EEVEE Next: Overscan support #110313

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Miguel Pozo merged 6 commits from pragma37/blender:pull-eevee-next-overscan into main 2023-08-03 16:19:17 +02:00
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Add overscan support for both viewport and final renders.

Add overscan support for both viewport and final renders.
Miguel Pozo added the
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EEVEE & Viewport
label 2023-07-20 19:10:59 +02:00
Miguel Pozo added 2 commits 2023-07-20 19:11:11 +02:00
Miguel Pozo added this to the EEVEE & Viewport project 2023-07-20 19:11:21 +02:00
Miguel Pozo requested review from Clément Foucault 2023-07-20 19:11:28 +02:00
Miguel Pozo force-pushed pull-eevee-next-overscan from 62be001eb0 to 2c86a1fa15 2023-07-20 19:27:47 +02:00 Compare
Clément Foucault requested changes 2023-08-01 12:52:27 +02:00
@ -133,2 +133,4 @@
}
if ((inst_.scene->eevee.flag & SCE_EEVEE_OVERSCAN) && (inst_.drw_view || inst_.render)) {
float overscan = inst_.scene->eevee.overscan / 100.0f;

Save overscan into a private member during init. This isn't a parameter that is supposed to change with motion steps.

Also use RE_GetCameraWindowWithOverscan for the render case (where there was a placeholder comment) than create a dedicated function for viewport. I would say define this viewport function as private eevee::Camera method for now, but could be moved to view3D.

Save overscan into a private member during init. This isn't a parameter that is supposed to change with motion steps. Also use `RE_GetCameraWindowWithOverscan` for the render case (where there was a placeholder comment) than create a dedicated function for viewport. I would say define this viewport function as private `eevee::Camera` method for now, but could be moved to view3D.
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Honestly, I'm not a big fan of splitting viewport/render code like that if it isn`t necessary.
We have plenty of bugs/regressions of features working in the viewport but not on render, and I think duplicating paths like this doesn't help.
Could we maybe have a common implementation, so that both the RE function and the viewport one just call the same function with different parameters?

I'm not sure where it should go, though. In BKE_camera ?

Honestly, I'm not a big fan of splitting viewport/render code like that if it isn`t necessary. We have plenty of bugs/regressions of features working in the viewport but not on render, and I think duplicating paths like this doesn't help. Could we maybe have a common implementation, so that both the RE function and the viewport one just call the same function with different parameters? I'm not sure where it should go, though. In BKE_camera ?

Yes you can split RE_GetCameraWindowWithOverscan to work with no camera. It is ok if this new function is still inside the RE module.

Yes you can split `RE_GetCameraWindowWithOverscan` to work with no camera. It is ok if this new function is still inside the `RE` module.
fclem marked this conversation as resolved
Miguel Pozo added 1 commit 2023-08-01 17:44:04 +02:00
Miguel Pozo added 1 commit 2023-08-01 19:01:06 +02:00
Clément Foucault approved these changes 2023-08-02 11:19:32 +02:00

Maybe one last polish you can do, is to reset TAA if overscan changes, because the motion vectors are wrong in this case.

Maybe one last polish you can do, is to reset TAA if overscan changes, because the motion vectors are wrong in this case.
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Maybe one last polish you can do, is to reset TAA if overscan changes, because the motion vectors are wrong in this case.

Unless I'm missing something, Film::init already takes care of that, since the render_extent and the offset change based on overscan.

> Maybe one last polish you can do, is to reset TAA if overscan changes, because the motion vectors are wrong in this case. Unless I'm missing something, `Film::init` already takes care of that, since the `render_extent` and the `offset` change based on overscan.

My bad. I think it's only an issue with camera motion blur then.

My bad. I think it's only an issue with camera motion blur then.
Miguel Pozo added 1 commit 2023-08-03 16:18:25 +02:00
Miguel Pozo merged commit 567a2e5a6f into main 2023-08-03 16:19:17 +02:00
Miguel Pozo deleted branch pull-eevee-next-overscan 2023-08-03 16:19:18 +02:00
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Reference: blender/blender#110313
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