Realtime Viewport Compositor #91293
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Milestone 1: Basic, Local Asset Browser
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Reference: blender/blender#91293
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The project is still in design phase.
Team
Commissioner: @fclem
Project leader:
?
Project members:
-
Description
Big picture:
This feature will enable the user to run the compositor on the viewport output and have realtime feedback.
Use cases:
Design:
From the User perspective this will be as simple as just having a new checkbox in the shading popover to enable the viewport compositor. The compositor will be renderer agnostic and should work on top EEVEE as well as Cycles or other renderer.
The compositor will only work in Camera view for now. This is needed to convert absolute positions to relative positions which is needed if the viewport has not the same aspect ratio as the camera.
Engineer plan:
This feature needs to be based upon the
eevee-rewrite
branch to use the rewrittengpu_codegen.cc
which will ease the implementation.Work plan
The third and fourth milestones are independent from each other and could be tackled in any order.
Note that time estimates are coming from @fclem and consider the developer is familiar with the codebase.
Milestone 1 - Single Pass Compositing
The first step is to have a basic support for single pass compositing node-tree. This means only supporting compositing nodes that only modify pixels in place. The ones that move (i.e: Distortion) or scatter (i.e: Blur) them will not be supported. Only one input image will be supported.
Time estimate: 2-3 weeks (+1 week for all listed nodes)
Milestone 2 - Multi Layer Input
In a second time we need to find how to request many view layers, scenes, or renderpasses from the realtime engines. These should serve as inputs to the render tree. The draw manager should manage this somehow.
One limitation we will directly hit is the sampler limit. Only 16 to 24 texture slots are available on modern hardware. This limitation could be lifted during stage 3 or by using the bindless texture extension in the GPU module (still not planned).
External engine support should be as simple as creating one RenderEngine instance per Render Layer.
Time estimate: 1-2 weeks once the design is set in stone.
Milestone 3 - Image Texture Support
This is the extended data input stage. Until now we could only use the Render Layer input node. We need to implement other inputs nodes like Masks, Bokeh Textures, Images, Tracks. Implementation design for Masks and Track position is still unfinished.
The most useful ones (Image and Movie Clip) are trivial to support since they already have GPUTexture for them.
Masks on the other hand would be better rendered on the gpu using something like this https://www.shadertoy.com/view/4sKyzW. This could be done directly in the fragment shader using a lot of uniform parameters for each bezier segment. Or, using the stage 4 improvements, have a dedicated shader and buffers for it. Using a signed distance field allows AA and arbitrary feathering.
We also need to support renderpasses. This is a big part of EEVEE's rewrite which needs to be done in order to support them in the viewport. Cycles could do it too, it just needs some changes in the external draw engine to draw the multiple passes. Nevertheless, the Render Layer node should be able to have GLSL outputs for these and be able to request them to the draw manager / render engine.
Time estimate: 1 week (without Masks nor Bokeh).
Milestone 4
Last stage is to support multi-pass rendering and the rest of the nodes. This is one of the trickiest parts as the GPUMaterial would need to be split into multiple passes using unique shaders. We also have to minimize VRAM/Bandwidth usage by allocating the minimal number of intermediate buffers.
Another difference is that the links now represent full buffers. So node inputs need to have a fallback texture if there is no link connected to them or have a shader code variation for float/vec4 inputs instead of sampler2D.
Almost all possible setups would be possible after implementing this.
Note that some nodes might expand to multiple passes themselves to improve performance (i.e: box blur, gaussian blur).
Time estimate: 1-2 weeks to split the tree + 1 week to implement simple blur nodes + 1 week for simple deformation nodes + 1 week for optimisation
Branch:
-
Existing patches or branches.Relevant links:
Changed status from 'Needs Triage' to: 'Confirmed'
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how is the status of this project? Is there a Branch to test it?
Does it allow for transforms (scale, totate etc) already?
there is a branch is available at https://builder.blender.org/download/experimental/archive/ but I guess there is not much that you can do with it yet
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the first sentence of this task states
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so is there some updates?
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Changed status from 'Confirmed' to: 'Archived'
This is now superseded by #99210.
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