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authorJulian Eisel <julian@blender.org>2020-03-26 23:03:42 +0300
committerJulian Eisel <julian@blender.org>2020-03-26 23:18:45 +0300
commitc94b6209861ca7cc3985b53474feed7d94c0221a (patch)
tree752054f0dca1338cda5cf8ad4f6d18573fcca3b9 /source/blender/draw/engines/eevee/eevee_private.h
parent357ed79cb93f9d655501a828c6cddd68282de62d (diff)
parentafb1a64ccb81b7ed792f64151986f40f53af8da5 (diff)
Merge branch 'master' into wm-drag-drop-rewrite
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_private.h')
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h128
1 files changed, 106 insertions, 22 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 97bde2e5f2e..e2470b4fa76 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -78,6 +78,8 @@ extern struct DrawEngineType draw_engine_eevee_type;
SHADER_IRRADIANCE
/* clang-format on */
+#define EEVEE_PROBE_MAX min_ii(MAX_PROBE, GPU_max_texture_layers() / 6)
+
#define SWAP_DOUBLE_BUFFERS() \
{ \
if (effects->swap_double_buffer) { \
@@ -123,10 +125,21 @@ extern struct DrawEngineType draw_engine_eevee_type;
} \
((void)0)
-#define MATERIAL_PREVIEW_MODE_ENABLED(v3d) ((v3d) && (v3d->shading.type == OB_MATERIAL))
-#define LOOK_DEV_OVERLAY_ENABLED(v3d) \
- ((v3d) && (v3d->shading.type == OB_MATERIAL) && ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) && \
- (v3d->overlay.flag & V3D_OVERLAY_LOOK_DEV))
+BLI_INLINE bool eevee_hdri_preview_overlay_enabled(const View3D *v3d)
+{
+ /* Only show the HDRI Preview in Shading Preview in the Viewport. */
+ if (v3d == NULL || v3d->shading.type != OB_MATERIAL) {
+ return false;
+ }
+
+ /* Only show the HDRI Preview when viewing the Combined render pass */
+ if (v3d->shading.render_pass != SCE_PASS_COMBINED) {
+ return false;
+ }
+
+ return ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) && (v3d->overlay.flag & V3D_OVERLAY_LOOK_DEV);
+}
+
#define USE_SCENE_LIGHT(v3d) \
((!v3d) || \
((v3d->shading.type == OB_MATERIAL) && (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS)) || \
@@ -137,11 +150,16 @@ extern struct DrawEngineType draw_engine_eevee_type;
((v3d->shading.type == OB_RENDER) && \
((v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER) == 0))))
-#define OCTAHEDRAL_SIZE_FROM_CUBESIZE(cube_size) \
- ((int)ceilf(sqrtf((cube_size * cube_size) * 6.0f)))
#define MIN_CUBE_LOD_LEVEL 3
#define MAX_PLANAR_LOD_LEVEL 9
+/* All the renderpasses that use the GPUMaterial for accumulation */
+#define EEVEE_RENDERPASSES_MATERIAL \
+ (EEVEE_RENDER_PASS_EMIT | EEVEE_RENDER_PASS_DIFFUSE_COLOR | EEVEE_RENDER_PASS_DIFFUSE_LIGHT | \
+ EEVEE_RENDER_PASS_SPECULAR_COLOR | EEVEE_RENDER_PASS_SPECULAR_LIGHT | \
+ EEVEE_RENDER_PASS_ENVIRONMENT)
+#define MAX_MATERIAL_RENDER_PASSES 6
+#define MAX_MATERIAL_RENDER_PASSES_UBO 6
/* World shader variations */
enum {
VAR_WORLD_BACKGROUND = 0,
@@ -199,6 +217,7 @@ typedef struct EEVEE_BoundBox {
typedef struct EEVEE_PassList {
/* Shadows */
struct DRWPass *shadow_pass;
+ struct DRWPass *shadow_accum_pass;
/* Probes */
struct DRWPass *probe_background;
@@ -221,6 +240,7 @@ typedef struct EEVEE_PassList {
struct DRWPass *bloom_downsample;
struct DRWPass *bloom_upsample;
struct DRWPass *bloom_resolve;
+ struct DRWPass *bloom_accum_ps;
struct DRWPass *dof_down;
struct DRWPass *dof_scatter;
struct DRWPass *dof_resolve;
@@ -229,11 +249,11 @@ typedef struct EEVEE_PassList {
struct DRWPass *volumetric_scatter_ps;
struct DRWPass *volumetric_integration_ps;
struct DRWPass *volumetric_resolve_ps;
+ struct DRWPass *volumetric_accum_ps;
struct DRWPass *ssr_raytrace;
struct DRWPass *ssr_resolve;
struct DRWPass *sss_blur_ps;
struct DRWPass *sss_resolve_ps;
- struct DRWPass *sss_accum_ps;
struct DRWPass *sss_translucency_ps;
struct DRWPass *color_downsample_ps;
struct DRWPass *color_downsample_cube_ps;
@@ -265,6 +285,7 @@ typedef struct EEVEE_PassList {
struct DRWPass *sss_pass_cull;
struct DRWPass *material_pass;
struct DRWPass *material_pass_cull;
+ struct DRWPass *material_accum_pass[MAX_MATERIAL_RENDER_PASSES];
struct DRWPass *refract_pass;
struct DRWPass *transparent_pass;
struct DRWPass *background_pass;
@@ -282,6 +303,9 @@ typedef struct EEVEE_FramebufferList {
struct GPUFrameBuffer *bloom_blit_fb;
struct GPUFrameBuffer *bloom_down_fb[MAX_BLOOM_STEP];
struct GPUFrameBuffer *bloom_accum_fb[MAX_BLOOM_STEP - 1];
+ struct GPUFrameBuffer *bloom_pass_accum_fb;
+ struct GPUFrameBuffer *shadow_accum_fb;
+ struct GPUFrameBuffer *ssr_accum_fb;
struct GPUFrameBuffer *sss_blur_fb;
struct GPUFrameBuffer *sss_blit_fb;
struct GPUFrameBuffer *sss_resolve_fb;
@@ -293,9 +317,11 @@ typedef struct EEVEE_FramebufferList {
struct GPUFrameBuffer *volumetric_fb;
struct GPUFrameBuffer *volumetric_scat_fb;
struct GPUFrameBuffer *volumetric_integ_fb;
+ struct GPUFrameBuffer *volumetric_accum_fb;
struct GPUFrameBuffer *screen_tracing_fb;
struct GPUFrameBuffer *refract_fb;
struct GPUFrameBuffer *mist_accum_fb;
+ struct GPUFrameBuffer *material_accum_fb;
struct GPUFrameBuffer *renderpass_fb;
struct GPUFrameBuffer *ao_accum_fb;
struct GPUFrameBuffer *velocity_resolve_fb;
@@ -321,8 +347,11 @@ typedef struct EEVEE_TextureList {
struct GPUTexture *color_post; /* R16_G16_B16 */
struct GPUTexture *mist_accum;
struct GPUTexture *ao_accum;
- struct GPUTexture *sss_dir_accum;
- struct GPUTexture *sss_col_accum;
+ struct GPUTexture *sss_accum;
+ struct GPUTexture *material_accum[MAX_MATERIAL_RENDER_PASSES];
+ struct GPUTexture *bloom_accum;
+ struct GPUTexture *ssr_accum;
+ struct GPUTexture *shadow_accum;
struct GPUTexture *refract_color;
struct GPUTexture *taa_history;
@@ -334,6 +363,8 @@ typedef struct EEVEE_TextureList {
struct GPUTexture *volume_transmit;
struct GPUTexture *volume_scatter_history;
struct GPUTexture *volume_transmit_history;
+ struct GPUTexture *volume_scatter_accum;
+ struct GPUTexture *volume_transmittance_accum;
struct GPUTexture *lookdev_grid_tx;
struct GPUTexture *lookdev_cube_tx;
@@ -362,6 +393,17 @@ typedef struct EEVEE_StorageList {
LightCacheTexture *lookdev_cube_mips;
} EEVEE_StorageList;
+/* ************ RENDERPASS UBO ************* */
+typedef struct EEVEE_RenderPassData {
+ int renderPassDiffuse;
+ int renderPassDiffuseLight;
+ int renderPassGlossy;
+ int renderPassGlossyLight;
+ int renderPassEmit;
+ int renderPassSSSColor;
+ int _pad[2];
+} EEVEE_RenderPassData;
+
/* ************ LIGHT UBO ************* */
typedef struct EEVEE_Light {
float position[3], invsqrdist;
@@ -398,6 +440,7 @@ typedef struct EEVEE_ShadowCascadeRender {
float projmat[MAX_CASCADE_NUM][4][4];
float viewmat[4][4], viewinv[4][4];
float radius[MAX_CASCADE_NUM];
+ float original_bias;
float cascade_max_dist;
float cascade_exponent;
float cascade_fade;
@@ -408,6 +451,7 @@ BLI_STATIC_ASSERT_ALIGN(EEVEE_Light, 16)
BLI_STATIC_ASSERT_ALIGN(EEVEE_Shadow, 16)
BLI_STATIC_ASSERT_ALIGN(EEVEE_ShadowCube, 16)
BLI_STATIC_ASSERT_ALIGN(EEVEE_ShadowCascade, 16)
+BLI_STATIC_ASSERT_ALIGN(EEVEE_RenderPassData, 16)
BLI_STATIC_ASSERT(sizeof(EEVEE_Shadow) * MAX_SHADOW +
sizeof(EEVEE_ShadowCascade) * MAX_SHADOW_CASCADE +
@@ -523,7 +567,6 @@ typedef enum EEVEE_EffectsFlag {
EFFECT_VELOCITY_BUFFER = (1 << 12), /* Not really an effect but a feature */
EFFECT_TAA_REPROJECT = (1 << 13), /* should be mutually exclusive with EFFECT_TAA */
EFFECT_DEPTH_DOUBLE_BUFFER = (1 << 14), /* Not really an effect but a feature */
- EFFECT_ALPHA_CHECKER = (1 << 15), /* Not really an effect but a feature */
} EEVEE_EffectsFlag;
typedef struct EEVEE_EffectsInfo {
@@ -588,7 +631,6 @@ typedef struct EEVEE_EffectsInfo {
/* Alpha Checker */
float color_checker_dark[4];
float color_checker_light[4];
- struct DRWView *checker_view;
/* Other */
float prev_persmat[4][4];
/* Lookdev */
@@ -710,6 +752,10 @@ typedef struct EEVEE_ViewLayerData {
struct GPUUniformBuffer *grid_ubo;
struct GPUUniformBuffer *planar_ubo;
+ /* Material Render passes */
+ struct EEVEE_RenderPassData renderpass_data[MAX_MATERIAL_RENDER_PASSES_UBO];
+ struct GPUUniformBuffer *renderpass_ubo[MAX_MATERIAL_RENDER_PASSES_UBO];
+
/* Common Uniform Buffer */
struct EEVEE_CommonUniformBuffer common_data;
struct GPUUniformBuffer *common_ubo;
@@ -761,6 +807,7 @@ typedef struct EEVEE_Data {
typedef struct EEVEE_PrivateData {
struct DRWShadingGroup *shadow_shgrp;
+ struct DRWShadingGroup *shadow_accum_shgrp;
struct DRWShadingGroup *depth_shgrp;
struct DRWShadingGroup *depth_shgrp_cull;
struct DRWShadingGroup *depth_shgrp_clip;
@@ -805,7 +852,17 @@ typedef struct EEVEE_PrivateData {
/* Renderpasses */
/* Bitmask containing the active render_passes */
- eScenePassType render_passes;
+ eViewLayerEEVEEPassType render_passes;
+ /* Uniform references that are referenced inside the `renderpass_pass`. They are updated
+ * to reuse the drawing pass and the shading group. */
+ int renderpass_type;
+ int renderpass_postprocess;
+ int renderpass_current_sample;
+ GPUTexture *renderpass_input;
+ GPUTexture *renderpass_col_input;
+ GPUTexture *renderpass_light_input;
+ /* The number of active material based render passes */
+ uint render_passes_material_count;
/** For rendering shadows. */
struct DRWView *cube_views[6];
@@ -841,10 +898,14 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
EEVEE_ViewLayerData *sldata,
Object *ob,
bool *cast_shadow);
-void EEVEE_hair_cache_populate(EEVEE_Data *vedata,
- EEVEE_ViewLayerData *sldata,
- Object *ob,
- bool *cast_shadow);
+void EEVEE_particle_hair_cache_populate(EEVEE_Data *vedata,
+ EEVEE_ViewLayerData *sldata,
+ Object *ob,
+ bool *cast_shadow);
+void EEVEE_object_hair_cache_populate(EEVEE_Data *vedata,
+ EEVEE_ViewLayerData *sldata,
+ Object *ob,
+ bool *cast_shadow);
void EEVEE_materials_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, struct World *wo);
struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, struct World *wo);
@@ -857,11 +918,20 @@ struct GPUMaterial *EEVEE_material_mesh_depth_get(struct Scene *scene,
bool use_hashed_alpha,
bool is_shadow);
struct GPUMaterial *EEVEE_material_hair_get(struct Scene *scene, Material *ma);
+struct GPUUniformBuffer *EEVEE_material_default_render_pass_ubo_get(EEVEE_ViewLayerData *sldata);
void EEVEE_materials_free(void);
void EEVEE_materials_draw_opaque(EEVEE_ViewLayerData *sldata, EEVEE_PassList *psl);
void EEVEE_update_noise(EEVEE_PassList *psl, EEVEE_FramebufferList *fbl, const double offsets[3]);
void EEVEE_update_viewvecs(float invproj[4][4], float winmat[4][4], float (*r_viewvecs)[4]);
-
+void EEVEE_material_renderpasses_init(EEVEE_Data *vedata);
+void EEVEE_material_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples);
+void EEVEE_material_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+int EEVEE_material_output_pass_index_get(EEVEE_ViewLayerData *UNUSED(sldata),
+ EEVEE_Data *vedata,
+ eViewLayerEEVEEPassType renderpass_type);
+int EEVEE_material_output_color_pass_index_get(EEVEE_ViewLayerData *sldata,
+ EEVEE_Data *vedata,
+ eViewLayerEEVEEPassType renderpass_type);
/* eevee_lights.c */
void eevee_light_matrix_get(const EEVEE_Light *evli, float r_mat[4][4]);
void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
@@ -893,6 +963,8 @@ void EEVEE_shadows_draw_cascades(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
DRWView *view,
int cascade_index);
+void EEVEE_shadow_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples);
+void EEVEE_shadow_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_shadows_free(void);
/* eevee_sampling.c */
@@ -920,6 +992,7 @@ struct GPUShader *EEVEE_shaders_probe_filter_visibility_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_grid_fill_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_planar_downsample_sh_get(void);
struct GPUShader *EEVEE_shaders_default_studiolight_sh_get(void);
+struct GPUShader *EEVEE_shaders_background_studiolight_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_cube_display_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_grid_display_sh_get(void);
struct GPUShader *EEVEE_shaders_probe_planar_display_sh_get(void);
@@ -992,6 +1065,8 @@ void EEVEE_depth_of_field_free(void);
int EEVEE_bloom_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_bloom_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_bloom_draw(EEVEE_Data *vedata);
+void EEVEE_bloom_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples);
+void EEVEE_bloom_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_bloom_free(void);
/* eevee_occlusion.c */
@@ -1013,6 +1088,11 @@ int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_refraction_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_reflection_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_reflection_output_init(EEVEE_ViewLayerData *sldata,
+ EEVEE_Data *vedata,
+ uint tot_samples);
+void EEVEE_reflection_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+
void EEVEE_screen_raytrace_free(void);
/* eevee_subsurface.c */
@@ -1052,11 +1132,14 @@ void EEVEE_renderpasses_init(EEVEE_Data *vedata);
void EEVEE_renderpasses_output_init(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
uint tot_samples);
-void EEVEE_renderpasses_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_renderpasses_output_accumulate(EEVEE_ViewLayerData *sldata,
+ EEVEE_Data *vedata,
+ bool post_effect);
void EEVEE_renderpasses_postprocess(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
- eScenePassType renderpass_type);
+ eViewLayerEEVEEPassType renderpass_type);
void EEVEE_renderpasses_draw(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_renderpasses_draw_debug(EEVEE_Data *vedata);
void EEVEE_renderpasses_free(void);
bool EEVEE_renderpasses_only_first_sample_pass_active(EEVEE_Data *vedata);
@@ -1083,6 +1166,8 @@ void EEVEE_volumes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
void EEVEE_volumes_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_volumes_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_volumes_resolve(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
+void EEVEE_volumes_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples);
+void EEVEE_volumes_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_volumes_free_smoke_textures(void);
void EEVEE_volumes_free(void);
@@ -1096,12 +1181,11 @@ void EEVEE_effects_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, struct GPUTexture *depth_src, int layer);
void EEVEE_downsample_buffer(EEVEE_Data *vedata, struct GPUTexture *texture_src, int level);
void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, struct GPUTexture *texture_src, int level);
-void EEVEE_draw_alpha_checker(EEVEE_Data *vedata);
void EEVEE_draw_effects(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_effects_free(void);
/* eevee_render.c */
-void EEVEE_render_init(EEVEE_Data *vedata,
+bool EEVEE_render_init(EEVEE_Data *vedata,
struct RenderEngine *engine,
struct Depsgraph *depsgraph);
void EEVEE_render_cache(void *vedata,
@@ -1118,9 +1202,9 @@ void EEVEE_render_update_passes(struct RenderEngine *engine,
/** eevee_lookdev.c */
void EEVEE_lookdev_cache_init(EEVEE_Data *vedata,
+ EEVEE_ViewLayerData *sldata,
DRWShadingGroup **grp,
DRWPass *pass,
- float background_alpha,
struct World *world,
EEVEE_LightProbesInfo *pinfo);
void EEVEE_lookdev_draw(EEVEE_Data *vedata);