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blender-archive/source/blender/draw/engines/eevee/eevee_effects.c
Clément Foucault 439b40e601 EEVEE: Motion Blur: Add accumulation motion blur for better precision
This revisit the render pipeline to support time slicing for better motion
blur.

We support accumulation with or without the Post-process motion blur.

If using the post-process, we reuse last step next motion data to avoid
another scene reevaluation.

This also adds support for hair motion blur which is handled in a similar
way as mesh motion blur.

The total number of samples is distributed evenly accross all timesteps to
avoid sampling weighting issues. For this reason, the sample count is
(internally) rounded up to the next multiple of the step count.

Only FX Motion BLur: {F8632258}

FX Motion Blur + 4 time steps: {F8632260}

FX Motion Blur + 32 time steps: {F8632261}

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D8079
2020-06-23 14:04:41 +02:00

602 lines
23 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.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*
* Gather all screen space effects technique such as Bloom, Motion Blur, DoF, SSAO, SSR, ...
*/
#include "DRW_render.h"
#include "BKE_global.h" /* for G.debug_value */
#include "GPU_extensions.h"
#include "GPU_platform.h"
#include "GPU_state.h"
#include "GPU_texture.h"
#include "eevee_private.h"
static struct {
/* Downsample Depth */
struct GPUShader *minz_downlevel_sh;
struct GPUShader *maxz_downlevel_sh;
struct GPUShader *minz_downdepth_sh;
struct GPUShader *maxz_downdepth_sh;
struct GPUShader *minz_downdepth_layer_sh;
struct GPUShader *maxz_downdepth_layer_sh;
struct GPUShader *maxz_copydepth_layer_sh;
struct GPUShader *minz_copydepth_sh;
struct GPUShader *maxz_copydepth_sh;
/* Simple Downsample */
struct GPUShader *downsample_sh;
struct GPUShader *downsample_cube_sh;
/* These are just references, not actually allocated */
struct GPUTexture *depth_src;
struct GPUTexture *color_src;
int depth_src_layer;
float cube_texel_size;
} e_data = {NULL}; /* Engine data */
extern char datatoc_common_uniforms_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_bsdf_common_lib_glsl[];
extern char datatoc_effect_minmaxz_frag_glsl[];
extern char datatoc_effect_downsample_frag_glsl[];
extern char datatoc_effect_downsample_cube_frag_glsl[];
extern char datatoc_lightprobe_vert_glsl[];
extern char datatoc_lightprobe_geom_glsl[];
static void eevee_create_shader_downsample(void)
{
e_data.downsample_sh = DRW_shader_create_fullscreen(datatoc_effect_downsample_frag_glsl, NULL);
e_data.downsample_cube_sh = DRW_shader_create(datatoc_lightprobe_vert_glsl,
datatoc_lightprobe_geom_glsl,
datatoc_effect_downsample_cube_frag_glsl,
NULL);
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");
e_data.maxz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl,
"#define MAX_PASS\n");
e_data.minz_downdepth_layer_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl,
"#define MIN_PASS\n"
"#define LAYERED\n");
e_data.maxz_downdepth_layer_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl,
"#define MAX_PASS\n"
"#define LAYERED\n");
e_data.maxz_copydepth_layer_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl,
"#define MAX_PASS\n"
"#define COPY_DEPTH\n"
"#define LAYERED\n");
e_data.minz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl,
"#define MIN_PASS\n"
"#define COPY_DEPTH\n");
e_data.maxz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl,
"#define MAX_PASS\n"
"#define COPY_DEPTH\n");
}
#define SETUP_BUFFER(tex, fb, fb_color) \
{ \
eGPUTextureFormat format = (DRW_state_is_scene_render()) ? GPU_RGBA32F : GPU_RGBA16F; \
DRW_texture_ensure_fullscreen_2d(&tex, format, DRW_TEX_FILTER | DRW_TEX_MIPMAP); \
GPU_framebuffer_ensure_config(&fb, \
{ \
GPU_ATTACHMENT_TEXTURE(dtxl->depth), \
GPU_ATTACHMENT_TEXTURE(tex), \
}); \
GPU_framebuffer_ensure_config(&fb_color, \
{ \
GPU_ATTACHMENT_NONE, \
GPU_ATTACHMENT_TEXTURE(tex), \
}); \
} \
((void)0)
#define CLEANUP_BUFFER(tex, fb, fb_color) \
{ \
/* Cleanup to release memory */ \
DRW_TEXTURE_FREE_SAFE(tex); \
GPU_FRAMEBUFFER_FREE_SAFE(fb); \
GPU_FRAMEBUFFER_FREE_SAFE(fb_color); \
} \
((void)0)
void EEVEE_effects_init(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
Object *camera,
const bool minimal)
{
EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
const float *viewport_size = DRW_viewport_size_get();
int size_fs[2] = {(int)viewport_size[0], (int)viewport_size[1]};
/* Shaders */
if (!e_data.downsample_sh) {
eevee_create_shader_downsample();
}
if (!stl->effects) {
stl->effects = MEM_callocN(sizeof(EEVEE_EffectsInfo), "EEVEE_EffectsInfo");
}
effects = stl->effects;
effects->enabled_effects = 0;
effects->enabled_effects |= (G.debug_value == 9) ? EFFECT_VELOCITY_BUFFER : 0;
effects->enabled_effects |= EEVEE_motion_blur_init(sldata, vedata);
effects->enabled_effects |= EEVEE_bloom_init(sldata, vedata);
effects->enabled_effects |= EEVEE_depth_of_field_init(sldata, vedata, camera);
effects->enabled_effects |= EEVEE_temporal_sampling_init(sldata, vedata);
effects->enabled_effects |= EEVEE_occlusion_init(sldata, vedata);
effects->enabled_effects |= EEVEE_screen_raytrace_init(sldata, vedata);
if ((effects->enabled_effects & EFFECT_TAA) && effects->taa_current_sample > 1) {
/* Update matrices here because EEVEE_screen_raytrace_init can have reset the
* taa_current_sample. (See T66811) */
EEVEE_temporal_sampling_update_matrices(vedata);
}
EEVEE_volumes_init(sldata, vedata);
EEVEE_subsurface_init(sldata, vedata);
/* Force normal buffer creation. */
if (!minimal && (stl->g_data->render_passes & EEVEE_RENDER_PASS_NORMAL) != 0) {
effects->enabled_effects |= EFFECT_NORMAL_BUFFER;
}
/**
* MinMax Pyramid
*/
const bool half_res_hiz = true;
int size[2], div;
common_data->hiz_mip_offset = (half_res_hiz) ? 1 : 0;
div = (half_res_hiz) ? 2 : 1;
size[0] = max_ii(size_fs[0] / div, 1);
size[1] = max_ii(size_fs[1] / div, 1);
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
/* Intel gpu seems to have problem rendering to only depth format */
DRW_texture_ensure_2d(&txl->maxzbuffer, size[0], size[1], GPU_R32F, DRW_TEX_MIPMAP);
}
else {
DRW_texture_ensure_2d(
&txl->maxzbuffer, size[0], size[1], GPU_DEPTH_COMPONENT24, DRW_TEX_MIPMAP);
}
if (fbl->downsample_fb == NULL) {
fbl->downsample_fb = GPU_framebuffer_create();
}
/**
* Compute Mipmap texel alignment.
*/
for (int i = 0; i < 10; i++) {
int mip_size[2];
GPU_texture_get_mipmap_size(txl->color, i, mip_size);
common_data->mip_ratio[i][0] = viewport_size[0] / (mip_size[0] * powf(2.0f, i));
common_data->mip_ratio[i][1] = viewport_size[1] / (mip_size[1] * powf(2.0f, i));
}
/**
* Normal buffer for deferred passes.
*/
if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) {
effects->ssr_normal_input = DRW_texture_pool_query_2d(
size_fs[0], size_fs[1], GPU_RG16, &draw_engine_eevee_type);
GPU_framebuffer_texture_attach(fbl->main_fb, effects->ssr_normal_input, 1, 0);
}
else {
effects->ssr_normal_input = NULL;
}
/**
* Motion vector buffer for correct TAA / motion blur.
*/
if ((effects->enabled_effects & EFFECT_VELOCITY_BUFFER) != 0) {
effects->velocity_tx = DRW_texture_pool_query_2d(
size_fs[0], size_fs[1], GPU_RGBA16, &draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->velocity_fb,
{
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(effects->velocity_tx),
});
GPU_framebuffer_ensure_config(
&fbl->velocity_resolve_fb,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(effects->velocity_tx)});
}
else {
effects->velocity_tx = NULL;
}
/**
* Setup depth double buffer.
*/
if ((effects->enabled_effects & EFFECT_DEPTH_DOUBLE_BUFFER) != 0) {
DRW_texture_ensure_fullscreen_2d(&txl->depth_double_buffer, GPU_DEPTH24_STENCIL8, 0);
GPU_framebuffer_ensure_config(&fbl->double_buffer_depth_fb,
{GPU_ATTACHMENT_TEXTURE(txl->depth_double_buffer)});
}
else {
/* Cleanup to release memory */
DRW_TEXTURE_FREE_SAFE(txl->depth_double_buffer);
GPU_FRAMEBUFFER_FREE_SAFE(fbl->double_buffer_depth_fb);
}
if ((effects->enabled_effects & (EFFECT_TAA | EFFECT_TAA_REPROJECT)) != 0) {
SETUP_BUFFER(txl->taa_history, fbl->taa_history_fb, fbl->taa_history_color_fb);
}
else {
CLEANUP_BUFFER(txl->taa_history, fbl->taa_history_fb, fbl->taa_history_color_fb);
}
}
void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
DRWState downsample_write = DRW_STATE_WRITE_DEPTH;
DRWShadingGroup *grp;
/* Intel gpu seems to have problem rendering to only depth format.
* Use color texture instead. */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
downsample_write = DRW_STATE_WRITE_COLOR;
}
struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
{
DRW_PASS_CREATE(psl->color_downsample_ps, DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(e_data.downsample_sh, psl->color_downsample_ps);
DRW_shgroup_uniform_texture_ref(grp, "source", &e_data.color_src);
DRW_shgroup_uniform_float(grp, "fireflyFactor", &sldata->common_data.ssr_firefly_fac, 1);
DRW_shgroup_call(grp, quad, NULL);
}
{
DRW_PASS_CREATE(psl->color_downsample_cube_ps, DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(e_data.downsample_cube_sh, psl->color_downsample_cube_ps);
DRW_shgroup_uniform_texture_ref(grp, "source", &e_data.color_src);
DRW_shgroup_uniform_float(grp, "texelSize", &e_data.cube_texel_size, 1);
DRW_shgroup_uniform_int_copy(grp, "Layer", 0);
DRW_shgroup_call_instances(grp, NULL, quad, 6);
}
{
/* Perform min/max downsample */
DRW_PASS_CREATE(psl->maxz_downlevel_ps, downsample_write | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.maxz_downlevel_sh, psl->maxz_downlevel_ps);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &txl->maxzbuffer);
DRW_shgroup_call(grp, quad, NULL);
/* Copy depth buffer to halfres top level of HiZ */
DRW_PASS_CREATE(psl->maxz_downdepth_ps, downsample_write | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.maxz_downdepth_sh, psl->maxz_downdepth_ps);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call(grp, quad, NULL);
DRW_PASS_CREATE(psl->maxz_downdepth_layer_ps, downsample_write | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.maxz_downdepth_layer_sh, psl->maxz_downdepth_layer_ps);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_int(grp, "depthLayer", &e_data.depth_src_layer, 1);
DRW_shgroup_call(grp, quad, NULL);
DRW_PASS_CREATE(psl->maxz_copydepth_ps, downsample_write | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.maxz_copydepth_sh, psl->maxz_copydepth_ps);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call(grp, quad, NULL);
DRW_PASS_CREATE(psl->maxz_copydepth_layer_ps, downsample_write | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.maxz_copydepth_layer_sh, psl->maxz_copydepth_layer_ps);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_int(grp, "depthLayer", &e_data.depth_src_layer, 1);
DRW_shgroup_call(grp, quad, NULL);
}
if ((effects->enabled_effects & EFFECT_VELOCITY_BUFFER) != 0) {
EEVEE_MotionBlurData *mb_data = &effects->motion_blur;
/* This pass compute camera motions to the non moving objects. */
DRW_PASS_CREATE(psl->velocity_resolve, DRW_STATE_WRITE_COLOR);
grp = DRW_shgroup_create(EEVEE_shaders_velocity_resolve_sh_get(), psl->velocity_resolve);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
DRW_shgroup_uniform_mat4(grp, "prevViewProjMatrix", mb_data->camera[MB_PREV].persmat);
DRW_shgroup_uniform_mat4(grp, "currViewProjMatrixInv", mb_data->camera[MB_CURR].persinv);
DRW_shgroup_uniform_mat4(grp, "nextViewProjMatrix", mb_data->camera[MB_NEXT].persmat);
DRW_shgroup_call(grp, quad, NULL);
}
}
void EEVEE_effects_draw_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects = vedata->stl->effects;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/**
* Setup double buffer so we can access last frame as it was before post processes.
*/
if ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0) {
SETUP_BUFFER(txl->color_double_buffer, fbl->double_buffer_fb, fbl->double_buffer_color_fb);
}
else {
CLEANUP_BUFFER(txl->color_double_buffer, fbl->double_buffer_fb, fbl->double_buffer_color_fb);
}
/**
* Ping Pong buffer
*/
if ((effects->enabled_effects & EFFECT_POST_BUFFER) != 0) {
SETUP_BUFFER(txl->color_post, fbl->effect_fb, fbl->effect_color_fb);
}
else {
CLEANUP_BUFFER(txl->color_post, fbl->effect_fb, fbl->effect_color_fb);
}
}
#if 0 /* Not required for now */
static void min_downsample_cb(void *vedata, int UNUSED(level))
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
DRW_draw_pass(psl->minz_downlevel_ps);
}
#endif
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))
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
DRW_draw_pass(psl->color_downsample_ps);
}
static void simple_downsample_cube_cb(void *vedata, int level)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
e_data.cube_texel_size = (float)(1 << level) / (float)GPU_texture_width(e_data.color_src);
DRW_draw_pass(psl->color_downsample_cube_ps);
}
void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src, int layer)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
e_data.depth_src = depth_src;
e_data.depth_src_layer = layer;
#if 0 /* Not required for now */
DRW_stats_group_start("Min buffer");
/* Copy depth buffer to min texture top level */
GPU_framebuffer_texture_attach(fbl->downsample_fb, stl->g_data->minzbuffer, 0, 0);
GPU_framebuffer_bind(fbl->downsample_fb);
if (layer >= 0) {
DRW_draw_pass(psl->minz_downdepth_layer_ps);
}
else {
DRW_draw_pass(psl->minz_downdepth_ps);
}
GPU_framebuffer_texture_detach(stl->g_data->minzbuffer);
/* Create lower levels */
GPU_framebuffer_recursive_downsample(
fbl->downsample_fb, stl->g_data->minzbuffer, 8, &min_downsample_cb, vedata);
DRW_stats_group_end();
#endif
int minmax_size[3], depth_size[3];
GPU_texture_get_mipmap_size(depth_src, 0, depth_size);
GPU_texture_get_mipmap_size(txl->maxzbuffer, 0, minmax_size);
bool is_full_res_minmaxz = (minmax_size[0] == depth_size[0] && minmax_size[1] == depth_size[1]);
DRW_stats_group_start("Max buffer");
/* Copy depth buffer to max texture top level */
GPU_framebuffer_texture_attach(fbl->downsample_fb, txl->maxzbuffer, 0, 0);
GPU_framebuffer_bind(fbl->downsample_fb);
if (layer >= 0) {
if (is_full_res_minmaxz) {
DRW_draw_pass(psl->maxz_copydepth_layer_ps);
}
else {
DRW_draw_pass(psl->maxz_downdepth_layer_ps);
}
}
else {
if (is_full_res_minmaxz) {
DRW_draw_pass(psl->maxz_copydepth_ps);
}
else {
DRW_draw_pass(psl->maxz_downdepth_ps);
}
}
/* Create lower levels */
GPU_framebuffer_recursive_downsample(fbl->downsample_fb, 8, &max_downsample_cb, vedata);
GPU_framebuffer_texture_detach(fbl->downsample_fb, txl->maxzbuffer);
DRW_stats_group_end();
/* Restore */
GPU_framebuffer_bind(fbl->main_fb);
if (GPU_mip_render_workaround() ||
GPU_type_matches(GPU_DEVICE_INTEL_UHD, GPU_OS_WIN, GPU_DRIVER_ANY)) {
/* Fix dot corruption on intel HD5XX/HD6XX series. */
GPU_flush();
}
}
/**
* Simple down-sampling algorithm. Reconstruct mip chain up to mip level.
*/
void EEVEE_downsample_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int level)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
e_data.color_src = texture_src;
/* Create lower levels */
DRW_stats_group_start("Downsample buffer");
GPU_framebuffer_texture_attach(fbl->downsample_fb, texture_src, 0, 0);
GPU_framebuffer_recursive_downsample(fbl->downsample_fb, level, &simple_downsample_cb, vedata);
GPU_framebuffer_texture_detach(fbl->downsample_fb, texture_src);
DRW_stats_group_end();
}
/**
* Simple down-sampling algorithm for cubemap. Reconstruct mip chain up to mip level.
*/
void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int level)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
e_data.color_src = texture_src;
/* Create lower levels */
DRW_stats_group_start("Downsample Cube buffer");
GPU_framebuffer_texture_attach(fbl->downsample_fb, texture_src, 0, 0);
GPU_framebuffer_recursive_downsample(
fbl->downsample_fb, level, &simple_downsample_cube_cb, vedata);
GPU_framebuffer_texture_detach(fbl->downsample_fb, texture_src);
DRW_stats_group_end();
}
static void EEVEE_velocity_resolve(EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
if ((effects->enabled_effects & EFFECT_VELOCITY_BUFFER) != 0) {
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
e_data.depth_src = dtxl->depth;
GPU_framebuffer_bind(fbl->velocity_resolve_fb);
DRW_draw_pass(psl->velocity_resolve);
if (psl->velocity_object) {
GPU_framebuffer_bind(fbl->velocity_fb);
DRW_draw_pass(psl->velocity_object);
}
}
}
void EEVEE_draw_effects(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_TextureList *txl = vedata->txl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
/* only once per frame after the first post process */
effects->swap_double_buffer = ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0);
/* Init pointers */
effects->source_buffer = txl->color; /* latest updated texture */
effects->target_buffer = fbl->effect_color_fb; /* next target to render to */
/* Post process stack (order matters) */
EEVEE_velocity_resolve(vedata);
EEVEE_motion_blur_draw(vedata);
EEVEE_depth_of_field_draw(vedata);
/* NOTE: Lookdev drawing happens before TAA but after
* motion blur and dof to avoid distortions.
* Velocity resolve use a hack to exclude lookdev
* spheres from creating shimmering re-projection vectors. */
EEVEE_lookdev_draw(vedata);
EEVEE_temporal_sampling_draw(vedata);
EEVEE_bloom_draw(vedata);
/* Post effect render passes are done here just after the drawing of the effects and just before
* the swapping of the buffers. */
EEVEE_renderpasses_output_accumulate(sldata, vedata, true);
/* Save the final texture and framebuffer for final transformation or read. */
effects->final_tx = effects->source_buffer;
effects->final_fb = (effects->target_buffer != fbl->main_color_fb) ? fbl->main_fb :
fbl->effect_fb;
if ((effects->enabled_effects & EFFECT_TAA) && (effects->source_buffer == txl->taa_history)) {
effects->final_fb = fbl->taa_history_fb;
}
/* If no post processes is enabled, buffers are still not swapped, do it now. */
SWAP_DOUBLE_BUFFERS();
if (!stl->g_data->valid_double_buffer &&
((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0) &&
(DRW_state_is_image_render() == false)) {
/* If history buffer is not valid request another frame.
* This fix black reflections on area resize. */
DRW_viewport_request_redraw();
}
/* Record pers matrix for the next frame. */
DRW_view_persmat_get(effects->taa_view, effects->prev_persmat, false);
/* Update double buffer status if render mode. */
if (DRW_state_is_image_render()) {
stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
stl->g_data->valid_taa_history = (txl->taa_history != NULL);
}
}
void EEVEE_effects_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.downsample_sh);
DRW_SHADER_FREE_SAFE(e_data.downsample_cube_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_downdepth_layer_sh);
DRW_SHADER_FREE_SAFE(e_data.maxz_downdepth_layer_sh);
DRW_SHADER_FREE_SAFE(e_data.maxz_copydepth_layer_sh);
DRW_SHADER_FREE_SAFE(e_data.minz_copydepth_sh);
DRW_SHADER_FREE_SAFE(e_data.maxz_copydepth_sh);
}