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blender-archive/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh
Jeroen Bakker 8af983ba78 EEVEE-Next: Reduce image bindings.
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
2022-08-16 15:10:21 +02:00

751 lines
23 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* Shared structures, enums & defines between C++ and GLSL.
* Can also include some math functions but they need to be simple enough to be valid in both
* language.
*/
#ifndef USE_GPU_SHADER_CREATE_INFO
# pragma once
# include "BLI_memory_utils.hh"
# include "DRW_gpu_wrapper.hh"
# include "eevee_defines.hh"
# include "GPU_shader_shared.h"
namespace blender::eevee {
using draw::Framebuffer;
using draw::SwapChain;
using draw::Texture;
using draw::TextureFromPool;
constexpr eGPUSamplerState no_filter = GPU_SAMPLER_DEFAULT;
constexpr eGPUSamplerState with_filter = GPU_SAMPLER_FILTER;
#endif
#define UBO_MIN_MAX_SUPPORTED_SIZE 1 << 14
/* -------------------------------------------------------------------- */
/** \name Debug Mode
* \{ */
/** These are just to make more sense of G.debug_value's values. Reserved range is 1-30. */
enum eDebugMode : uint32_t {
DEBUG_NONE = 0u,
/**
* Gradient showing light evaluation hot-spots.
*/
DEBUG_LIGHT_CULLING = 1u,
/**
* Show incorrectly downsample tiles in red.
*/
DEBUG_HIZ_VALIDATION = 2u,
/**
* Tile-maps to screen. Is also present in other modes.
* - Black pixels, no pages allocated.
* - Green pixels, pages cached.
* - Red pixels, pages allocated.
*/
DEBUG_SHADOW_TILEMAPS = 10u,
/**
* Random color per pages. Validates page density allocation and sampling.
*/
DEBUG_SHADOW_PAGES = 11u,
/**
* Outputs random color per tile-map (or tile-map level). Validates tile-maps coverage.
* Black means not covered by any tile-maps LOD of the shadow.
*/
DEBUG_SHADOW_LOD = 12u,
/**
* Outputs white pixels for pages allocated and black pixels for unused pages.
* This needs DEBUG_SHADOW_PAGE_ALLOCATION_ENABLED defined in order to work.
*/
DEBUG_SHADOW_PAGE_ALLOCATION = 13u,
/**
* Outputs the tile-map atlas. Default tile-map is too big for the usual screen resolution.
* Try lowering SHADOW_TILEMAP_PER_ROW and SHADOW_MAX_TILEMAP before using this option.
*/
DEBUG_SHADOW_TILE_ALLOCATION = 14u,
/**
* Visualize linear depth stored in the atlas regions of the active light.
* This way, one can check if the rendering, the copying and the shadow sampling functions works.
*/
DEBUG_SHADOW_SHADOW_DEPTH = 15u
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Sampling
* \{ */
enum eSamplingDimension : uint32_t {
SAMPLING_FILTER_U = 0u,
SAMPLING_FILTER_V = 1u,
SAMPLING_LENS_U = 2u,
SAMPLING_LENS_V = 3u,
SAMPLING_TIME = 4u,
SAMPLING_SHADOW_U = 5u,
SAMPLING_SHADOW_V = 6u,
SAMPLING_SHADOW_W = 7u,
SAMPLING_SHADOW_X = 8u,
SAMPLING_SHADOW_Y = 9u,
SAMPLING_CLOSURE = 10u,
SAMPLING_LIGHTPROBE = 11u,
SAMPLING_TRANSPARENCY = 12u,
SAMPLING_SSS_U = 13u,
SAMPLING_SSS_V = 14u,
SAMPLING_RAYTRACE_U = 15u,
SAMPLING_RAYTRACE_V = 16u,
SAMPLING_RAYTRACE_W = 17u,
SAMPLING_RAYTRACE_X = 18u
};
/**
* IMPORTANT: Make sure the array can contain all sampling dimensions.
* Also note that it needs to be multiple of 4.
*/
#define SAMPLING_DIMENSION_COUNT 20
/* NOTE(@fclem): Needs to be used in #StorageBuffer because of arrays of scalar. */
struct SamplingData {
/** Array containing random values from Low Discrepancy Sequence in [0..1) range. */
float dimensions[SAMPLING_DIMENSION_COUNT];
};
BLI_STATIC_ASSERT_ALIGN(SamplingData, 16)
/* Returns total sample count in a web pattern of the given size. */
static inline int sampling_web_sample_count_get(int web_density, int ring_count)
{
return ((ring_count * ring_count + ring_count) / 2) * web_density + 1;
}
/* Returns lowest possible ring count that contains at least sample_count samples. */
static inline int sampling_web_ring_count_get(int web_density, int sample_count)
{
/* Inversion of web_sample_count_get(). */
float x = 2.0f * (float(sample_count) - 1.0f) / float(web_density);
/* Solving polynomial. We only search positive solution. */
float discriminant = 1.0f + 4.0f * x;
return int(ceilf(0.5f * (sqrtf(discriminant) - 1.0f)));
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Camera
* \{ */
enum eCameraType : uint32_t {
CAMERA_PERSP = 0u,
CAMERA_ORTHO = 1u,
CAMERA_PANO_EQUIRECT = 2u,
CAMERA_PANO_EQUISOLID = 3u,
CAMERA_PANO_EQUIDISTANT = 4u,
CAMERA_PANO_MIRROR = 5u
};
static inline bool is_panoramic(eCameraType type)
{
return type > CAMERA_ORTHO;
}
struct CameraData {
/* View Matrices of the camera, not from any view! */
float4x4 persmat;
float4x4 persinv;
float4x4 viewmat;
float4x4 viewinv;
float4x4 winmat;
float4x4 wininv;
/** Camera UV scale and bias. Also known as `viewcamtexcofac`. */
float2 uv_scale;
float2 uv_bias;
/** Panorama parameters. */
float2 equirect_scale;
float2 equirect_scale_inv;
float2 equirect_bias;
float fisheye_fov;
float fisheye_lens;
/** Clipping distances. */
float clip_near;
float clip_far;
eCameraType type;
bool1 initialized;
#ifdef __cplusplus
/* Small constructor to allow detecting new buffers. */
CameraData() : initialized(false){};
#endif
};
BLI_STATIC_ASSERT_ALIGN(CameraData, 16)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Film
* \{ */
#define FILM_PRECOMP_SAMPLE_MAX 16
struct FilmSample {
int2 texel;
float weight;
/** Used for accumulation. */
float weight_sum_inv;
};
BLI_STATIC_ASSERT_ALIGN(FilmSample, 16)
struct FilmData {
/** Size of the film in pixels. */
int2 extent;
/** Offset of the film in the full-res frame, in pixels. */
int2 offset;
/** Extent used by the render buffers when rendering the main views. */
int2 render_extent;
/** Sub-pixel offset applied to the window matrix.
* NOTE: In final film pixel unit.
* NOTE: Positive values makes the view translate in the negative axes direction.
* NOTE: The origin is the center of the lower left film pixel of the area covered by a render
* pixel if using scaled resolution rendering.
*/
float2 subpixel_offset;
/** Scaling factor to convert texel to uvs. */
float2 extent_inv;
/** Is true if history is valid and can be sampled. Bypass history to resets accumulation. */
bool1 use_history;
/** Is true if combined buffer is valid and can be re-projected to reduce variance. */
bool1 use_reprojection;
/** Is true if accumulation of non-filtered passes is needed. */
bool1 has_data;
/** Is true if accumulation of filtered passes is needed. */
bool1 any_render_pass_1;
bool1 any_render_pass_2;
/** Controlled by user in lookdev mode or by render settings. */
float background_opacity;
float _pad0;
/** Output counts per type. */
int color_len, value_len;
/** Index in color_accum_img or value_accum_img of each pass. -1 if pass is not enabled. */
int mist_id;
int normal_id;
int vector_id;
int diffuse_light_id;
int diffuse_color_id;
int specular_light_id;
int specular_color_id;
int volume_light_id;
int emission_id;
int environment_id;
int shadow_id;
int ambient_occlusion_id;
/** Not indexed but still not -1 if enabled. */
int depth_id;
int combined_id;
/** Id of the render-pass to be displayed. -1 for combined. */
int display_id;
/** True if the render-pass to be displayed is from the value accum buffer. */
bool1 display_is_value;
/** True if we bypass the accumulation and directly output the accumulation buffer. */
bool1 display_only;
/** Start of AOVs and number of aov. */
int aov_color_id, aov_color_len;
int aov_value_id, aov_value_len;
/** Settings to render mist pass */
float mist_scale, mist_bias, mist_exponent;
/** Scene exposure used for better noise reduction. */
float exposure_scale;
/** Scaling factor for scaled resolution rendering. */
int scaling_factor;
/** Film pixel filter radius. */
float filter_radius;
/** Precomputed samples. First in the table is the closest one. The rest is unordered. */
int samples_len;
/** Sum of the weights of all samples in the sample table. */
float samples_weight_total;
FilmSample samples[FILM_PRECOMP_SAMPLE_MAX];
};
BLI_STATIC_ASSERT_ALIGN(FilmData, 16)
static inline float film_filter_weight(float filter_radius, float sample_distance_sqr)
{
#if 1 /* Faster */
/* Gaussian fitted to Blackman-Harris. */
float r = sample_distance_sqr / (filter_radius * filter_radius);
const float sigma = 0.284;
const float fac = -0.5 / (sigma * sigma);
float weight = expf(fac * r);
#else
/* Blackman-Harris filter. */
float r = M_2PI * saturate(0.5 + sqrtf(sample_distance_sqr) / (2.0 * filter_radius));
float weight = 0.35875 - 0.48829 * cosf(r) + 0.14128 * cosf(2.0 * r) - 0.01168 * cosf(3.0 * r);
#endif
return weight;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Render passes
* \{ */
enum eRenderPassLayerIndex : uint32_t {
RENDER_PASS_LAYER_DIFFUSE_LIGHT = 0u,
RENDER_PASS_LAYER_SPECULAR_LIGHT = 1u,
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Arbitrary Output Variables
* \{ */
/* Theoretical max is 128 as we are using texture array and VRAM usage.
* However, the output_aov() function perform a linear search inside all the hashes.
* If we find a way to avoid this we could bump this number up. */
#define AOV_MAX 16
/* NOTE(@fclem): Needs to be used in #StorageBuffer because of arrays of scalar. */
struct AOVsInfoData {
uint hash_value[AOV_MAX];
uint hash_color[AOV_MAX];
/* Length of used data. */
uint color_len;
uint value_len;
/** Id of the AOV to be displayed (from the start of the AOV array). -1 for combined. */
int display_id;
/** True if the AOV to be displayed is from the value accum buffer. */
bool1 display_is_value;
};
BLI_STATIC_ASSERT_ALIGN(AOVsInfoData, 16)
/** \} */
/* -------------------------------------------------------------------- */
/** \name VelocityModule
* \{ */
#define VELOCITY_INVALID 512.0
enum eVelocityStep : uint32_t {
STEP_PREVIOUS = 0,
STEP_NEXT = 1,
STEP_CURRENT = 2,
};
struct VelocityObjectIndex {
/** Offset inside #VelocityObjectBuf for each timestep. Indexed using eVelocityStep. */
int3 ofs;
/** Temporary index to copy this to the #VelocityIndexBuf. */
uint resource_id;
#ifdef __cplusplus
VelocityObjectIndex() : ofs(-1, -1, -1), resource_id(-1){};
#endif
};
BLI_STATIC_ASSERT_ALIGN(VelocityObjectIndex, 16)
struct VelocityGeometryIndex {
/** Offset inside #VelocityGeometryBuf for each timestep. Indexed using eVelocityStep. */
int3 ofs;
/** If true, compute deformation motion blur. */
bool1 do_deform;
/** Length of data inside #VelocityGeometryBuf for each timestep. Indexed using eVelocityStep. */
int3 len;
int _pad0;
#ifdef __cplusplus
VelocityGeometryIndex() : ofs(-1, -1, -1), do_deform(false), len(-1, -1, -1), _pad0(1){};
#endif
};
BLI_STATIC_ASSERT_ALIGN(VelocityGeometryIndex, 16)
struct VelocityIndex {
VelocityObjectIndex obj;
VelocityGeometryIndex geo;
};
BLI_STATIC_ASSERT_ALIGN(VelocityGeometryIndex, 16)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Motion Blur
* \{ */
#define MOTION_BLUR_TILE_SIZE 32
#define MOTION_BLUR_MAX_TILE 512 /* 16384 / MOTION_BLUR_TILE_SIZE */
struct MotionBlurData {
/** As the name suggests. Used to avoid a division in the sampling. */
float2 target_size_inv;
/** Viewport motion scaling factor. Make blur relative to frame time not render time. */
float2 motion_scale;
/** Depth scaling factor. Avoid blurring background behind moving objects. */
float depth_scale;
float _pad0, _pad1, _pad2;
};
BLI_STATIC_ASSERT_ALIGN(MotionBlurData, 16)
/* For some reasons some GLSL compilers do not like this struct.
* So we declare it as a uint array instead and do indexing ourselves. */
#ifdef __cplusplus
struct MotionBlurTileIndirection {
/**
* Stores indirection to the tile with the highest velocity covering each tile.
* This is stored using velocity in the MSB to be able to use atomicMax operations.
*/
uint prev[MOTION_BLUR_MAX_TILE][MOTION_BLUR_MAX_TILE];
uint next[MOTION_BLUR_MAX_TILE][MOTION_BLUR_MAX_TILE];
};
BLI_STATIC_ASSERT_ALIGN(MotionBlurTileIndirection, 16)
#endif
/** \} */
/* -------------------------------------------------------------------- */
/** \name Depth of field
* \{ */
/* 5% error threshold. */
#define DOF_FAST_GATHER_COC_ERROR 0.05
#define DOF_GATHER_RING_COUNT 5
#define DOF_DILATE_RING_COUNT 3
struct DepthOfFieldData {
/** Size of the render targets for gather & scatter passes. */
int2 extent;
/** Size of a pixel in uv space (1.0 / extent). */
float2 texel_size;
/** Scale factor for anisotropic bokeh. */
float2 bokeh_anisotropic_scale;
float2 bokeh_anisotropic_scale_inv;
/* Correction factor to align main target pixels with the filtered mipmap chain texture. */
float2 gather_uv_fac;
/** Scatter parameters. */
float scatter_coc_threshold;
float scatter_color_threshold;
float scatter_neighbor_max_color;
int scatter_sprite_per_row;
/** Number of side the bokeh shape has. */
float bokeh_blades;
/** Rotation of the bokeh shape. */
float bokeh_rotation;
/** Multiplier and bias to apply to linear depth to Circle of confusion (CoC). */
float coc_mul, coc_bias;
/** Maximum absolute allowed Circle of confusion (CoC). Min of computed max and user max. */
float coc_abs_max;
/** Copy of camera type. */
eCameraType camera_type;
/** Weights of spatial filtering in stabilize pass. Not array to avoid alignment restriction. */
float4 filter_samples_weight;
float filter_center_weight;
/** Max number of sprite in the scatter pass for each ground. */
int scatter_max_rect;
int _pad0, _pad1;
};
BLI_STATIC_ASSERT_ALIGN(DepthOfFieldData, 16)
struct ScatterRect {
/** Color and CoC of the 4 pixels the scatter sprite represents. */
float4 color_and_coc[4];
/** Rect center position in half pixel space. */
float2 offset;
/** Rect half extent in half pixel space. */
float2 half_extent;
};
BLI_STATIC_ASSERT_ALIGN(ScatterRect, 16)
/** WORKAROUND(@fclem): This is because this file is included before common_math_lib.glsl. */
#ifndef M_PI
# define EEVEE_PI
# define M_PI 3.14159265358979323846 /* pi */
#endif
static inline float coc_radius_from_camera_depth(DepthOfFieldData dof, float depth)
{
depth = (dof.camera_type != CAMERA_ORTHO) ? 1.0f / depth : depth;
return dof.coc_mul * depth + dof.coc_bias;
}
static inline float regular_polygon_side_length(float sides_count)
{
return 2.0f * sinf(M_PI / sides_count);
}
/* Returns intersection ratio between the radius edge at theta and the regular polygon edge.
* Start first corners at theta == 0. */
static inline float circle_to_polygon_radius(float sides_count, float theta)
{
/* From Graphics Gems from CryENGINE 3 (Siggraph 2013) by Tiago Sousa (slide
* 36). */
float side_angle = (2.0f * M_PI) / sides_count;
return cosf(side_angle * 0.5f) /
cosf(theta - side_angle * floorf((sides_count * theta + M_PI) / (2.0f * M_PI)));
}
/* Remap input angle to have homogenous spacing of points along a polygon edge.
* Expects theta to be in [0..2pi] range. */
static inline float circle_to_polygon_angle(float sides_count, float theta)
{
float side_angle = (2.0f * M_PI) / sides_count;
float halfside_angle = side_angle * 0.5f;
float side = floorf(theta / side_angle);
/* Length of segment from center to the middle of polygon side. */
float adjacent = circle_to_polygon_radius(sides_count, 0.0f);
/* This is the relative position of the sample on the polygon half side. */
float local_theta = theta - side * side_angle;
float ratio = (local_theta - halfside_angle) / halfside_angle;
float halfside_len = regular_polygon_side_length(sides_count) * 0.5f;
float opposite = ratio * halfside_len;
/* NOTE: atan(y_over_x) has output range [-M_PI_2..M_PI_2]. */
float final_local_theta = atanf(opposite / adjacent);
return side * side_angle + final_local_theta;
}
#ifdef EEVEE_PI
# undef M_PI
#endif
/** \} */
/* -------------------------------------------------------------------- */
/** \name Light Culling
* \{ */
/* Number of items we can cull. Limited by how we store CullingZBin. */
#define CULLING_MAX_ITEM 65536
/* Fine grained subdivision in the Z direction. Limited by the LDS in z-binning compute shader. */
#define CULLING_ZBIN_COUNT 4096
/* Max tile map resolution per axes. */
#define CULLING_TILE_RES 16
struct LightCullingData {
/** Scale applied to tile pixel coordinates to get target UV coordinate. */
float2 tile_to_uv_fac;
/** Scale and bias applied to linear Z to get zbin. */
float zbin_scale;
float zbin_bias;
/** Valid item count in the source data array. */
uint items_count;
/** Items that are processed by the 2.5D culling. */
uint local_lights_len;
/** Items that are **NOT** processed by the 2.5D culling (i.e: Sun Lights). */
uint sun_lights_len;
/** Number of items that passes the first culling test. */
uint visible_count;
/** Extent of one square tile in pixels. */
float tile_size;
/** Number of tiles on the X/Y axis. */
uint tile_x_len;
uint tile_y_len;
/** Number of word per tile. Depends on the maximum number of lights. */
uint tile_word_len;
};
BLI_STATIC_ASSERT_ALIGN(LightCullingData, 16)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Lights
* \{ */
#define LIGHT_NO_SHADOW -1
enum eLightType : uint32_t {
LIGHT_SUN = 0u,
LIGHT_POINT = 1u,
LIGHT_SPOT = 2u,
LIGHT_RECT = 3u,
LIGHT_ELLIPSE = 4u
};
static inline bool is_area_light(eLightType type)
{
return type >= LIGHT_RECT;
}
struct LightData {
/** Normalized object matrix. Last column contains data accessible using the following macros. */
float4x4 object_mat;
/** Packed data in the last column of the object_mat. */
#define _area_size_x object_mat[0][3]
#define _area_size_y object_mat[1][3]
#define _radius _area_size_x
#define _spot_mul object_mat[2][3]
#define _spot_bias object_mat[3][3]
/** Aliases for axes. */
#ifndef USE_GPU_SHADER_CREATE_INFO
# define _right object_mat[0]
# define _up object_mat[1]
# define _back object_mat[2]
# define _position object_mat[3]
#else
# define _right object_mat[0].xyz
# define _up object_mat[1].xyz
# define _back object_mat[2].xyz
# define _position object_mat[3].xyz
#endif
/** Influence radius (inverted and squared) adjusted for Surface / Volume power. */
float influence_radius_invsqr_surface;
float influence_radius_invsqr_volume;
/** Maximum influence radius. Used for culling. */
float influence_radius_max;
/** Index of the shadow struct on CPU. -1 means no shadow. */
int shadow_id;
/** NOTE: It is ok to use float3 here. A float is declared right after it.
* float3 is also aligned to 16 bytes. */
float3 color;
/** Power depending on shader type. */
float diffuse_power;
float specular_power;
float volume_power;
float transmit_power;
/** Special radius factor for point lighting. */
float radius_squared;
/** Light Type. */
eLightType type;
/** Spot angle tangent. */
float spot_tan;
/** Spot size. Aligned to size of float2. */
float2 spot_size_inv;
/** Associated shadow data. Only valid if shadow_id is not LIGHT_NO_SHADOW. */
// ShadowData shadow_data;
};
BLI_STATIC_ASSERT_ALIGN(LightData, 16)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Hierarchical-Z Buffer
* \{ */
struct HiZData {
/** Scale factor to remove HiZBuffer padding. */
float2 uv_scale;
float2 _pad0;
};
BLI_STATIC_ASSERT_ALIGN(HiZData, 16)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Ray-Tracing
* \{ */
enum eClosureBits : uint32_t {
/** NOTE: These are used as stencil bits. So we are limited to 8bits. */
CLOSURE_DIFFUSE = (1u << 0u),
CLOSURE_SSS = (1u << 1u),
CLOSURE_REFLECTION = (1u << 2u),
CLOSURE_REFRACTION = (1u << 3u),
/* Non-stencil bits. */
CLOSURE_TRANSPARENCY = (1u << 8u),
CLOSURE_EMISSION = (1u << 9u),
CLOSURE_HOLDOUT = (1u << 10u),
CLOSURE_VOLUME = (1u << 11u),
CLOSURE_AMBIENT_OCCLUSION = (1u << 12u),
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Subsurface
* \{ */
#define SSS_SAMPLE_MAX 64
#define SSS_BURLEY_TRUNCATE 16.0
#define SSS_BURLEY_TRUNCATE_CDF 0.9963790093708328
#define SSS_TRANSMIT_LUT_SIZE 64.0
#define SSS_TRANSMIT_LUT_RADIUS 1.218
#define SSS_TRANSMIT_LUT_SCALE ((SSS_TRANSMIT_LUT_SIZE - 1.0) / float(SSS_TRANSMIT_LUT_SIZE))
#define SSS_TRANSMIT_LUT_BIAS (0.5 / float(SSS_TRANSMIT_LUT_SIZE))
#define SSS_TRANSMIT_LUT_STEP_RES 64.0
struct SubsurfaceData {
/** xy: 2D sample position [-1..1], zw: sample_bounds. */
/* NOTE(fclem) Using float4 for alignment. */
float4 samples[SSS_SAMPLE_MAX];
/** Sample index after which samples are not randomly rotated anymore. */
int jitter_threshold;
/** Number of samples precomputed in the set. */
int sample_len;
int _pad0;
int _pad1;
};
BLI_STATIC_ASSERT_ALIGN(SubsurfaceData, 16)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Utility Texture
* \{ */
#define UTIL_TEX_SIZE 64
#define UTIL_BTDF_LAYER_COUNT 16
/* Scale and bias to avoid interpolation of the border pixel.
* Remap UVs to the border pixels centers. */
#define UTIL_TEX_UV_SCALE ((UTIL_TEX_SIZE - 1.0f) / UTIL_TEX_SIZE)
#define UTIL_TEX_UV_BIAS (0.5f / UTIL_TEX_SIZE)
#define UTIL_BLUE_NOISE_LAYER 0
#define UTIL_LTC_MAT_LAYER 1
#define UTIL_LTC_MAG_LAYER 2
#define UTIL_BSDF_LAYER 2
#define UTIL_BTDF_LAYER 3
#define UTIL_DISK_INTEGRAL_LAYER 3
#define UTIL_DISK_INTEGRAL_COMP 2
#ifndef __cplusplus
/* Fetch texel. Wrapping if above range. */
float4 utility_tx_fetch(sampler2DArray util_tx, float2 texel, float layer)
{
return texelFetch(util_tx, int3(int2(texel) % UTIL_TEX_SIZE, layer), 0);
}
/* Sample at uv position. Filtered & Wrapping enabled. */
float4 utility_tx_sample(sampler2DArray util_tx, float2 uv, float layer)
{
return textureLod(util_tx, float3(uv, layer), 0.0);
}
#endif
/** \} */
#ifdef __cplusplus
using AOVsInfoDataBuf = draw::StorageBuffer<AOVsInfoData>;
using CameraDataBuf = draw::UniformBuffer<CameraData>;
using DepthOfFieldDataBuf = draw::UniformBuffer<DepthOfFieldData>;
using DepthOfFieldScatterListBuf = draw::StorageArrayBuffer<ScatterRect, 16, true>;
using DrawIndirectBuf = draw::StorageBuffer<DrawCommand, true>;
using FilmDataBuf = draw::UniformBuffer<FilmData>;
using HiZDataBuf = draw::UniformBuffer<HiZData>;
using LightCullingDataBuf = draw::StorageBuffer<LightCullingData>;
using LightCullingKeyBuf = draw::StorageArrayBuffer<uint, LIGHT_CHUNK, true>;
using LightCullingTileBuf = draw::StorageArrayBuffer<uint, LIGHT_CHUNK, true>;
using LightCullingZbinBuf = draw::StorageArrayBuffer<uint, CULLING_ZBIN_COUNT, true>;
using LightCullingZdistBuf = draw::StorageArrayBuffer<float, LIGHT_CHUNK, true>;
using LightDataBuf = draw::StorageArrayBuffer<LightData, LIGHT_CHUNK>;
using MotionBlurDataBuf = draw::UniformBuffer<MotionBlurData>;
using MotionBlurTileIndirectionBuf = draw::StorageBuffer<MotionBlurTileIndirection, true>;
using SamplingDataBuf = draw::StorageBuffer<SamplingData>;
using VelocityGeometryBuf = draw::StorageArrayBuffer<float4, 16, true>;
using VelocityIndexBuf = draw::StorageArrayBuffer<VelocityIndex, 16>;
using VelocityObjectBuf = draw::StorageArrayBuffer<float4x4, 16>;
} // namespace blender::eevee
#endif