Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorJeroen Bakker <jbakker>2020-02-20 16:53:53 +0300
committerJeroen Bakker <jeroen@blender.org>2020-02-21 13:13:43 +0300
commitbe2bc97eba499c48e3856c8e5ec4d869e28b4d04 (patch)
tree41d8d8fd5ec205e5fa00628aaf0f1603cb5e7825 /source/blender/draw/engines/eevee/eevee_subsurface.c
parent1f8f4c8cfeaf02754f3259f9eb811ada0ed3499e (diff)
EEVEE: Render Passes
This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_subsurface.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_subsurface.c110
1 files changed, 46 insertions, 64 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c
index e94fc903694..98e799acb5e 100644
--- a/source/blender/draw/engines/eevee/eevee_subsurface.c
+++ b/source/blender/draw/engines/eevee/eevee_subsurface.c
@@ -33,7 +33,7 @@
#include "GPU_extensions.h"
static struct {
- struct GPUShader *sss_sh[4];
+ struct GPUShader *sss_sh[3];
} e_data = {{NULL}}; /* Engine data */
extern char datatoc_common_view_lib_glsl[];
@@ -64,8 +64,7 @@ static void eevee_create_shader_subsurface(void)
e_data.sss_sh[0] = DRW_shader_create_fullscreen(frag_str, "#define FIRST_PASS\n");
e_data.sss_sh[1] = DRW_shader_create_fullscreen(frag_str, "#define SECOND_PASS\n");
- e_data.sss_sh[2] = DRW_shader_create_fullscreen(frag_str, "#define RESULT_ACCUM\n");
- e_data.sss_sh[3] = DRW_shader_create_fullscreen(frag_translucent_str,
+ e_data.sss_sh[2] = DRW_shader_create_fullscreen(frag_translucent_str,
"#define EEVEE_TRANSLUCENCY\n" SHADER_DEFINES);
MEM_freeN(frag_translucent_str);
@@ -85,9 +84,10 @@ void EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
common_data->sss_jitter_threshold = scene_eval->eevee.sss_jitter_threshold;
}
-void EEVEE_subsurface_draw_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+void EEVEE_subsurface_draw_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_EffectsInfo *effects = vedata->stl->effects;
+ EEVEE_StorageList *stl = vedata->stl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
@@ -138,72 +138,64 @@ void EEVEE_subsurface_draw_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data
{GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(effects->sss_irradiance),
GPU_ATTACHMENT_TEXTURE(effects->sss_radius)});
+ if ((stl->g_data->render_passes & EEVEE_RENDER_PASS_DIFFUSE_LIGHT) != 0) {
+ EEVEE_subsurface_output_init(sldata, vedata, 0);
+ }
+ else {
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_accum_fb);
+ txl->sss_accum = NULL;
+ }
}
else {
/* Cleanup to release memory */
GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_blur_fb);
GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_resolve_fb);
GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_clear_fb);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_accum_fb);
effects->sss_stencil = NULL;
effects->sss_blur = NULL;
effects->sss_irradiance = NULL;
effects->sss_radius = NULL;
+ txl->sss_accum = NULL;
}
}
-static void set_shgrp_stencil(void *UNUSED(userData), DRWShadingGroup *shgrp)
-{
- DRW_shgroup_stencil_mask(shgrp, 255);
-}
-
void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *UNUSED(sldata),
EEVEE_Data *vedata,
- uint tot_samples)
+ uint UNUSED(tot_samples))
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
- if (effects->enabled_effects & EFFECT_SSS) {
- const eGPUTextureFormat texture_format_light = (tot_samples > 128) ? GPU_RGBA32F : GPU_RGBA16F;
- const eGPUTextureFormat texture_format_color = (tot_samples > 512) ? GPU_RGBA32F : GPU_RGBA16F;
- DRW_texture_ensure_fullscreen_2d(&txl->sss_dir_accum, texture_format_light, 0);
- DRW_texture_ensure_fullscreen_2d(&txl->sss_col_accum, texture_format_color, 0);
-
- GPUTexture *stencil_tex = effects->sss_stencil;
+ const eGPUTextureFormat texture_format_light = GPU_RGBA32F;
+ const bool texture_created = txl->sss_accum == NULL;
+ DRW_texture_ensure_fullscreen_2d(&txl->sss_accum, texture_format_light, 0);
- if (GPU_depth_blitting_workaround()) {
- DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
- /* Blitting stencil buffer does not work on macOS + Radeon Pro.
- * Blit depth instead and use sss_stencil's depth as depth texture,
- * and dtxl->depth as stencil mask. */
- stencil_tex = dtxl->depth;
- }
+ GPUTexture *stencil_tex = effects->sss_stencil;
- GPU_framebuffer_ensure_config(&fbl->sss_accum_fb,
- {GPU_ATTACHMENT_TEXTURE(stencil_tex),
- GPU_ATTACHMENT_TEXTURE(txl->sss_dir_accum),
- GPU_ATTACHMENT_TEXTURE(txl->sss_col_accum)});
+ if (GPU_depth_blitting_workaround()) {
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ /* Blitting stencil buffer does not work on macOS + Radeon Pro.
+ * Blit depth instead and use sss_stencil's depth as depth texture,
+ * and dtxl->depth as stencil mask. */
+ stencil_tex = dtxl->depth;
+ }
- /* Clear texture. */
- if (DRW_state_is_image_render() || effects->taa_current_sample == 1) {
- float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
- GPU_framebuffer_bind(fbl->sss_accum_fb);
- GPU_framebuffer_clear_color(fbl->sss_accum_fb, clear);
- }
+ GPU_framebuffer_ensure_config(
+ &fbl->sss_accum_fb,
+ {GPU_ATTACHMENT_TEXTURE(stencil_tex), GPU_ATTACHMENT_TEXTURE(txl->sss_accum)});
- /* Make the opaque refraction pass mask the sss. */
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_CLIP_PLANES |
- DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_ALWAYS;
- DRW_pass_state_set(vedata->psl->refract_pass, state);
- DRW_pass_foreach_shgroup(vedata->psl->refract_pass, &set_shgrp_stencil, NULL);
- }
- else {
- /* Cleanup to release memory */
- DRW_TEXTURE_FREE_SAFE(txl->sss_dir_accum);
- DRW_TEXTURE_FREE_SAFE(txl->sss_col_accum);
- GPU_FRAMEBUFFER_FREE_SAFE(fbl->sss_accum_fb);
+ /* Clear texture.
+ * Due to the late initialization of the SSS it can happen that the `taa_current_sample` is
+ * already higher than one. This is noticeable when loading a file that has the diffuse light
+ * pass in look dev mode active. `texture_created` will make sure that newly created textures
+ * are cleared. */
+ if (DRW_state_is_image_render() || effects->taa_current_sample == 1 || texture_created) {
+ float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ GPU_framebuffer_bind(fbl->sss_accum_fb);
+ GPU_framebuffer_clear_color(fbl->sss_accum_fb, clear);
}
}
@@ -222,7 +214,6 @@ void EEVEE_subsurface_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL;
DRW_PASS_CREATE(psl->sss_blur_ps, state);
DRW_PASS_CREATE(psl->sss_resolve_ps, state | DRW_STATE_BLEND_ADD);
- DRW_PASS_CREATE(psl->sss_accum_ps, state | DRW_STATE_BLEND_ADD);
DRW_PASS_CREATE(psl->sss_translucency_ps, state | DRW_STATE_BLEND_ADD);
}
@@ -245,6 +236,8 @@ void EEVEE_subsurface_add_pass(EEVEE_ViewLayerData *sldata,
DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius);
DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_uniform_block(
+ grp, "renderpass_block", EEVEE_material_default_render_pass_ubo_get(sldata));
DRW_shgroup_stencil_mask(grp, sss_id);
DRW_shgroup_call(grp, quad, NULL);
@@ -256,22 +249,10 @@ void EEVEE_subsurface_add_pass(EEVEE_ViewLayerData *sldata,
DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius);
DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_uniform_block(
+ grp, "renderpass_block", EEVEE_material_default_render_pass_ubo_get(sldata));
DRW_shgroup_stencil_mask(grp, sss_id);
DRW_shgroup_call(grp, quad, NULL);
-
- if ((stl->g_data->render_passes & (SCE_PASS_SUBSURFACE_COLOR | SCE_PASS_SUBSURFACE_DIRECT)) !=
- 0) {
- grp = DRW_shgroup_create(e_data.sss_sh[2], psl->sss_accum_ps);
- DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
- DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src);
- DRW_shgroup_uniform_texture_ref(grp, "sssIrradiance", &effects->sss_blur);
- DRW_shgroup_uniform_texture_ref(grp, "sssAlbedo", &effects->sss_albedo);
- DRW_shgroup_uniform_texture_ref(grp, "sssRadius", &effects->sss_radius);
- DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
- DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
- DRW_shgroup_stencil_mask(grp, sss_id);
- DRW_shgroup_call(grp, quad, NULL);
- }
}
void EEVEE_subsurface_translucency_add_pass(EEVEE_ViewLayerData *sldata,
@@ -287,7 +268,7 @@ void EEVEE_subsurface_translucency_add_pass(EEVEE_ViewLayerData *sldata,
struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
GPUTexture **depth_src = GPU_depth_blitting_workaround() ? &effects->sss_stencil : &dtxl->depth;
- DRWShadingGroup *grp = DRW_shgroup_create(e_data.sss_sh[3], psl->sss_translucency_ps);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.sss_sh[2], psl->sss_translucency_ps);
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_uniform_texture(grp, "sssTexProfile", sss_tex_profile);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src);
@@ -298,6 +279,8 @@ void EEVEE_subsurface_translucency_add_pass(EEVEE_ViewLayerData *sldata,
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_uniform_block(
+ grp, "renderpass_block", EEVEE_material_default_render_pass_ubo_get(sldata));
DRW_shgroup_stencil_mask(grp, sss_id);
DRW_shgroup_call(grp, quad, NULL);
}
@@ -408,11 +391,11 @@ void EEVEE_subsurface_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEV
if (((effects->enabled_effects & EFFECT_SSS) != 0) && (fbl->sss_accum_fb != NULL)) {
/* Copy stencil channel, could be avoided (see EEVEE_subsurface_init) */
- GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_blur_fb, 0, GPU_STENCIL_BIT);
+ GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_accum_fb, 0, GPU_STENCIL_BIT);
/* Only do vertical pass + Resolve */
GPU_framebuffer_bind(fbl->sss_accum_fb);
- DRW_draw_pass(psl->sss_accum_ps);
+ DRW_draw_pass(psl->sss_resolve_ps);
/* Restore */
GPU_framebuffer_bind(fbl->main_fb);
@@ -424,5 +407,4 @@ void EEVEE_subsurface_free(void)
DRW_SHADER_FREE_SAFE(e_data.sss_sh[0]);
DRW_SHADER_FREE_SAFE(e_data.sss_sh[1]);
DRW_SHADER_FREE_SAFE(e_data.sss_sh[2]);
- DRW_SHADER_FREE_SAFE(e_data.sss_sh[3]);
}