Get it right first.
* It takes a void* so the app developer is responsible for matching their app data types
* to the vertex attribute's type and component count. They're in control of both, so this
* should not be a problem. */
void GPU_vertbuf_attr_set(GPUVertBuf *, uint a_idx, uint v_idx, const void *data);
void GPU_vertbuf_vert_set(GPUVertBuf *verts, uint v_idx, const void *data);
/* Tightly packed, non interleaved input data. */
void GPU_vertbuf_attr_fill(GPUVertBuf *, uint a_idx, const void *data);
void GPU_vertbuf_attr_fill_stride(GPUVertBuf *, uint a_idx, uint stride, const void *data);
/* For low level access only */
typedef struct GPUVertBufRaw {
uint size;
uint stride;
unsigned char *data;
unsigned char *data_init;
#if TRUST_NO_ONE
/* Only for overflow check */
unsigned char *_data_end;
#endif
} GPUVertBufRaw;
GPU_INLINE void *GPU_vertbuf_raw_step(GPUVertBufRaw *a)
{
unsigned char *data = a->data;
a->data += a->stride;
#if TRUST_NO_ONE
assert(data < a->_data_end);
#endif
return (void *)data;
}
GPU_INLINE uint GPU_vertbuf_raw_used(GPUVertBufRaw *a)
{
return ((a->data - a->data_init) / a->stride);
}
void GPU_vertbuf_attr_get_raw_data(GPUVertBuf *, uint a_idx, GPUVertBufRaw *access);
void GPU_vertbuf_use(GPUVertBuf *);
/* Metrics */
uint GPU_vertbuf_get_memory_usage(void);
/* Macros */
#define GPU_VERTBUF_DISCARD_SAFE(verts) \
do { \
if (verts != NULL) { \
GPU_vertbuf_discard(verts); \
verts = NULL; \
} \
} while (0)
#ifdef __cplusplus
}
#endif
#endif /* __GPU_VERTEX_BUFFER_H__ */