364 lines
12 KiB
C
364 lines
12 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2016, Blender Foundation.
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* Contributor(s): Blender Institute
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*
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* ***** END GPL LICENSE BLOCK *****
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*
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*/
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/** \file eevee_temporal_sampling.c
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* \ingroup draw_engine
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*
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* Temporal super sampling technique
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*/
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#include "DRW_render.h"
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#include "ED_screen.h"
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#include "BLI_rand.h"
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#include "BLI_string_utils.h"
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#include "DEG_depsgraph_query.h"
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#include "eevee_private.h"
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#include "GPU_texture.h"
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#define FILTER_CDF_TABLE_SIZE 512
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static struct {
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/* Pixel filter table: Only blackman-harris for now. */
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bool inited;
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float inverted_cdf[FILTER_CDF_TABLE_SIZE];
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} e_data = {false}; /* Engine data */
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extern char datatoc_common_uniforms_lib_glsl[];
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extern char datatoc_common_view_lib_glsl[];
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extern char datatoc_bsdf_common_lib_glsl[];
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static float UNUSED_FUNCTION(filter_box)(float UNUSED(x))
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{
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return 1.0f;
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}
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static float filter_blackman_harris(float x)
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{
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/* Hardcoded 1px footprint [-0.5..0.5]. We resize later. */
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const float width = 1.0f;
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x = 2.0f * M_PI * (x / width + 0.5f);
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return 0.35875f - 0.48829f * cosf(x) + 0.14128f * cosf(2.0f * x) - 0.01168f * cosf(3.0f * x);
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}
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/* Compute cumulative distribution function of a discrete function. */
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static void compute_cdf(float (*func)(float x), float cdf[FILTER_CDF_TABLE_SIZE])
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{
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cdf[0] = 0.0f;
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/* Actual CDF evaluation. */
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for (int u = 0; u < FILTER_CDF_TABLE_SIZE - 1; ++u) {
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float x = (float)(u + 1) / (float)(FILTER_CDF_TABLE_SIZE - 1);
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cdf[u + 1] = cdf[u] + func(x - 0.5f); /* [-0.5..0.5]. We resize later. */
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}
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/* Normalize the CDF. */
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for (int u = 0; u < FILTER_CDF_TABLE_SIZE - 1; u++) {
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cdf[u] /= cdf[FILTER_CDF_TABLE_SIZE - 1];
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}
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/* Just to make sure. */
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cdf[FILTER_CDF_TABLE_SIZE - 1] = 1.0f;
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}
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static void invert_cdf(const float cdf[FILTER_CDF_TABLE_SIZE], float invert_cdf[FILTER_CDF_TABLE_SIZE])
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{
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for (int u = 0; u < FILTER_CDF_TABLE_SIZE; u++) {
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float x = (float)u / (float)(FILTER_CDF_TABLE_SIZE - 1);
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for (int i = 0; i < FILTER_CDF_TABLE_SIZE; ++i) {
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if (cdf[i] >= x) {
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if (i == FILTER_CDF_TABLE_SIZE - 1) {
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invert_cdf[u] = 1.0f;
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}
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else {
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float t = (x - cdf[i]) / (cdf[i + 1] - cdf[i]);
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invert_cdf[u] = ((float)i + t) / (float)(FILTER_CDF_TABLE_SIZE - 1);
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}
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break;
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}
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}
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}
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}
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/* Evaluate a discrete function table with linear interpolation. */
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static float eval_table(float *table, float x)
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{
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CLAMP(x, 0.0f, 1.0f);
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x = x * (FILTER_CDF_TABLE_SIZE - 1);
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int index = min_ii((int)(x), FILTER_CDF_TABLE_SIZE - 1);
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int nindex = min_ii(index + 1, FILTER_CDF_TABLE_SIZE - 1);
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float t = x - index;
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return (1.0f - t) * table[index] + t * table[nindex];
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}
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static void eevee_create_cdf_table_temporal_sampling(void)
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{
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float *cdf_table = MEM_mallocN(sizeof(float) * FILTER_CDF_TABLE_SIZE, "Eevee Filter CDF table");
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float filter_width = 2.0f; /* Use a 2 pixel footprint by default. */
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{
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/* Use blackman-harris filter. */
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filter_width *= 2.0f;
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compute_cdf(filter_blackman_harris, cdf_table);
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}
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invert_cdf(cdf_table, e_data.inverted_cdf);
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/* Scale and offset table. */
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for (int i = 0; i < FILTER_CDF_TABLE_SIZE; ++i) {
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e_data.inverted_cdf[i] = (e_data.inverted_cdf[i] - 0.5f) * filter_width;
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}
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MEM_freeN(cdf_table);
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e_data.inited = true;
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}
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void EEVEE_temporal_sampling_matrices_calc(
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EEVEE_EffectsInfo *effects, float viewmat[4][4], float persmat[4][4], const double ht_point[2])
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{
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const float *viewport_size = DRW_viewport_size_get();
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const DRWContextState *draw_ctx = DRW_context_state_get();
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Scene *scene = draw_ctx->scene;
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RenderData *rd = &scene->r;
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float filter_size = rd->gauss; /* Sigh.. Stupid legacy naming. */
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float ofs_x = eval_table(e_data.inverted_cdf, (float)(ht_point[0])) * filter_size;
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float ofs_y = eval_table(e_data.inverted_cdf, (float)(ht_point[1])) * filter_size;
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window_translate_m4(
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effects->overide_winmat, persmat,
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ofs_x / viewport_size[0],
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ofs_y / viewport_size[1]);
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mul_m4_m4m4(effects->overide_persmat, effects->overide_winmat, viewmat);
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invert_m4_m4(effects->overide_persinv, effects->overide_persmat);
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invert_m4_m4(effects->overide_wininv, effects->overide_winmat);
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}
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void EEVEE_temporal_sampling_reset(EEVEE_Data *vedata)
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{
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vedata->stl->effects->taa_render_sample = 1;
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}
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int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
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{
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EEVEE_StorageList *stl = vedata->stl;
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// EEVEE_FramebufferList *fbl = vedata->fbl;
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// EEVEE_TextureList *txl = vedata->txl;
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EEVEE_EffectsInfo *effects = stl->effects;
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int repro_flag = 0;
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if (!e_data.inited) {
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eevee_create_cdf_table_temporal_sampling();
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}
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/* Reset for each "redraw". When rendering using ogl render,
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* we accumulate the redraw inside the drawing loop in eevee_draw_background().
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* But we do NOT accumulate between "redraw" (as in full draw manager drawloop)
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* because the opengl render already does that. */
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effects->taa_render_sample = 1;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
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if (((scene_eval->eevee.taa_samples != 1) &&
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/* FIXME the motion blur camera evaluation is tagging view_updated
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* thus making the TAA always reset and never stopping rendering. */
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(effects->enabled_effects & EFFECT_MOTION_BLUR) == 0) ||
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DRW_state_is_image_render())
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{
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float persmat[4][4], viewmat[4][4];
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if (!DRW_state_is_image_render() &&
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(scene_eval->eevee.flag & SCE_EEVEE_TAA_REPROJECTION))
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{
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repro_flag = EFFECT_TAA_REPROJECT | EFFECT_VELOCITY_BUFFER | EFFECT_DEPTH_DOUBLE_BUFFER | EFFECT_DOUBLE_BUFFER | EFFECT_POST_BUFFER;
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effects->taa_reproject_sample = ((effects->taa_reproject_sample + 1) % 16);
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}
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/* Until we support reprojection, we need to make sure
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* that the history buffer contains correct information. */
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bool view_is_valid = stl->g_data->valid_double_buffer;
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view_is_valid = view_is_valid && (stl->g_data->view_updated == false);
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if (draw_ctx->evil_C != NULL) {
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struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
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view_is_valid = view_is_valid && (ED_screen_animation_no_scrub(wm) == NULL);
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}
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effects->taa_total_sample = scene_eval->eevee.taa_samples;
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MAX2(effects->taa_total_sample, 0);
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DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
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DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW);
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DRW_viewport_matrix_get(effects->overide_winmat, DRW_MAT_WIN);
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/* The view is jittered by the oglrenderer. So avoid testing in this case. */
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if (!DRW_state_is_image_render()) {
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view_is_valid = view_is_valid && compare_m4m4(persmat, effects->prev_drw_persmat, FLT_MIN);
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copy_m4_m4(effects->prev_drw_persmat, persmat);
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}
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/* Prevent ghosting from probe data. */
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view_is_valid = view_is_valid && (effects->prev_drw_support == DRW_state_draw_support());
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effects->prev_drw_support = DRW_state_draw_support();
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if (((effects->taa_total_sample == 0) || (effects->taa_current_sample < effects->taa_total_sample)) ||
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DRW_state_is_image_render())
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{
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if (view_is_valid) {
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/* OGL render already jitter the camera. */
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if (!DRW_state_is_image_render()) {
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effects->taa_current_sample += 1;
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repro_flag = 0;
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double ht_point[2];
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double ht_offset[2] = {0.0, 0.0};
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uint ht_primes[2] = {2, 3};
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BLI_halton_2D(ht_primes, ht_offset, effects->taa_current_sample - 1, ht_point);
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EEVEE_temporal_sampling_matrices_calc(effects, viewmat, persmat, ht_point);
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DRW_viewport_matrix_override_set(effects->overide_persmat, DRW_MAT_PERS);
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DRW_viewport_matrix_override_set(effects->overide_persinv, DRW_MAT_PERSINV);
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DRW_viewport_matrix_override_set(effects->overide_winmat, DRW_MAT_WIN);
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DRW_viewport_matrix_override_set(effects->overide_wininv, DRW_MAT_WININV);
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}
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}
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else {
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effects->taa_current_sample = 1;
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}
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}
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else {
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effects->taa_current_sample = 1;
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}
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return repro_flag | EFFECT_TAA | EFFECT_DOUBLE_BUFFER | EFFECT_DEPTH_DOUBLE_BUFFER | EFFECT_POST_BUFFER;
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}
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effects->taa_current_sample = 1;
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return repro_flag;
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}
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void EEVEE_temporal_sampling_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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{
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_EffectsInfo *effects = stl->effects;
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if ((effects->enabled_effects & (EFFECT_TAA | EFFECT_TAA_REPROJECT)) != 0) {
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struct GPUShader *sh = EEVEE_shaders_taa_resolve_sh_get(effects->enabled_effects);
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psl->taa_resolve = DRW_pass_create("Temporal AA Resolve", DRW_STATE_WRITE_COLOR);
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DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->taa_resolve);
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DRW_shgroup_uniform_texture_ref(grp, "colorHistoryBuffer", &txl->taa_history);
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DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer);
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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if (effects->enabled_effects & EFFECT_TAA_REPROJECT) {
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// DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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DRW_shgroup_uniform_texture_ref(grp, "velocityBuffer", &effects->velocity_tx);
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}
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else {
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DRW_shgroup_uniform_float(grp, "alpha", &effects->taa_alpha, 1);
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}
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DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
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}
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}
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void EEVEE_temporal_sampling_draw(EEVEE_Data *vedata)
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{
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_EffectsInfo *effects = stl->effects;
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if ((effects->enabled_effects & (EFFECT_TAA | EFFECT_TAA_REPROJECT)) != 0) {
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if ((effects->enabled_effects & EFFECT_TAA) != 0 && effects->taa_current_sample != 1) {
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if (DRW_state_is_image_render()) {
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/* See EEVEE_temporal_sampling_init() for more details. */
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effects->taa_alpha = 1.0f / (float)(effects->taa_render_sample);
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}
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else {
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effects->taa_alpha = 1.0f / (float)(effects->taa_current_sample);
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}
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GPU_framebuffer_bind(effects->target_buffer);
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DRW_draw_pass(psl->taa_resolve);
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/* Restore the depth from sample 1. */
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if (!DRW_state_is_image_render()) {
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GPU_framebuffer_blit(fbl->double_buffer_depth_fb, 0, fbl->main_fb, 0, GPU_DEPTH_BIT);
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}
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SWAP_BUFFERS_TAA();
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}
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else {
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if (!DRW_state_is_image_render()) {
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/* Save the depth buffer for the next frame.
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* This saves us from doing anything special
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* in the other mode engines. */
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GPU_framebuffer_blit(fbl->main_fb, 0, fbl->double_buffer_depth_fb, 0, GPU_DEPTH_BIT);
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}
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/* Do reprojection for noise reduction */
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/* TODO : do AA jitter if in only render view. */
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if (!DRW_state_is_image_render() &&
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(effects->enabled_effects & EFFECT_TAA_REPROJECT) != 0 &&
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stl->g_data->valid_taa_history)
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{
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GPU_framebuffer_bind(effects->target_buffer);
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DRW_draw_pass(psl->taa_resolve);
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SWAP_BUFFERS_TAA();
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}
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else {
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struct GPUFrameBuffer *source_fb = (effects->target_buffer == fbl->main_color_fb) ? fbl->effect_color_fb : fbl->main_color_fb;
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GPU_framebuffer_blit(source_fb, 0, fbl->taa_history_color_fb, 0, GPU_COLOR_BIT);
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}
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}
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/* Make each loop count when doing a render. */
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if (DRW_state_is_image_render()) {
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effects->taa_render_sample += 1;
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effects->taa_current_sample += 1;
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}
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else {
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if ((effects->taa_total_sample == 0) ||
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(effects->taa_current_sample < effects->taa_total_sample))
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{
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DRW_viewport_request_redraw();
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}
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}
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}
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}
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