EEVEE-Next: Deferred Pipeline #105868

Merged
Clément Foucault merged 10 commits from fclem/blender:tmp-eevee-next-deferred-pipe into main 2023-03-18 20:54:31 +01:00
9 changed files with 294 additions and 28 deletions
Showing only changes of commit 36131b0aff - Show all commits

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@ -649,7 +649,7 @@ void Film::accumulate(const DRWView *view, GPUTexture *combined_final_tx)
draw::View drw_view("MainView", view);
DRW_manager_get()->submit(accumulate_ps_, drw_view);
inst_.manager->submit(accumulate_ps_, drw_view);
combined_tx_.swap();
weight_tx_.swap();

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@ -10,6 +10,7 @@
#include "DRW_render.h"
#include "eevee_material.hh"
#include "eevee_shader_shared.hh"
namespace blender::eevee {
@ -69,10 +70,11 @@ struct GBuffer {
Texture closure_tx = {"GbufferClosure"};
Texture color_tx = {"GbufferColor"};
void acquire(int2 extent, eClosureBits closures_used)
void acquire(int2 extent, eClosureBits closure_bits_)
{
const bool use_sss = (closure_bits_ & CLOSURE_SSS) != 0;
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_SHADER_READ | GPU_TEXTURE_USAGE_SHADER_WRITE;
closure_tx.ensure_2d_array(GPU_RGBA16, extent, (closures_used & CLOSURE_SSS) ? 3 : 2, usage);
closure_tx.ensure_2d_array(GPU_RGBA16, extent, use_sss ? 3 : 2, usage);
color_tx.ensure_2d_array(GPU_RGB10_A2, extent, 2, usage);
}

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@ -240,10 +240,6 @@ Material &MaterialModule::material_sync(Object *ob,
(has_motion ? MAT_PIPE_DEFERRED_PREPASS_VELOCITY :
MAT_PIPE_DEFERRED_PREPASS);
/* TEST until we have deferred pipeline up and running. */
surface_pipe = MAT_PIPE_FORWARD;
prepass_pipe = has_motion ? MAT_PIPE_FORWARD_PREPASS_VELOCITY : MAT_PIPE_FORWARD_PREPASS;
MaterialKey material_key(blender_mat, geometry_type, surface_pipe);
Material &mat = material_map_.lookup_or_add_cb(material_key, [&]() {

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@ -278,4 +278,184 @@ void ForwardPipeline::render(View &view,
/** \} */
/* -------------------------------------------------------------------- */
/** \name Deferred Pipeline
*
* Closure data are written to intermediate buffer allowing screen space processing.
* \{ */
void DeferredLayer::sync()
{
DRWState state_depth_only = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
DRWState state_depth_color = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS |
DRW_STATE_WRITE_COLOR;
{
prepass_ps_.init();
prepass_ps_.clear_stencil(0x00u);
{
/* Common resources. */
/* Textures. */
prepass_ps_.bind_texture(RBUFS_UTILITY_TEX_SLOT, inst_.pipelines.utility_tx);
/* Uniform Buf. */
prepass_ps_.bind_ubo(CAMERA_BUF_SLOT, inst_.camera.ubo_get());
inst_.velocity.bind_resources(&prepass_ps_);
inst_.sampling.bind_resources(&prepass_ps_);
}
prepass_double_sided_static_ps_ = &prepass_ps_.sub("DoubleSided.Static");
prepass_double_sided_static_ps_->state_set(state_depth_only);
prepass_single_sided_static_ps_ = &prepass_ps_.sub("SingleSided.Static");
prepass_single_sided_static_ps_->state_set(state_depth_only | DRW_STATE_CULL_BACK);
prepass_double_sided_moving_ps_ = &prepass_ps_.sub("DoubleSided.Moving");
prepass_double_sided_moving_ps_->state_set(state_depth_color);
prepass_single_sided_moving_ps_ = &prepass_ps_.sub("SingleSided.Moving");
prepass_single_sided_moving_ps_->state_set(state_depth_color | DRW_STATE_CULL_BACK);
}
{
gbuffer_ps_.init();
{
/* Common resources. */
/* G-buffer. */
gbuffer_ps_.bind_image(GBUF_CLOSURE_SLOT, &inst_.gbuffer.closure_tx);
gbuffer_ps_.bind_image(GBUF_COLOR_SLOT, &inst_.gbuffer.color_tx);
/* RenderPasses. */
gbuffer_ps_.bind_image(RBUFS_NORMAL_SLOT, &inst_.render_buffers.normal_tx);
/* TODO(fclem): Pack all render pass into the same texture. */
// gbuffer_ps_.bind_image(RBUFS_DIFF_COLOR_SLOT, &inst_.render_buffers.diffuse_color_tx);
gbuffer_ps_.bind_image(RBUFS_SPEC_COLOR_SLOT, &inst_.render_buffers.specular_color_tx);
gbuffer_ps_.bind_image(RBUFS_EMISSION_SLOT, &inst_.render_buffers.emission_tx);
/* AOVs. */
gbuffer_ps_.bind_image(RBUFS_AOV_COLOR_SLOT, &inst_.render_buffers.aov_color_tx);
gbuffer_ps_.bind_image(RBUFS_AOV_VALUE_SLOT, &inst_.render_buffers.aov_value_tx);
/* Cryptomatte. */
gbuffer_ps_.bind_image(RBUFS_CRYPTOMATTE_SLOT, &inst_.render_buffers.cryptomatte_tx);
/* Storage Buf. */
gbuffer_ps_.bind_ssbo(RBUFS_AOV_BUF_SLOT, &inst_.film.aovs_info);
/* Textures. */
gbuffer_ps_.bind_texture(RBUFS_UTILITY_TEX_SLOT, inst_.pipelines.utility_tx);
/* Uniform Buf. */
gbuffer_ps_.bind_ubo(CAMERA_BUF_SLOT, inst_.camera.ubo_get());
inst_.sampling.bind_resources(&gbuffer_ps_);
inst_.cryptomatte.bind_resources(&gbuffer_ps_);
}
gbuffer_single_sided_ps_ = &gbuffer_ps_.sub("SingleSided");
gbuffer_single_sided_ps_->state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL |
DRW_STATE_CULL_BACK);
gbuffer_double_sided_ps_ = &gbuffer_ps_.sub("DoubleSided");
gbuffer_double_sided_ps_->state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
}
}
PassMain::Sub *DeferredLayer::prepass_add(::Material *blender_mat,
GPUMaterial *gpumat,
bool has_motion)
{
closure_bits_ |= shader_closure_bits_from_flag(gpumat);
PassMain::Sub *pass = (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) ?
(has_motion ? prepass_single_sided_moving_ps_ :
prepass_single_sided_static_ps_) :
(has_motion ? prepass_double_sided_moving_ps_ :
prepass_double_sided_static_ps_);
return &pass->sub(GPU_material_get_name(gpumat));
}
PassMain::Sub *DeferredLayer::material_add(::Material *blender_mat, GPUMaterial *gpumat)
{
PassMain::Sub *pass = (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) ?
gbuffer_single_sided_ps_ :
gbuffer_double_sided_ps_;
return &pass->sub(GPU_material_get_name(gpumat));
}
void DeferredLayer::render(View &view,
Framebuffer &prepass_fb,
Framebuffer &combined_fb,
int2 extent)
{
inst_.gbuffer.acquire(extent, closure_bits_);
GPU_framebuffer_bind(prepass_fb);
inst_.manager->submit(prepass_ps_, view);
inst_.hiz_buffer.set_dirty();
GPU_framebuffer_bind(combined_fb);
inst_.manager->submit(gbuffer_ps_, view);
inst_.shadows.set_view(view);
inst_.manager->submit(inst_.pipelines.deferred.eval_ps_);
/* TODO evaluate lights. */
inst_.gbuffer.release();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Deferred Pipeline
*
* Closure data are written to intermediate buffer allowing screen space processing.
* \{ */
void DeferredPipeline::sync()
{
opaque_layer_.sync();
refraction_layer_.sync();
eval_ps_.init();
/* TODO Lighting. */
}
PassMain::Sub *DeferredPipeline::prepass_add(::Material *blender_mat,
GPUMaterial *gpumat,
bool has_motion)
{
if (blender_mat->blend_flag & MA_BL_SS_REFRACTION) {
return refraction_layer_.prepass_add(blender_mat, gpumat, has_motion);
}
else {
return opaque_layer_.prepass_add(blender_mat, gpumat, has_motion);
}
}
PassMain::Sub *DeferredPipeline::material_add(::Material *blender_mat, GPUMaterial *gpumat)
{
if (blender_mat->blend_flag & MA_BL_SS_REFRACTION) {
return refraction_layer_.material_add(blender_mat, gpumat);
}
else {
return opaque_layer_.material_add(blender_mat, gpumat);
}
}
void DeferredPipeline::render(View &view,
Framebuffer &prepass_fb,
Framebuffer &combined_fb,
int2 extent)
{
DRW_stats_group_start("Deferred.Opaque");
opaque_layer_.render(view, prepass_fb, combined_fb, extent);
DRW_stats_group_end();
DRW_stats_group_start("Deferred.Refract");
refraction_layer_.render(view, prepass_fb, combined_fb, extent);
DRW_stats_group_end();
}
/** \} */
} // namespace blender::eevee

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@ -113,6 +113,65 @@ class ForwardPipeline {
/** \} */
/* -------------------------------------------------------------------- */
/** \name Deferred lighting.
* \{ */
class DeferredLayer {
private:
Instance &inst_;
PassMain prepass_ps_ = {"Prepass"};
PassMain::Sub *prepass_single_sided_static_ps_ = nullptr;
PassMain::Sub *prepass_single_sided_moving_ps_ = nullptr;
PassMain::Sub *prepass_double_sided_static_ps_ = nullptr;
PassMain::Sub *prepass_double_sided_moving_ps_ = nullptr;
PassMain gbuffer_ps_ = {"Shading"};
PassMain::Sub *gbuffer_single_sided_ps_ = nullptr;
PassMain::Sub *gbuffer_double_sided_ps_ = nullptr;
/* Closures bits from the materials in this pass. */
eClosureBits closure_bits_;
public:
DeferredLayer(Instance &inst) : inst_(inst){};
void sync();
PassMain::Sub *prepass_add(::Material *blender_mat, GPUMaterial *gpumat, bool has_motion);
PassMain::Sub *material_add(::Material *blender_mat, GPUMaterial *gpumat);
void render(View &view, Framebuffer &prepass_fb, Framebuffer &combined_fb, int2 extent);
};
class DeferredPipeline {
public:
PassSimple eval_ps_ = {"EvalLighting"};
private:
Instance &inst_;
/* Gbuffer filling passes. We could have an arbitrary number of them but for now we just have
* a hardcoded number of them. */
DeferredLayer opaque_layer_;
DeferredLayer refraction_layer_;
DeferredLayer volumetric_layer_;
public:
DeferredPipeline(Instance &inst)
: inst_(inst), opaque_layer_(inst), refraction_layer_(inst), volumetric_layer_(inst){};
void sync();
PassMain::Sub *prepass_add(::Material *material, GPUMaterial *gpumat, bool has_motion);
PassMain::Sub *material_add(::Material *material, GPUMaterial *gpumat);
void render(View &view, Framebuffer &prepass_fb, Framebuffer &combined_fb, int2 extent);
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Utility texture
*
@ -197,22 +256,20 @@ class UtilityTexture : public Texture {
class PipelineModule {
public:
WorldPipeline world;
// DeferredPipeline deferred;
DeferredPipeline deferred;
ForwardPipeline forward;
ShadowPipeline shadow;
// VelocityPipeline velocity;
UtilityTexture utility_tx;
public:
PipelineModule(Instance &inst) : world(inst), forward(inst), shadow(inst){};
PipelineModule(Instance &inst) : world(inst), deferred(inst), forward(inst), shadow(inst){};
void sync()
{
// deferred.sync();
deferred.sync();
forward.sync();
shadow.sync();
// velocity.sync();
}
PassMain::Sub *material_add(Object *ob,
@ -222,7 +279,7 @@ class PipelineModule {
{
switch (pipeline_type) {
case MAT_PIPE_DEFERRED_PREPASS:
// return deferred.prepass_add(blender_mat, gpumat, false);
return deferred.prepass_add(blender_mat, gpumat, false);
case MAT_PIPE_FORWARD_PREPASS:
if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) {
return forward.prepass_transparent_add(ob, blender_mat, gpumat);
@ -230,7 +287,7 @@ class PipelineModule {
return forward.prepass_opaque_add(blender_mat, gpumat, false);
case MAT_PIPE_DEFERRED_PREPASS_VELOCITY:
// return deferred.prepass_add(blender_mat, gpumat, true);
return deferred.prepass_add(blender_mat, gpumat, true);
case MAT_PIPE_FORWARD_PREPASS_VELOCITY:
if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) {
return forward.prepass_transparent_add(ob, blender_mat, gpumat);
@ -238,7 +295,7 @@ class PipelineModule {
return forward.prepass_opaque_add(blender_mat, gpumat, true);
case MAT_PIPE_DEFERRED:
// return deferred.material_add(blender_mat, gpumat);
return deferred.material_add(blender_mat, gpumat);
case MAT_PIPE_FORWARD:
if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) {
return forward.material_transparent_add(ob, blender_mat, gpumat);

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@ -123,8 +123,7 @@ void ShadingView::render()
/* TODO(fclem): Move it after the first prepass (and hiz update) once pipeline is stabilized. */
inst_.lights.set_view(render_view_new_, extent_);
// inst_.pipelines.deferred.render(
// render_view_, rt_buffer_opaque_, rt_buffer_refract_, depth_tx_, combined_tx_);
inst_.pipelines.deferred.render(render_view_new_, prepass_fb_, combined_fb_, extent_);
// inst_.lightprobes.draw_cache_display();

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@ -1,58 +1,75 @@
/**
* G-buffer: Packing and upacking for the of the G-buffer data.
* G-buffer: Packing and upacking of G-buffer data.
*
* See `GPU_SHADER_CREATE_INFO(eevee_surf_deferred)` for a breakdown of the G-buffer layout.
* See #GBuffer for a breakdown of the G-buffer layout.
*/
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_math_vector_lib.glsl)
vec2 gbuffer_normal_pack(vec3 N)
{
N /= length_manhattan(N);
N.xy = (N.z >= 0.0) ? N.xy : ((1.0 - abs(N.yx)) * sign(N.xy));
N.xy = N.xy * 0.5 + 0.5;
return N.xy;
}
vec3 gbuffer_normal_unpack(vec2 N_packed)
{
return vec3(N_packed.xy, sqrt(1.0 - sqr(N_packed.x) - sqr(N_packed.y)));
N_packed = N_packed * 2.0 - 1.0;
vec3 N = vec3(N_packed.x, N_packed.y, 1.0 - abs(N_packed.x) - abs(N_packed.y));
float t = clamp(-N.z, 0.0, 1.0);
N.x += (N.x >= 0.0) ? -t : t;
N.y += (N.y >= 0.0) ? -t : t;
return normalize(N);
}
float gbuffer_ior_pack(float ior)
{
return ior;
return (ior > 1.0) ? (1.0 - 0.5 / ior) : (0.5 * ior);
}
float gbuffer_ior_unpack(float ior_packed)
{
return ior_packed;
return (ior_packed > 0.5) ? (-1.0 / (ior_packed * 2.0 + 2.0)) : (2.0 * ior_packed);
}
float gbuffer_thickness_pack(float thickness)
{
/* TODO */
return thickness;
}
float gbuffer_thickness_unpack(float thickness_packed)
{
/* TODO */
return thickness_packed;
}
vec3 gbuffer_sss_radii_pack(vec3 sss_radii)
{
return sss_radii;
/* TODO(fclem): Something better. */
return vec3(
gbuffer_ior_pack(sss_radii.x), gbuffer_ior_pack(sss_radii.y), gbuffer_ior_pack(sss_radii.z));
}
vec3 gbuffer_sss_radii_unpack(vec3 sss_radii_packed)
{
return sss_radii_packed;
/* TODO(fclem): Something better. */
return vec3(gbuffer_ior_unpack(sss_radii_packed.x),
gbuffer_ior_unpack(sss_radii_packed.y),
gbuffer_ior_unpack(sss_radii_packed.z));
}
vec4 gbuffer_color_pack(vec3 color)
{
/* TODO(fclem): 2 exponent inside 2bit Alpha. */
return vec4(color, 1.0);
}
vec3 gbuffer_color_unpack(vec4 color_packed)
{
/* TODO(fclem): 2 exponent inside 2bit Alpha. */
return color_packed.rgb;
}

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@ -6,13 +6,13 @@
* Some render-pass are written during this pass.
*/
#pragma BLENDER_REQUIRE(eevee_gbuffer_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_surf_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_gbuffer_lib.glsl)
vec4 closure_to_rgba(Closure cl)
{

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@ -1,18 +1,23 @@
/* Float Math */
/* WORKAROUND: To be removed once we port all code to use gpu_shader_math_base_lib.glsl. */
#ifndef GPU_SHADER_MATH_BASE_LIB_GLSL
float safe_divide(float a, float b)
{
return (b != 0.0) ? a / b : 0.0;
}
#endif
/* fmod function compatible with OSL (copy from OSL/dual.h) */
float compatible_fmod(float a, float b)
{
if (b != 0.0f) {
if (b != 0.0) {
int N = int(a / b);
return a - N * b;
}
return 0.0f;
return 0.0;
}
float compatible_pow(float x, float y)
@ -59,11 +64,16 @@ vec3 wrap(vec3 a, vec3 b, vec3 c)
return vec3(wrap(a.x, b.x, c.x), wrap(a.y, b.y, c.y), wrap(a.z, b.z, c.z));
}
/* WORKAROUND: To be removed once we port all code to use gpu_shader_math_base_lib.glsl. */
#ifndef GPU_SHADER_MATH_BASE_LIB_GLSL
float hypot(float x, float y)
{
return sqrt(x * x + y * y);
}
#endif
int floor_to_int(float x)
{
return int(floor(x));
@ -76,6 +86,9 @@ int quick_floor(float x)
/* Vector Math */
/* WORKAROUND: To be removed once we port all code to use gpu_shader_math_base_lib.glsl. */
#ifndef GPU_SHADER_MATH_BASE_LIB_GLSL
vec2 safe_divide(vec2 a, vec2 b)
{
return vec2(safe_divide(a.x, b.x), safe_divide(a.y, b.y));
@ -107,6 +120,8 @@ vec4 safe_divide(vec4 a, float b)
return (b != 0.0) ? a / b : vec4(0.0);
}
#endif
vec3 compatible_fmod(vec3 a, vec3 b)
{
return vec3(compatible_fmod(a.x, b.x), compatible_fmod(a.y, b.y), compatible_fmod(a.z, b.z));