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blender-archive/source/blender/gpu/intern/gpu_vertex_buffer.c
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

320 lines
8.6 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
*/
#include "MEM_guardedalloc.h"
#include "GPU_vertex_buffer.h"
#include "gpu_context_private.h"
#include "gpu_vertex_format_private.h"
#include <stdlib.h>
#include <string.h>
#define KEEP_SINGLE_COPY 1
static uint vbo_memory_usage;
static GLenum convert_usage_type_to_gl(GPUUsageType type)
{
static const GLenum table[] = {
[GPU_USAGE_STREAM] = GL_STREAM_DRAW,
[GPU_USAGE_STATIC] = GL_STATIC_DRAW,
[GPU_USAGE_DYNAMIC] = GL_DYNAMIC_DRAW,
};
return table[type];
}
GPUVertBuf *GPU_vertbuf_create(GPUUsageType usage)
{
GPUVertBuf *verts = MEM_mallocN(sizeof(GPUVertBuf), "GPUVertBuf");
GPU_vertbuf_init(verts, usage);
return verts;
}
GPUVertBuf *GPU_vertbuf_create_with_format_ex(const GPUVertFormat *format, GPUUsageType usage)
{
GPUVertBuf *verts = GPU_vertbuf_create(usage);
GPU_vertformat_copy(&verts->format, format);
if (!format->packed) {
VertexFormat_pack(&verts->format);
}
return verts;
/* this function might seem redundant, but there is potential for memory savings here... */
/* TODO: implement those memory savings */
}
void GPU_vertbuf_init(GPUVertBuf *verts, GPUUsageType usage)
{
memset(verts, 0, sizeof(GPUVertBuf));
verts->usage = usage;
verts->dirty = true;
}
void GPU_vertbuf_init_with_format_ex(GPUVertBuf *verts,
const GPUVertFormat *format,
GPUUsageType usage)
{
GPU_vertbuf_init(verts, usage);
GPU_vertformat_copy(&verts->format, format);
if (!format->packed) {
VertexFormat_pack(&verts->format);
}
}
GPUVertBuf *GPU_vertbuf_duplicate(GPUVertBuf *verts)
{
GPUVertBuf *verts_dst = GPU_vertbuf_create(GPU_USAGE_STATIC);
/* Full copy. */
*verts_dst = *verts;
GPU_vertformat_copy(&verts_dst->format, &verts->format);
if (verts->vbo_id) {
uint buffer_sz = GPU_vertbuf_size_get(verts);
verts_dst->vbo_id = GPU_buf_alloc();
glBindBuffer(GL_COPY_READ_BUFFER, verts->vbo_id);
glBindBuffer(GL_COPY_WRITE_BUFFER, verts_dst->vbo_id);
glBufferData(GL_COPY_WRITE_BUFFER, buffer_sz, NULL, convert_usage_type_to_gl(verts->usage));
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, buffer_sz);
#if VRAM_USAGE
vbo_memory_usage += GPU_vertbuf_size_get(verts);
#endif
}
if (verts->data) {
verts_dst->data = MEM_dupallocN(verts->data);
}
return verts_dst;
}
/** Same as discard but does not free. */
void GPU_vertbuf_clear(GPUVertBuf *verts)
{
if (verts->vbo_id) {
GPU_buf_free(verts->vbo_id);
verts->vbo_id = 0;
#if VRAM_USAGE
vbo_memory_usage -= GPU_vertbuf_size_get(verts);
#endif
}
if (verts->data) {
MEM_SAFE_FREE(verts->data);
}
}
void GPU_vertbuf_discard(GPUVertBuf *verts)
{
GPU_vertbuf_clear(verts);
MEM_freeN(verts);
}
uint GPU_vertbuf_size_get(const GPUVertBuf *verts)
{
return vertex_buffer_size(&verts->format, verts->vertex_len);
}
/* create a new allocation, discarding any existing data */
void GPU_vertbuf_data_alloc(GPUVertBuf *verts, uint v_len)
{
GPUVertFormat *format = &verts->format;
if (!format->packed) {
VertexFormat_pack(format);
}
#if TRUST_NO_ONE
/* catch any unnecessary use */
assert(verts->vertex_alloc != v_len || verts->data == NULL);
#endif
/* discard previous data if any */
if (verts->data) {
MEM_freeN(verts->data);
}
#if VRAM_USAGE
uint new_size = vertex_buffer_size(&verts->format, v_len);
vbo_memory_usage += new_size - GPU_vertbuf_size_get(verts);
#endif
verts->dirty = true;
verts->vertex_len = verts->vertex_alloc = v_len;
verts->data = MEM_mallocN(sizeof(GLubyte) * GPU_vertbuf_size_get(verts), "GPUVertBuf data");
}
/* resize buffer keeping existing data */
void GPU_vertbuf_data_resize(GPUVertBuf *verts, uint v_len)
{
#if TRUST_NO_ONE
assert(verts->data != NULL);
assert(verts->vertex_alloc != v_len);
#endif
#if VRAM_USAGE
uint new_size = vertex_buffer_size(&verts->format, v_len);
vbo_memory_usage += new_size - GPU_vertbuf_size_get(verts);
#endif
verts->dirty = true;
verts->vertex_len = verts->vertex_alloc = v_len;
verts->data = MEM_reallocN(verts->data, sizeof(GLubyte) * GPU_vertbuf_size_get(verts));
}
/* Set vertex count but does not change allocation.
* Only this many verts will be uploaded to the GPU and rendered.
* This is useful for streaming data. */
void GPU_vertbuf_data_len_set(GPUVertBuf *verts, uint v_len)
{
#if TRUST_NO_ONE
assert(verts->data != NULL); /* only for dynamic data */
assert(v_len <= verts->vertex_alloc);
#endif
#if VRAM_USAGE
uint new_size = vertex_buffer_size(&verts->format, v_len);
vbo_memory_usage += new_size - GPU_vertbuf_size_get(verts);
#endif
verts->vertex_len = v_len;
}
void GPU_vertbuf_attr_set(GPUVertBuf *verts, uint a_idx, uint v_idx, const void *data)
{
const GPUVertFormat *format = &verts->format;
const GPUVertAttr *a = &format->attrs[a_idx];
#if TRUST_NO_ONE
assert(a_idx < format->attr_len);
assert(v_idx < verts->vertex_alloc);
assert(verts->data != NULL);
#endif
verts->dirty = true;
memcpy((GLubyte *)verts->data + a->offset + v_idx * format->stride, data, a->sz);
}
void GPU_vertbuf_attr_fill(GPUVertBuf *verts, uint a_idx, const void *data)
{
const GPUVertFormat *format = &verts->format;
const GPUVertAttr *a = &format->attrs[a_idx];
#if TRUST_NO_ONE
assert(a_idx < format->attr_len);
#endif
const uint stride = a->sz; /* tightly packed input data */
GPU_vertbuf_attr_fill_stride(verts, a_idx, stride, data);
}
/** Fills a whole vertex (all attributes). Data must match packed layout. */
void GPU_vertbuf_vert_set(GPUVertBuf *verts, uint v_idx, const void *data)
{
const GPUVertFormat *format = &verts->format;
#if TRUST_NO_ONE
assert(v_idx < verts->vertex_alloc);
assert(verts->data != NULL);
#endif
verts->dirty = true;
memcpy((GLubyte *)verts->data + v_idx * format->stride, data, format->stride);
}
void GPU_vertbuf_attr_fill_stride(GPUVertBuf *verts, uint a_idx, uint stride, const void *data)
{
const GPUVertFormat *format = &verts->format;
const GPUVertAttr *a = &format->attrs[a_idx];
#if TRUST_NO_ONE
assert(a_idx < format->attr_len);
assert(verts->data != NULL);
#endif
verts->dirty = true;
const uint vertex_len = verts->vertex_len;
if (format->attr_len == 1 && stride == format->stride) {
/* we can copy it all at once */
memcpy(verts->data, data, vertex_len * a->sz);
}
else {
/* we must copy it per vertex */
for (uint v = 0; v < vertex_len; v++) {
memcpy((GLubyte *)verts->data + a->offset + v * format->stride,
(const GLubyte *)data + v * stride,
a->sz);
}
}
}
void GPU_vertbuf_attr_get_raw_data(GPUVertBuf *verts, uint a_idx, GPUVertBufRaw *access)
{
const GPUVertFormat *format = &verts->format;
const GPUVertAttr *a = &format->attrs[a_idx];
#if TRUST_NO_ONE
assert(a_idx < format->attr_len);
assert(verts->data != NULL);
#endif
verts->dirty = true;
access->size = a->sz;
access->stride = format->stride;
access->data = (GLubyte *)verts->data + a->offset;
access->data_init = access->data;
#if TRUST_NO_ONE
access->_data_end = access->data_init + (size_t)(verts->vertex_alloc * format->stride);
#endif
}
static void VertBuffer_upload_data(GPUVertBuf *verts)
{
uint buffer_sz = GPU_vertbuf_size_get(verts);
/* orphan the vbo to avoid sync */
glBufferData(GL_ARRAY_BUFFER, buffer_sz, NULL, convert_usage_type_to_gl(verts->usage));
/* upload data */
glBufferSubData(GL_ARRAY_BUFFER, 0, buffer_sz, verts->data);
if (verts->usage == GPU_USAGE_STATIC) {
MEM_freeN(verts->data);
verts->data = NULL;
}
verts->dirty = false;
}
void GPU_vertbuf_use(GPUVertBuf *verts)
{
/* only create the buffer the 1st time */
if (verts->vbo_id == 0) {
verts->vbo_id = GPU_buf_alloc();
}
glBindBuffer(GL_ARRAY_BUFFER, verts->vbo_id);
if (verts->dirty) {
VertBuffer_upload_data(verts);
}
}
uint GPU_vertbuf_get_memory_usage(void)
{
return vbo_memory_usage;
}