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blender-archive/source/blender/draw/engines/eevee_next/eevee_hizbuffer.cc
Clément Foucault d371dfbe2c DRW: Change binding API
Using bind() overload is too error prone.
2022-08-30 21:27:02 +02:00

100 lines
3.3 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation.
*/
#include "BKE_global.h"
#include "eevee_instance.hh"
#include "eevee_hizbuffer.hh"
namespace blender::eevee {
/* -------------------------------------------------------------------- */
/** \name Hierarchical-Z buffer
*
* \{ */
void HiZBuffer::sync()
{
RenderBuffers &render_buffers = inst_.render_buffers;
int2 render_extent = inst_.film.render_extent_get();
/* Padding to avoid complexity during down-sampling and screen tracing. */
int2 hiz_extent = math::ceil_to_multiple(render_extent, int2(1u << (HIZ_MIP_COUNT - 1)));
int2 dispatch_size = math::divide_ceil(hiz_extent, int2(HIZ_GROUP_SIZE));
hiz_tx_.ensure_2d(GPU_R32F, hiz_extent, nullptr, HIZ_MIP_COUNT);
hiz_tx_.ensure_mip_views();
GPU_texture_mipmap_mode(hiz_tx_, true, false);
data_.uv_scale = float2(render_extent) / float2(hiz_extent);
data_.push_update();
{
hiz_update_ps_.init();
hiz_update_ps_.shader_set(inst_.shaders.static_shader_get(HIZ_UPDATE));
hiz_update_ps_.bind_ssbo("finished_tile_counter", atomic_tile_counter_);
hiz_update_ps_.bind_texture("depth_tx", &render_buffers.depth_tx, with_filter);
hiz_update_ps_.bind_image("out_mip_0", hiz_tx_.mip_view(0));
hiz_update_ps_.bind_image("out_mip_1", hiz_tx_.mip_view(1));
hiz_update_ps_.bind_image("out_mip_2", hiz_tx_.mip_view(2));
hiz_update_ps_.bind_image("out_mip_3", hiz_tx_.mip_view(3));
hiz_update_ps_.bind_image("out_mip_4", hiz_tx_.mip_view(4));
hiz_update_ps_.bind_image("out_mip_5", hiz_tx_.mip_view(5));
hiz_update_ps_.bind_image("out_mip_6", hiz_tx_.mip_view(6));
hiz_update_ps_.bind_image("out_mip_7", hiz_tx_.mip_view(7));
/* TODO(@fclem): There might be occasions where we might not want to
* copy mip 0 for performance reasons if there is no need for it. */
hiz_update_ps_.push_constant("update_mip_0", true);
hiz_update_ps_.dispatch(int3(dispatch_size, 1));
hiz_update_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH);
}
if (inst_.debug_mode == eDebugMode::DEBUG_HIZ_VALIDATION) {
debug_draw_ps_.init();
debug_draw_ps_.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM);
debug_draw_ps_.shader_set(inst_.shaders.static_shader_get(HIZ_DEBUG));
this->bind_resources(&debug_draw_ps_);
debug_draw_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3);
}
}
void HiZBuffer::update()
{
if (!is_dirty_) {
return;
}
/* Bind another framebuffer in order to avoid triggering the feedback loop check.
* This is safe because we only use compute shaders in this section of the code.
* Ideally the check should be smarter. */
GPUFrameBuffer *fb = GPU_framebuffer_active_get();
if (G.debug & G_DEBUG_GPU) {
GPU_framebuffer_restore();
}
inst_.manager->submit(hiz_update_ps_);
if (G.debug & G_DEBUG_GPU) {
GPU_framebuffer_bind(fb);
}
}
void HiZBuffer::debug_draw(View &view, GPUFrameBuffer *view_fb)
{
if (inst_.debug_mode == eDebugMode::DEBUG_HIZ_VALIDATION) {
inst_.info =
"Debug Mode: HiZ Validation\n"
" - Red: pixel in front of HiZ tile value.\n"
" - Blue: No error.";
inst_.hiz_buffer.update();
GPU_framebuffer_bind(view_fb);
inst_.manager->submit(debug_draw_ps_, view);
}
}
/** \} */
} // namespace blender::eevee