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authorJeroen Bakker <jeroen@blender.org>2020-09-07 09:19:09 +0300
committerJeroen Bakker <jeroen@blender.org>2020-09-07 09:21:41 +0300
commit7170f7a0414ecded72fba3ef69e28be2be148291 (patch)
treed98075a0c6695f8ddb9f85fc5f728a5e837c2d1c /source/blender/draw/engines/eevee/eevee_effects.c
parent267b8e1a5c322c87d9684638cc29c984c6d33e58 (diff)
EEVEE: Shaders tests
This will add the remaining static shaders to the eevee shader test suite. - Downsampling - GGX LUT generation - Mist - Motion Blur - Ambient Occlusion - Render Passes - Screen Raytracing - Shadows - Subsurface - Volumes Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8779
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_effects.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c96
1 files changed, 10 insertions, 86 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index a7b067c99d6..2bd1a875371 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -33,21 +33,6 @@
#include "eevee_private.h"
static struct {
- /* Downsample Depth */
- struct GPUShader *minz_downlevel_sh;
- struct GPUShader *maxz_downlevel_sh;
- struct GPUShader *minz_downdepth_sh;
- struct GPUShader *maxz_downdepth_sh;
- struct GPUShader *minz_downdepth_layer_sh;
- struct GPUShader *maxz_downdepth_layer_sh;
- struct GPUShader *maxz_copydepth_layer_sh;
- struct GPUShader *minz_copydepth_sh;
- struct GPUShader *maxz_copydepth_sh;
-
- /* Simple Downsample */
- struct GPUShader *downsample_sh;
- struct GPUShader *downsample_cube_sh;
-
/* These are just references, not actually allocated */
struct GPUTexture *depth_src;
struct GPUTexture *color_src;
@@ -56,49 +41,6 @@ static struct {
float cube_texel_size;
} e_data = {NULL}; /* Engine data */
-extern char datatoc_common_uniforms_lib_glsl[];
-extern char datatoc_common_view_lib_glsl[];
-extern char datatoc_bsdf_common_lib_glsl[];
-extern char datatoc_effect_minmaxz_frag_glsl[];
-extern char datatoc_effect_downsample_frag_glsl[];
-extern char datatoc_effect_downsample_cube_frag_glsl[];
-extern char datatoc_lightprobe_vert_glsl[];
-extern char datatoc_lightprobe_geom_glsl[];
-
-static void eevee_create_shader_downsample(void)
-{
- e_data.downsample_sh = DRW_shader_create_fullscreen(datatoc_effect_downsample_frag_glsl, NULL);
- e_data.downsample_cube_sh = DRW_shader_create(datatoc_lightprobe_vert_glsl,
- datatoc_lightprobe_geom_glsl,
- datatoc_effect_downsample_cube_frag_glsl,
- NULL);
-
- e_data.minz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl,
- "#define MIN_PASS\n");
- e_data.maxz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl,
- "#define MAX_PASS\n");
- e_data.minz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl,
- "#define MIN_PASS\n");
- e_data.maxz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl,
- "#define MAX_PASS\n");
- e_data.minz_downdepth_layer_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl,
- "#define MIN_PASS\n"
- "#define LAYERED\n");
- e_data.maxz_downdepth_layer_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl,
- "#define MAX_PASS\n"
- "#define LAYERED\n");
- e_data.maxz_copydepth_layer_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl,
- "#define MAX_PASS\n"
- "#define COPY_DEPTH\n"
- "#define LAYERED\n");
- e_data.minz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl,
- "#define MIN_PASS\n"
- "#define COPY_DEPTH\n");
- e_data.maxz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl,
- "#define MAX_PASS\n"
- "#define COPY_DEPTH\n");
-}
-
#define SETUP_BUFFER(tex, fb, fb_color) \
{ \
eGPUTextureFormat format = (DRW_state_is_scene_render()) ? GPU_RGBA32F : GPU_RGBA16F; \
@@ -140,11 +82,6 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata,
const float *viewport_size = DRW_viewport_size_get();
const int size_fs[2] = {(int)viewport_size[0], (int)viewport_size[1]};
- /* Shaders */
- if (!e_data.downsample_sh) {
- eevee_create_shader_downsample();
- }
-
if (!stl->effects) {
stl->effects = MEM_callocN(sizeof(EEVEE_EffectsInfo), "EEVEE_EffectsInfo");
stl->effects->taa_render_sample = 1;
@@ -284,7 +221,7 @@ void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
DRW_PASS_CREATE(psl->color_downsample_ps, DRW_STATE_WRITE_COLOR);
- grp = DRW_shgroup_create(e_data.downsample_sh, psl->color_downsample_ps);
+ grp = DRW_shgroup_create(EEVEE_shaders_effect_downsample_sh_get(), psl->color_downsample_ps);
DRW_shgroup_uniform_texture_ref(grp, "source", &e_data.color_src);
DRW_shgroup_uniform_float(grp, "fireflyFactor", &sldata->common_data.ssr_firefly_fac, 1);
DRW_shgroup_call(grp, quad, NULL);
@@ -292,7 +229,8 @@ void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
DRW_PASS_CREATE(psl->color_downsample_cube_ps, DRW_STATE_WRITE_COLOR);
- grp = DRW_shgroup_create(e_data.downsample_cube_sh, psl->color_downsample_cube_ps);
+ grp = DRW_shgroup_create(EEVEE_shaders_effect_downsample_cube_sh_get(),
+ psl->color_downsample_cube_ps);
DRW_shgroup_uniform_texture_ref(grp, "source", &e_data.color_src);
DRW_shgroup_uniform_float(grp, "texelSize", &e_data.cube_texel_size, 1);
DRW_shgroup_uniform_int_copy(grp, "Layer", 0);
@@ -302,30 +240,32 @@ void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
/* Perform min/max downsample */
DRW_PASS_CREATE(psl->maxz_downlevel_ps, downsample_write | DRW_STATE_DEPTH_ALWAYS);
- grp = DRW_shgroup_create(e_data.maxz_downlevel_sh, psl->maxz_downlevel_ps);
+ grp = DRW_shgroup_create(EEVEE_shaders_effect_maxz_downlevel_sh_get(), psl->maxz_downlevel_ps);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &txl->maxzbuffer);
DRW_shgroup_call(grp, quad, NULL);
/* Copy depth buffer to halfres top level of HiZ */
DRW_PASS_CREATE(psl->maxz_downdepth_ps, downsample_write | DRW_STATE_DEPTH_ALWAYS);
- grp = DRW_shgroup_create(e_data.maxz_downdepth_sh, psl->maxz_downdepth_ps);
+ grp = DRW_shgroup_create(EEVEE_shaders_effect_maxz_downdepth_sh_get(), psl->maxz_downdepth_ps);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call(grp, quad, NULL);
DRW_PASS_CREATE(psl->maxz_downdepth_layer_ps, downsample_write | DRW_STATE_DEPTH_ALWAYS);
- grp = DRW_shgroup_create(e_data.maxz_downdepth_layer_sh, psl->maxz_downdepth_layer_ps);
+ grp = DRW_shgroup_create(EEVEE_shaders_effect_maxz_downdepth_layer_sh_get(),
+ psl->maxz_downdepth_layer_ps);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_int(grp, "depthLayer", &e_data.depth_src_layer, 1);
DRW_shgroup_call(grp, quad, NULL);
DRW_PASS_CREATE(psl->maxz_copydepth_ps, downsample_write | DRW_STATE_DEPTH_ALWAYS);
- grp = DRW_shgroup_create(e_data.maxz_copydepth_sh, psl->maxz_copydepth_ps);
+ grp = DRW_shgroup_create(EEVEE_shaders_effect_maxz_copydepth_sh_get(), psl->maxz_copydepth_ps);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call(grp, quad, NULL);
DRW_PASS_CREATE(psl->maxz_copydepth_layer_ps, downsample_write | DRW_STATE_DEPTH_ALWAYS);
- grp = DRW_shgroup_create(e_data.maxz_copydepth_layer_sh, psl->maxz_copydepth_layer_ps);
+ grp = DRW_shgroup_create(EEVEE_shaders_effect_maxz_copydepth_layer_sh_get(),
+ psl->maxz_copydepth_layer_ps);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_int(grp, "depthLayer", &e_data.depth_src_layer, 1);
DRW_shgroup_call(grp, quad, NULL);
@@ -584,19 +524,3 @@ void EEVEE_draw_effects(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
stl->g_data->valid_taa_history = (txl->taa_history != NULL);
}
}
-
-void EEVEE_effects_free(void)
-{
- DRW_SHADER_FREE_SAFE(e_data.downsample_sh);
- DRW_SHADER_FREE_SAFE(e_data.downsample_cube_sh);
-
- DRW_SHADER_FREE_SAFE(e_data.minz_downlevel_sh);
- DRW_SHADER_FREE_SAFE(e_data.maxz_downlevel_sh);
- DRW_SHADER_FREE_SAFE(e_data.minz_downdepth_sh);
- DRW_SHADER_FREE_SAFE(e_data.maxz_downdepth_sh);
- DRW_SHADER_FREE_SAFE(e_data.minz_downdepth_layer_sh);
- DRW_SHADER_FREE_SAFE(e_data.maxz_downdepth_layer_sh);
- DRW_SHADER_FREE_SAFE(e_data.maxz_copydepth_layer_sh);
- DRW_SHADER_FREE_SAFE(e_data.minz_copydepth_sh);
- DRW_SHADER_FREE_SAFE(e_data.maxz_copydepth_sh);
-}