This change combines the diffuse/specular light passes into a single texture array, freeing up an image binding for cryptomatte. When diffuse/specular light pass and/or requested a texture array will be allocated. Only when specular light is requested 2 images will always be allocated. This increases the memory overhead when viewing the specular light renderpass in the viewport. For final rendering it is a common scenario that none or both are requested. Reviewed By: fclem Differential Revision: https://developer.blender.org/D15701
636 lines
23 KiB
C++
636 lines
23 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2021 Blender Foundation.
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*/
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/** \file
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* \ingroup eevee
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*
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* A film is a fullscreen buffer (usually at output extent)
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* that will be able to accumulate sample in any distorted camera_type
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* using a pixel filter.
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*
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* Input needs to be jittered so that the filter converges to the right result.
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*/
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#include "BLI_hash.h"
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#include "BLI_rect.h"
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#include "GPU_framebuffer.h"
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#include "GPU_texture.h"
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#include "DRW_render.h"
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#include "RE_pipeline.h"
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#include "eevee_film.hh"
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#include "eevee_instance.hh"
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namespace blender::eevee {
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ENUM_OPERATORS(eViewLayerEEVEEPassType, 1 << EEVEE_RENDER_PASS_MAX_BIT)
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/* -------------------------------------------------------------------- */
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/** \name Arbitrary Output Variables
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* \{ */
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void Film::init_aovs()
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{
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Vector<ViewLayerAOV *> aovs;
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aovs_info.display_id = -1;
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aovs_info.display_is_value = false;
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aovs_info.value_len = aovs_info.color_len = 0;
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if (inst_.is_viewport()) {
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/* Viewport case. */
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if (inst_.v3d->shading.render_pass == EEVEE_RENDER_PASS_AOV) {
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/* AOV display, request only a single AOV. */
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ViewLayerAOV *aov = (ViewLayerAOV *)BLI_findstring(
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&inst_.view_layer->aovs, inst_.v3d->shading.aov_name, offsetof(ViewLayerAOV, name));
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if (aov == nullptr) {
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/* AOV not found in view layer. */
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return;
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}
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aovs.append(aov);
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aovs_info.display_id = 0;
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aovs_info.display_is_value = (aov->type == AOV_TYPE_VALUE);
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}
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else {
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/* TODO(fclem): The realtime compositor could ask for several AOVs. */
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}
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}
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else {
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/* Render case. */
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LISTBASE_FOREACH (ViewLayerAOV *, aov, &inst_.view_layer->aovs) {
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aovs.append(aov);
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}
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}
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if (aovs.size() > AOV_MAX) {
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inst_.info = "Error: Too many AOVs";
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return;
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}
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for (ViewLayerAOV *aov : aovs) {
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bool is_value = (aov->type == AOV_TYPE_VALUE);
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uint &index = is_value ? aovs_info.value_len : aovs_info.color_len;
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uint &hash = is_value ? aovs_info.hash_value[index] : aovs_info.hash_color[index];
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hash = BLI_hash_string(aov->name);
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index++;
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}
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}
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float *Film::read_aov(ViewLayerAOV *aov)
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{
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bool is_value = (aov->type == AOV_TYPE_VALUE);
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Texture &accum_tx = is_value ? value_accum_tx_ : color_accum_tx_;
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Span<uint> aovs_hash(is_value ? aovs_info.hash_value : aovs_info.hash_color,
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is_value ? aovs_info.value_len : aovs_info.color_len);
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/* Find AOV index. */
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uint hash = BLI_hash_string(aov->name);
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int aov_index = -1;
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int i = 0;
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for (uint candidate_hash : aovs_hash) {
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if (candidate_hash == hash) {
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aov_index = i;
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break;
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}
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i++;
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}
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accum_tx.ensure_layer_views();
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int index = aov_index + (is_value ? data_.aov_value_id : data_.aov_color_id);
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GPUTexture *pass_tx = accum_tx.layer_view(index);
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return (float *)GPU_texture_read(pass_tx, GPU_DATA_FLOAT, 0);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Mist Pass
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* \{ */
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void Film::sync_mist()
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{
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const CameraData &cam = inst_.camera.data_get();
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const ::World *world = inst_.scene->world;
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float mist_start = world ? world->miststa : cam.clip_near;
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float mist_distance = world ? world->mistdist : fabsf(cam.clip_far - cam.clip_near);
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int mist_type = world ? world->mistype : (int)WO_MIST_LINEAR;
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switch (mist_type) {
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case WO_MIST_QUADRATIC:
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data_.mist_exponent = 2.0f;
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break;
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case WO_MIST_LINEAR:
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data_.mist_exponent = 1.0f;
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break;
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case WO_MIST_INVERSE_QUADRATIC:
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data_.mist_exponent = 0.5f;
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break;
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}
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data_.mist_scale = 1.0 / mist_distance;
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data_.mist_bias = -mist_start / mist_distance;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name FilmData
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* \{ */
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inline bool operator==(const FilmData &a, const FilmData &b)
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{
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return (a.extent == b.extent) && (a.offset == b.offset) &&
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(a.filter_radius == b.filter_radius) && (a.scaling_factor == b.scaling_factor) &&
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(a.background_opacity == b.background_opacity);
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}
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inline bool operator!=(const FilmData &a, const FilmData &b)
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{
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return !(a == b);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Film
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* \{ */
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void Film::init(const int2 &extent, const rcti *output_rect)
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{
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Sampling &sampling = inst_.sampling;
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Scene &scene = *inst_.scene;
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SceneEEVEE &scene_eevee = scene.eevee;
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init_aovs();
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{
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/* Enable passes that need to be rendered. */
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eViewLayerEEVEEPassType render_passes = eViewLayerEEVEEPassType(0);
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if (inst_.is_viewport()) {
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/* Viewport Case. */
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render_passes = eViewLayerEEVEEPassType(inst_.v3d->shading.render_pass);
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if (inst_.overlays_enabled() || inst_.gpencil_engine_enabled) {
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/* Overlays and Grease Pencil needs the depth for correct compositing.
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* Using the render pass ensure we store the center depth. */
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render_passes |= EEVEE_RENDER_PASS_Z;
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}
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}
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else {
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/* Render Case. */
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render_passes = eViewLayerEEVEEPassType(inst_.view_layer->eevee.render_passes);
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#define ENABLE_FROM_LEGACY(name_legacy, name_eevee) \
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SET_FLAG_FROM_TEST(render_passes, \
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(inst_.view_layer->passflag & SCE_PASS_##name_legacy) != 0, \
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EEVEE_RENDER_PASS_##name_eevee);
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ENABLE_FROM_LEGACY(COMBINED, COMBINED)
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ENABLE_FROM_LEGACY(Z, Z)
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ENABLE_FROM_LEGACY(MIST, MIST)
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ENABLE_FROM_LEGACY(NORMAL, NORMAL)
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ENABLE_FROM_LEGACY(SHADOW, SHADOW)
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ENABLE_FROM_LEGACY(AO, AO)
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ENABLE_FROM_LEGACY(EMIT, EMIT)
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ENABLE_FROM_LEGACY(ENVIRONMENT, ENVIRONMENT)
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ENABLE_FROM_LEGACY(DIFFUSE_COLOR, DIFFUSE_COLOR)
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ENABLE_FROM_LEGACY(GLOSSY_COLOR, SPECULAR_COLOR)
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ENABLE_FROM_LEGACY(DIFFUSE_DIRECT, DIFFUSE_LIGHT)
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ENABLE_FROM_LEGACY(GLOSSY_DIRECT, SPECULAR_LIGHT)
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ENABLE_FROM_LEGACY(ENVIRONMENT, ENVIRONMENT)
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ENABLE_FROM_LEGACY(VECTOR, VECTOR)
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#undef ENABLE_FROM_LEGACY
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}
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/* Filter obsolete passes. */
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render_passes &= ~(EEVEE_RENDER_PASS_UNUSED_8 | EEVEE_RENDER_PASS_BLOOM);
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if (scene_eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED) {
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/* Disable motion vector pass if motion blur is enabled. */
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render_passes &= ~EEVEE_RENDER_PASS_VECTOR;
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}
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/* TODO(@fclem): Can't we rely on depsgraph update notification? */
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if (assign_if_different(enabled_passes_, render_passes)) {
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sampling.reset();
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}
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}
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{
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rcti fallback_rect;
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if (BLI_rcti_is_empty(output_rect)) {
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BLI_rcti_init(&fallback_rect, 0, extent[0], 0, extent[1]);
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output_rect = &fallback_rect;
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}
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FilmData data = data_;
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data.extent = int2(BLI_rcti_size_x(output_rect), BLI_rcti_size_y(output_rect));
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data.offset = int2(output_rect->xmin, output_rect->ymin);
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data.extent_inv = 1.0f / float2(data.extent);
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/* Disable filtering if sample count is 1. */
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data.filter_radius = (sampling.sample_count() == 1) ? 0.0f :
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clamp_f(scene.r.gauss, 0.0f, 100.0f);
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/* TODO(fclem): parameter hidden in experimental.
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* We need to figure out LOD bias first in order to preserve texture crispiness. */
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data.scaling_factor = 1;
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data.background_opacity = (scene.r.alphamode == R_ALPHAPREMUL) ? 0.0f : 1.0f;
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if (inst_.is_viewport() && false /* TODO(fclem): StudioLight */) {
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data.background_opacity = inst_.v3d->shading.studiolight_background;
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}
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FilmData &data_prev_ = data_;
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if (assign_if_different(data_prev_, data)) {
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sampling.reset();
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}
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const eViewLayerEEVEEPassType data_passes = EEVEE_RENDER_PASS_Z | EEVEE_RENDER_PASS_NORMAL |
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EEVEE_RENDER_PASS_VECTOR;
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const eViewLayerEEVEEPassType color_passes_1 = EEVEE_RENDER_PASS_DIFFUSE_LIGHT |
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EEVEE_RENDER_PASS_SPECULAR_LIGHT |
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EEVEE_RENDER_PASS_VOLUME_LIGHT |
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EEVEE_RENDER_PASS_EMIT;
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const eViewLayerEEVEEPassType color_passes_2 = EEVEE_RENDER_PASS_DIFFUSE_COLOR |
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EEVEE_RENDER_PASS_SPECULAR_COLOR |
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EEVEE_RENDER_PASS_ENVIRONMENT |
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EEVEE_RENDER_PASS_MIST |
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EEVEE_RENDER_PASS_SHADOW | EEVEE_RENDER_PASS_AO;
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data_.exposure_scale = pow2f(scene.view_settings.exposure);
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data_.has_data = (enabled_passes_ & data_passes) != 0;
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data_.any_render_pass_1 = (enabled_passes_ & color_passes_1) != 0;
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data_.any_render_pass_2 = (enabled_passes_ & color_passes_2) != 0;
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}
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{
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/* Set pass offsets. */
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data_.display_id = aovs_info.display_id;
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data_.display_is_value = aovs_info.display_is_value;
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/* Combined is in a separate buffer. */
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data_.combined_id = (enabled_passes_ & EEVEE_RENDER_PASS_COMBINED) ? 0 : -1;
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/* Depth is in a separate buffer. */
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data_.depth_id = (enabled_passes_ & EEVEE_RENDER_PASS_Z) ? 0 : -1;
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data_.color_len = 0;
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data_.value_len = 0;
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auto pass_index_get = [&](eViewLayerEEVEEPassType pass_type) {
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bool is_value = pass_is_value(pass_type);
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int index = (enabled_passes_ & pass_type) ?
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(is_value ? data_.value_len : data_.color_len)++ :
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-1;
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if (inst_.is_viewport() && inst_.v3d->shading.render_pass == pass_type) {
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data_.display_id = index;
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data_.display_is_value = is_value;
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}
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return index;
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};
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data_.mist_id = pass_index_get(EEVEE_RENDER_PASS_MIST);
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data_.normal_id = pass_index_get(EEVEE_RENDER_PASS_NORMAL);
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data_.vector_id = pass_index_get(EEVEE_RENDER_PASS_VECTOR);
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data_.diffuse_light_id = pass_index_get(EEVEE_RENDER_PASS_DIFFUSE_LIGHT);
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data_.diffuse_color_id = pass_index_get(EEVEE_RENDER_PASS_DIFFUSE_COLOR);
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data_.specular_light_id = pass_index_get(EEVEE_RENDER_PASS_SPECULAR_LIGHT);
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data_.specular_color_id = pass_index_get(EEVEE_RENDER_PASS_SPECULAR_COLOR);
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data_.volume_light_id = pass_index_get(EEVEE_RENDER_PASS_VOLUME_LIGHT);
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data_.emission_id = pass_index_get(EEVEE_RENDER_PASS_EMIT);
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data_.environment_id = pass_index_get(EEVEE_RENDER_PASS_ENVIRONMENT);
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data_.shadow_id = pass_index_get(EEVEE_RENDER_PASS_SHADOW);
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data_.ambient_occlusion_id = pass_index_get(EEVEE_RENDER_PASS_AO);
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data_.aov_color_id = data_.color_len;
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data_.aov_value_id = data_.value_len;
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data_.aov_color_len = aovs_info.color_len;
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data_.aov_value_len = aovs_info.value_len;
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data_.color_len += data_.aov_color_len;
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data_.value_len += data_.aov_value_len;
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}
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{
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/* TODO(@fclem): Over-scans. */
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data_.render_extent = math::divide_ceil(extent, int2(data_.scaling_factor));
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int2 weight_extent = inst_.camera.is_panoramic() ? data_.extent : int2(data_.scaling_factor);
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eGPUTextureFormat color_format = GPU_RGBA16F;
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eGPUTextureFormat float_format = GPU_R16F;
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eGPUTextureFormat weight_format = GPU_R32F;
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eGPUTextureFormat depth_format = GPU_R32F;
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int reset = 0;
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reset += depth_tx_.ensure_2d(depth_format, data_.extent);
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reset += combined_tx_.current().ensure_2d(color_format, data_.extent);
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reset += combined_tx_.next().ensure_2d(color_format, data_.extent);
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/* Two layers, one for nearest sample weight and one for weight accumulation. */
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reset += weight_tx_.current().ensure_2d_array(weight_format, weight_extent, 2);
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reset += weight_tx_.next().ensure_2d_array(weight_format, weight_extent, 2);
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reset += color_accum_tx_.ensure_2d_array(color_format,
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(data_.color_len > 0) ? data_.extent : int2(1),
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(data_.color_len > 0) ? data_.color_len : 1);
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reset += value_accum_tx_.ensure_2d_array(float_format,
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(data_.value_len > 0) ? data_.extent : int2(1),
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(data_.value_len > 0) ? data_.value_len : 1);
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if (reset > 0) {
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sampling.reset();
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data_.use_history = 0;
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data_.use_reprojection = 0;
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/* Avoid NaN in uninitialized texture memory making history blending dangerous. */
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color_accum_tx_.clear(float4(0.0f));
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value_accum_tx_.clear(float4(0.0f));
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combined_tx_.current().clear(float4(0.0f));
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weight_tx_.current().clear(float4(0.0f));
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depth_tx_.clear(float4(0.0f));
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}
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}
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force_disable_reprojection_ = (scene_eevee.flag & SCE_EEVEE_TAA_REPROJECTION) == 0;
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}
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void Film::sync()
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{
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/* We use a fragment shader for viewport because we need to output the depth. */
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bool use_compute = (inst_.is_viewport() == false);
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eShaderType shader = use_compute ? FILM_COMP : FILM_FRAG;
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/* TODO(fclem): Shader variation for panoramic & scaled resolution. */
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RenderBuffers &rbuffers = inst_.render_buffers;
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VelocityModule &velocity = inst_.velocity;
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eGPUSamplerState filter = GPU_SAMPLER_FILTER;
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/* For viewport, only previous motion is supported.
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* Still bind previous step to avoid undefined behavior. */
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eVelocityStep step_next = inst_.is_viewport() ? STEP_PREVIOUS : STEP_NEXT;
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS;
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accumulate_ps_ = DRW_pass_create("Film.Accumulate", state);
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GPUShader *sh = inst_.shaders.static_shader_get(shader);
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DRWShadingGroup *grp = DRW_shgroup_create(sh, accumulate_ps_);
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DRW_shgroup_uniform_block_ref(grp, "film_buf", &data_);
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DRW_shgroup_uniform_block_ref(grp, "camera_prev", &(*velocity.camera_steps[STEP_PREVIOUS]));
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DRW_shgroup_uniform_block_ref(grp, "camera_curr", &(*velocity.camera_steps[STEP_CURRENT]));
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DRW_shgroup_uniform_block_ref(grp, "camera_next", &(*velocity.camera_steps[step_next]));
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DRW_shgroup_uniform_texture_ref(grp, "depth_tx", &rbuffers.depth_tx);
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DRW_shgroup_uniform_texture_ref(grp, "combined_tx", &combined_final_tx_);
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DRW_shgroup_uniform_texture_ref(grp, "normal_tx", &rbuffers.normal_tx);
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DRW_shgroup_uniform_texture_ref(grp, "vector_tx", &rbuffers.vector_tx);
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DRW_shgroup_uniform_texture_ref(grp, "light_tx", &rbuffers.light_tx);
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DRW_shgroup_uniform_texture_ref(grp, "diffuse_color_tx", &rbuffers.diffuse_color_tx);
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DRW_shgroup_uniform_texture_ref(grp, "specular_color_tx", &rbuffers.specular_color_tx);
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DRW_shgroup_uniform_texture_ref(grp, "volume_light_tx", &rbuffers.volume_light_tx);
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DRW_shgroup_uniform_texture_ref(grp, "emission_tx", &rbuffers.emission_tx);
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DRW_shgroup_uniform_texture_ref(grp, "environment_tx", &rbuffers.environment_tx);
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DRW_shgroup_uniform_texture_ref(grp, "shadow_tx", &rbuffers.shadow_tx);
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DRW_shgroup_uniform_texture_ref(grp, "ambient_occlusion_tx", &rbuffers.ambient_occlusion_tx);
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DRW_shgroup_uniform_texture_ref(grp, "aov_color_tx", &rbuffers.aov_color_tx);
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DRW_shgroup_uniform_texture_ref(grp, "aov_value_tx", &rbuffers.aov_value_tx);
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/* NOTE(@fclem): 16 is the max number of sampled texture in many implementations.
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* If we need more, we need to pack more of the similar passes in the same textures as arrays or
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* use image binding instead. */
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DRW_shgroup_uniform_image_ref(grp, "in_weight_img", &weight_tx_.current());
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DRW_shgroup_uniform_image_ref(grp, "out_weight_img", &weight_tx_.next());
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DRW_shgroup_uniform_texture_ref_ex(grp, "in_combined_tx", &combined_tx_.current(), filter);
|
|
DRW_shgroup_uniform_image_ref(grp, "out_combined_img", &combined_tx_.next());
|
|
DRW_shgroup_uniform_image_ref(grp, "depth_img", &depth_tx_);
|
|
DRW_shgroup_uniform_image_ref(grp, "color_accum_img", &color_accum_tx_);
|
|
DRW_shgroup_uniform_image_ref(grp, "value_accum_img", &value_accum_tx_);
|
|
/* Sync with rendering passes. */
|
|
DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH);
|
|
/* Sync with rendering passes. */
|
|
DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS);
|
|
if (use_compute) {
|
|
int2 dispatch_size = math::divide_ceil(data_.extent, int2(FILM_GROUP_SIZE));
|
|
DRW_shgroup_call_compute(grp, UNPACK2(dispatch_size), 1);
|
|
}
|
|
else {
|
|
DRW_shgroup_call_procedural_triangles(grp, nullptr, 1);
|
|
}
|
|
}
|
|
|
|
void Film::end_sync()
|
|
{
|
|
data_.use_reprojection = inst_.sampling.interactive_mode();
|
|
|
|
/* Just bypass the reprojection and reset the accumulation. */
|
|
if (force_disable_reprojection_ && inst_.sampling.is_reset()) {
|
|
data_.use_reprojection = false;
|
|
data_.use_history = false;
|
|
}
|
|
|
|
aovs_info.push_update();
|
|
|
|
sync_mist();
|
|
}
|
|
|
|
float2 Film::pixel_jitter_get() const
|
|
{
|
|
float2 jitter = inst_.sampling.rng_2d_get(SAMPLING_FILTER_U);
|
|
|
|
if (!use_box_filter && data_.filter_radius < M_SQRT1_2 && !inst_.camera.is_panoramic()) {
|
|
/* For filter size less than a pixel, change sampling strategy and use a uniform disk
|
|
* distribution covering the filter shape. This avoids putting samples in areas without any
|
|
* weights. */
|
|
/* TODO(fclem): Importance sampling could be a better option here. */
|
|
jitter = Sampling::sample_disk(jitter) * data_.filter_radius;
|
|
}
|
|
else {
|
|
/* Jitter the size of a whole pixel. [-0.5..0.5] */
|
|
jitter -= 0.5f;
|
|
}
|
|
/* TODO(fclem): Mixed-resolution rendering: We need to offset to each of the target pixel covered
|
|
* by a render pixel, ideally, by choosing one randomly using another sampling dimension, or by
|
|
* repeating the same sample RNG sequence for each pixel offset. */
|
|
return jitter;
|
|
}
|
|
|
|
eViewLayerEEVEEPassType Film::enabled_passes_get() const
|
|
{
|
|
if (inst_.is_viewport() && data_.use_reprojection) {
|
|
/* Enable motion vector rendering but not the accumulation buffer. */
|
|
return enabled_passes_ | EEVEE_RENDER_PASS_VECTOR;
|
|
}
|
|
return enabled_passes_;
|
|
}
|
|
|
|
void Film::update_sample_table()
|
|
{
|
|
data_.subpixel_offset = pixel_jitter_get();
|
|
|
|
int filter_radius_ceil = ceilf(data_.filter_radius);
|
|
float filter_radius_sqr = square_f(data_.filter_radius);
|
|
|
|
data_.samples_len = 0;
|
|
if (use_box_filter || data_.filter_radius < 0.01f) {
|
|
/* Disable gather filtering. */
|
|
data_.samples[0].texel = int2(0, 0);
|
|
data_.samples[0].weight = 1.0f;
|
|
data_.samples_weight_total = 1.0f;
|
|
data_.samples_len = 1;
|
|
}
|
|
/* NOTE: Threshold determined by hand until we don't hit the assert below. */
|
|
else if (data_.filter_radius < 2.20f) {
|
|
/* Small filter Size. */
|
|
int closest_index = 0;
|
|
float closest_distance = FLT_MAX;
|
|
data_.samples_weight_total = 0.0f;
|
|
/* TODO(fclem): For optimization, could try Z-tile ordering. */
|
|
for (int y = -filter_radius_ceil; y <= filter_radius_ceil; y++) {
|
|
for (int x = -filter_radius_ceil; x <= filter_radius_ceil; x++) {
|
|
float2 pixel_offset = float2(x, y) - data_.subpixel_offset;
|
|
float distance_sqr = math::length_squared(pixel_offset);
|
|
if (distance_sqr < filter_radius_sqr) {
|
|
if (data_.samples_len >= FILM_PRECOMP_SAMPLE_MAX) {
|
|
BLI_assert_msg(0, "Precomputed sample table is too small.");
|
|
break;
|
|
}
|
|
FilmSample &sample = data_.samples[data_.samples_len];
|
|
sample.texel = int2(x, y);
|
|
sample.weight = film_filter_weight(data_.filter_radius, distance_sqr);
|
|
data_.samples_weight_total += sample.weight;
|
|
|
|
if (distance_sqr < closest_distance) {
|
|
closest_distance = distance_sqr;
|
|
closest_index = data_.samples_len;
|
|
}
|
|
data_.samples_len++;
|
|
}
|
|
}
|
|
}
|
|
/* Put the closest one in first position. */
|
|
if (closest_index != 0) {
|
|
SWAP(FilmSample, data_.samples[closest_index], data_.samples[0]);
|
|
}
|
|
}
|
|
else {
|
|
/* Large Filter Size. */
|
|
MutableSpan<FilmSample> sample_table(data_.samples, FILM_PRECOMP_SAMPLE_MAX);
|
|
/* To avoid hitting driver TDR and slowing rendering too much we use random sampling. */
|
|
/* TODO(fclem): This case needs more work. We could distribute the samples better to avoid
|
|
* loading the same pixel twice. */
|
|
data_.samples_len = sample_table.size();
|
|
data_.samples_weight_total = 0.0f;
|
|
|
|
int i = 0;
|
|
for (FilmSample &sample : sample_table) {
|
|
/* TODO(fclem): Own RNG. */
|
|
float2 random_2d = inst_.sampling.rng_2d_get(SAMPLING_SSS_U);
|
|
/* This randomization makes sure we converge to the right result but also makes nearest
|
|
* neighbor filtering not converging rapidly. */
|
|
random_2d.x = (random_2d.x + i) / float(FILM_PRECOMP_SAMPLE_MAX);
|
|
|
|
float2 pixel_offset = math::floor(Sampling::sample_spiral(random_2d) * data_.filter_radius);
|
|
sample.texel = int2(pixel_offset);
|
|
|
|
float distance_sqr = math::length_squared(pixel_offset - data_.subpixel_offset);
|
|
sample.weight = film_filter_weight(data_.filter_radius, distance_sqr);
|
|
data_.samples_weight_total += sample.weight;
|
|
i++;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Film::accumulate(const DRWView *view, GPUTexture *combined_final_tx)
|
|
{
|
|
if (inst_.is_viewport()) {
|
|
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
|
|
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
|
|
GPU_framebuffer_bind(dfbl->default_fb);
|
|
/* Clear when using render borders. */
|
|
if (data_.extent != int2(GPU_texture_width(dtxl->color), GPU_texture_height(dtxl->color))) {
|
|
float4 clear_color = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
GPU_framebuffer_clear_color(dfbl->default_fb, clear_color);
|
|
}
|
|
GPU_framebuffer_viewport_set(dfbl->default_fb, UNPACK2(data_.offset), UNPACK2(data_.extent));
|
|
}
|
|
|
|
update_sample_table();
|
|
|
|
combined_final_tx_ = combined_final_tx;
|
|
|
|
data_.display_only = false;
|
|
data_.push_update();
|
|
|
|
DRW_view_set_active(view);
|
|
DRW_draw_pass(accumulate_ps_);
|
|
|
|
combined_tx_.swap();
|
|
weight_tx_.swap();
|
|
|
|
/* Use history after first sample. */
|
|
if (data_.use_history == 0) {
|
|
data_.use_history = 1;
|
|
}
|
|
}
|
|
|
|
void Film::display()
|
|
{
|
|
BLI_assert(inst_.is_viewport());
|
|
|
|
/* Acquire dummy render buffers for correct binding. They will not be used. */
|
|
inst_.render_buffers.acquire(int2(1));
|
|
|
|
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
|
|
GPU_framebuffer_bind(dfbl->default_fb);
|
|
GPU_framebuffer_viewport_set(dfbl->default_fb, UNPACK2(data_.offset), UNPACK2(data_.extent));
|
|
|
|
combined_final_tx_ = inst_.render_buffers.combined_tx;
|
|
|
|
data_.display_only = true;
|
|
data_.push_update();
|
|
|
|
DRW_view_set_active(nullptr);
|
|
DRW_draw_pass(accumulate_ps_);
|
|
|
|
inst_.render_buffers.release();
|
|
|
|
/* IMPORTANT: Do not swap! No accumulation has happened. */
|
|
}
|
|
|
|
float *Film::read_pass(eViewLayerEEVEEPassType pass_type)
|
|
{
|
|
|
|
bool is_value = pass_is_value(pass_type);
|
|
Texture &accum_tx = (pass_type == EEVEE_RENDER_PASS_COMBINED) ?
|
|
combined_tx_.current() :
|
|
(pass_type == EEVEE_RENDER_PASS_Z) ?
|
|
depth_tx_ :
|
|
(is_value ? value_accum_tx_ : color_accum_tx_);
|
|
|
|
accum_tx.ensure_layer_views();
|
|
|
|
int index = pass_id_get(pass_type);
|
|
GPUTexture *pass_tx = accum_tx.layer_view(index);
|
|
|
|
GPU_memory_barrier(GPU_BARRIER_TEXTURE_UPDATE);
|
|
|
|
float *result = (float *)GPU_texture_read(pass_tx, GPU_DATA_FLOAT, 0);
|
|
|
|
if (pass_is_float3(pass_type)) {
|
|
/* Convert result in place as we cannot do this conversion on GPU. */
|
|
for (auto px : IndexRange(accum_tx.width() * accum_tx.height())) {
|
|
*(reinterpret_cast<float3 *>(result) + px) = *(reinterpret_cast<float3 *>(result + px * 4));
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
} // namespace blender::eevee
|