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authorJeroen Bakker <jbakker>2020-12-04 10:13:54 +0300
committerJeroen Bakker <jeroen@blender.org>2020-12-04 10:14:07 +0300
commit2bae11d5c08a9095f2c8ec5e465e73ada9840ed1 (patch)
tree1b256d7acff23d763758daa33282b9238ba72f5b /source/blender/draw/engines/eevee
parent2bd0263fbf2175c672d46c9df9eff7fd3ceecbce (diff)
EEVEE: Arbitrary Output Variables
This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the render pass tab and used in shader materials. Both Object and World based shaders are supported. The AOV can be previewed in the viewport using the renderpass selector in the shading popover. AOV names that conflict with other AOVs are automatically corrected. AOV conflicts with render passes get a warning icon. The reason behind this is that changing render engines/passes can change the conflict, but you might not notice it. Changing this automatically would also make the materials incorrect, so best to leave this to the user. **Implementation** The patch adds a copies the AOV structures of Cycles into Blender. The goal is that the Cycles will use Blenders AOV defintions. In the Blender kernel (`layer.c`) the logic of these structures are implemented. The GLSL shader of any GPUMaterial can hold multiple outputs (the main output and the AOV outputs) based on the renderPassUBO the right output is selected. This selection uses an hash that encodes the AOV structure. The full AOV needed to be encoded when actually drawing the material pass as the AOV type changes the behavior of the AOV. This isn't known yet when the GLSL is compiled. **Future Developments** * The AOV definitions in the render layer panel isn't shared with Cycles. Cycles should be migrated to use the same viewlayer aovs. During a previous attempt this failed as the AOV validation in cycles and in Blender have implementation differences what made it crash when an aov name was invalid. This could be fixed by extending the external render engine API. * Add support to Cycles to render AOVs in the 3d viewport. * Use a drop down list for selecting AOVs in the AOV Output node. * Give user feedback when multiple AOV output nodes with the same AOV name exists in the same shader. * Fix viewing single channel images in the image editor [T83314] * Reduce viewport render time by only render needed draw passes. [T83316] Reviewed By: Brecht van Lommel, Clément Foucault Differential Revision: https://developer.blender.org/D7010
Diffstat (limited to 'source/blender/draw/engines/eevee')
-rw-r--r--source/blender/draw/engines/eevee/eevee_data.c3
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c119
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h19
-rw-r--r--source/blender/draw/engines/eevee/eevee_render.c60
-rw-r--r--source/blender/draw/engines/eevee/eevee_renderpasses.c53
-rw-r--r--source/blender/draw/engines/eevee/shaders/renderpass_lib.glsl13
-rw-r--r--source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl37
7 files changed, 251 insertions, 53 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_data.c b/source/blender/draw/engines/eevee/eevee_data.c
index 5c4ee015c86..47068d0b843 100644
--- a/source/blender/draw/engines/eevee/eevee_data.c
+++ b/source/blender/draw/engines/eevee/eevee_data.c
@@ -240,6 +240,9 @@ void EEVEE_view_layer_data_free(void *storage)
DRW_UBO_FREE_SAFE(sldata->renderpass_ubo.spec_light);
DRW_UBO_FREE_SAFE(sldata->renderpass_ubo.emit);
DRW_UBO_FREE_SAFE(sldata->renderpass_ubo.environment);
+ for (int aov_index = 0; aov_index < MAX_AOVS; aov_index++) {
+ DRW_UBO_FREE_SAFE(sldata->renderpass_ubo.aovs[aov_index]);
+ }
if (sldata->material_cache) {
BLI_memblock_destroy(sldata->material_cache, NULL);
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 58f182ecf8d..c7a8f7729eb 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -244,31 +244,31 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata,
/* Create RenderPass UBO */
if (sldata->renderpass_ubo.combined == NULL) {
EEVEE_RenderPassData data;
- data = (EEVEE_RenderPassData){true, true, true, true, true, false, false};
+ data = (EEVEE_RenderPassData){true, true, true, true, true, false, false, false, 0};
sldata->renderpass_ubo.combined = GPU_uniformbuf_create_ex(
sizeof(data), &data, "renderpass_ubo.combined");
- data = (EEVEE_RenderPassData){true, false, false, false, false, true, false};
+ data = (EEVEE_RenderPassData){true, false, false, false, false, true, false, false, 0};
sldata->renderpass_ubo.diff_color = GPU_uniformbuf_create_ex(
sizeof(data), &data, "renderpass_ubo.diff_color");
- data = (EEVEE_RenderPassData){true, true, false, false, false, false, false};
+ data = (EEVEE_RenderPassData){true, true, false, false, false, false, false, false, 0};
sldata->renderpass_ubo.diff_light = GPU_uniformbuf_create_ex(
sizeof(data), &data, "renderpass_ubo.diff_light");
- data = (EEVEE_RenderPassData){false, false, true, false, false, false, false};
+ data = (EEVEE_RenderPassData){false, false, true, false, false, false, false, false, 0};
sldata->renderpass_ubo.spec_color = GPU_uniformbuf_create_ex(
sizeof(data), &data, "renderpass_ubo.spec_color");
- data = (EEVEE_RenderPassData){false, false, true, true, false, false, false};
+ data = (EEVEE_RenderPassData){false, false, true, true, false, false, false, false, 0};
sldata->renderpass_ubo.spec_light = GPU_uniformbuf_create_ex(
sizeof(data), &data, "renderpass_ubo.spec_light");
- data = (EEVEE_RenderPassData){false, false, false, false, true, false, false};
+ data = (EEVEE_RenderPassData){false, false, false, false, true, false, false, false, 0};
sldata->renderpass_ubo.emit = GPU_uniformbuf_create_ex(
sizeof(data), &data, "renderpass_ubo.emit");
- data = (EEVEE_RenderPassData){true, true, true, true, true, false, true};
+ data = (EEVEE_RenderPassData){true, true, true, true, true, false, true, false, 0};
sldata->renderpass_ubo.environment = GPU_uniformbuf_create_ex(
sizeof(data), &data, "renderpass_ubo.environment");
}
@@ -276,6 +276,51 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata,
/* Used combined pass by default. */
g_data->renderpass_ubo = sldata->renderpass_ubo.combined;
+ {
+ g_data->num_aovs_used = 0;
+ if ((stl->g_data->render_passes & EEVEE_RENDER_PASS_AOV) != 0) {
+ EEVEE_RenderPassData data = {true, true, true, true, true, false, false, true, 0};
+ if (stl->g_data->aov_hash == EEVEE_AOV_HASH_ALL) {
+ ViewLayer *view_layer = draw_ctx->view_layer;
+ int aov_index = 0;
+ LISTBASE_FOREACH (ViewLayerAOV *, aov, &view_layer->aovs) {
+ if ((aov->flag & AOV_CONFLICT) != 0) {
+ continue;
+ }
+ if (aov_index == MAX_AOVS) {
+ break;
+ }
+ data.renderPassAOVActive = EEVEE_renderpasses_aov_hash(aov);
+ if (sldata->renderpass_ubo.aovs[aov_index]) {
+ GPU_uniformbuf_update(sldata->renderpass_ubo.aovs[aov_index], &data);
+ }
+ else {
+ sldata->renderpass_ubo.aovs[aov_index] = GPU_uniformbuf_create_ex(
+ sizeof(data), &data, "renderpass_ubo.aovs");
+ }
+ aov_index++;
+ }
+ g_data->num_aovs_used = aov_index;
+ }
+ else {
+ /* Rendering a single AOV in the 3d viewport */
+ data.renderPassAOVActive = stl->g_data->aov_hash;
+ if (sldata->renderpass_ubo.aovs[0]) {
+ GPU_uniformbuf_update(sldata->renderpass_ubo.aovs[0], &data);
+ }
+ else {
+ sldata->renderpass_ubo.aovs[0] = GPU_uniformbuf_create_ex(
+ sizeof(data), &data, "renderpass_ubo.aovs");
+ }
+ g_data->num_aovs_used = 1;
+ }
+ }
+ /* Free AOV UBO's that are not in use. */
+ for (int aov_index = g_data->num_aovs_used; aov_index < MAX_AOVS; aov_index++) {
+ DRW_UBO_FREE_SAFE(sldata->renderpass_ubo.aovs[aov_index]);
+ }
+ }
+
/* HACK: EEVEE_material_get can create a new context. This can only be
* done when there is no active framebuffer. We do this here otherwise
* `EEVEE_renderpasses_output_init` will fail. It cannot be done in
@@ -949,6 +994,11 @@ void EEVEE_material_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
if (pd->render_passes & EEVEE_RENDER_PASS_SPECULAR_COLOR) {
material_renderpass_init(fbl, &txl->spec_color_accum, texture_format, do_clear);
}
+ if (pd->render_passes & EEVEE_RENDER_PASS_AOV) {
+ for (int aov_index = 0; aov_index < pd->num_aovs_used; aov_index++) {
+ material_renderpass_init(fbl, &txl->aov_surface_accum[aov_index], texture_format, do_clear);
+ }
+ }
if (pd->render_passes & EEVEE_RENDER_PASS_SPECULAR_LIGHT) {
material_renderpass_init(fbl, &txl->spec_light_accum, texture_format, do_clear);
@@ -960,6 +1010,7 @@ void EEVEE_material_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
static void material_renderpass_accumulate(EEVEE_FramebufferList *fbl,
DRWPass *renderpass,
+ DRWPass *renderpass2,
EEVEE_PrivateData *pd,
GPUTexture *output_tx,
struct GPUUniformBuf *renderpass_option_ubo)
@@ -969,6 +1020,9 @@ static void material_renderpass_accumulate(EEVEE_FramebufferList *fbl,
pd->renderpass_ubo = renderpass_option_ubo;
DRW_draw_pass(renderpass);
+ if (renderpass2) {
+ DRW_draw_pass(renderpass2);
+ }
GPU_framebuffer_texture_detach(fbl->material_accum_fb, output_tx);
}
@@ -983,38 +1037,69 @@ void EEVEE_material_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
if (fbl->material_accum_fb != NULL) {
DRWPass *material_accum_ps = psl->material_accum_ps;
+ DRWPass *background_accum_ps = psl->background_accum_ps;
if (pd->render_passes & EEVEE_RENDER_PASS_ENVIRONMENT) {
material_renderpass_accumulate(
- fbl, psl->background_accum_ps, pd, txl->env_accum, sldata->renderpass_ubo.environment);
+ fbl, background_accum_ps, NULL, pd, txl->env_accum, sldata->renderpass_ubo.environment);
}
if (pd->render_passes & EEVEE_RENDER_PASS_EMIT) {
material_renderpass_accumulate(
- fbl, material_accum_ps, pd, txl->emit_accum, sldata->renderpass_ubo.emit);
+ fbl, material_accum_ps, NULL, pd, txl->emit_accum, sldata->renderpass_ubo.emit);
}
if (pd->render_passes & EEVEE_RENDER_PASS_DIFFUSE_COLOR) {
- material_renderpass_accumulate(
- fbl, material_accum_ps, pd, txl->diff_color_accum, sldata->renderpass_ubo.diff_color);
+ material_renderpass_accumulate(fbl,
+ material_accum_ps,
+ NULL,
+ pd,
+ txl->diff_color_accum,
+ sldata->renderpass_ubo.diff_color);
}
if (pd->render_passes & EEVEE_RENDER_PASS_DIFFUSE_LIGHT) {
- material_renderpass_accumulate(
- fbl, material_accum_ps, pd, txl->diff_light_accum, sldata->renderpass_ubo.diff_light);
+ material_renderpass_accumulate(fbl,
+ material_accum_ps,
+ NULL,
+ pd,
+ txl->diff_light_accum,
+ sldata->renderpass_ubo.diff_light);
if (effects->enabled_effects & EFFECT_SSS) {
EEVEE_subsurface_output_accumulate(sldata, vedata);
}
}
if (pd->render_passes & EEVEE_RENDER_PASS_SPECULAR_COLOR) {
- material_renderpass_accumulate(
- fbl, material_accum_ps, pd, txl->spec_color_accum, sldata->renderpass_ubo.spec_color);
+ material_renderpass_accumulate(fbl,
+ material_accum_ps,
+ NULL,
+ pd,
+ txl->spec_color_accum,
+ sldata->renderpass_ubo.spec_color);
}
if (pd->render_passes & EEVEE_RENDER_PASS_SPECULAR_LIGHT) {
- material_renderpass_accumulate(
- fbl, material_accum_ps, pd, txl->spec_light_accum, sldata->renderpass_ubo.spec_light);
+ material_renderpass_accumulate(fbl,
+ material_accum_ps,
+ NULL,
+ pd,
+ txl->spec_light_accum,
+ sldata->renderpass_ubo.spec_light);
if (effects->enabled_effects & EFFECT_SSR) {
EEVEE_reflection_output_accumulate(sldata, vedata);
}
}
+ if (pd->render_passes & EEVEE_RENDER_PASS_AOV) {
+ for (int aov_index = 0; aov_index < pd->num_aovs_used; aov_index++) {
+ material_renderpass_accumulate(fbl,
+ material_accum_ps,
+ background_accum_ps,
+ pd,
+ txl->aov_surface_accum[aov_index],
+ sldata->renderpass_ubo.aovs[aov_index]);
+ }
+ }
+ /* Free unused aov textures. */
+ for (int aov_index = pd->num_aovs_used; aov_index < MAX_AOVS; aov_index++) {
+ DRW_TEXTURE_FREE_SAFE(txl->aov_surface_accum[aov_index]);
+ }
/* Restore default. */
pd->renderpass_ubo = sldata->renderpass_ubo.combined;
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index f5cef8f3c25..1385721a569 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -53,6 +53,7 @@ extern struct DrawEngineType draw_engine_eevee_type;
#define MAX_SHADOW_CASCADE 8
#define MAX_SHADOW_CUBE (MAX_SHADOW - MAX_CASCADE_NUM * MAX_SHADOW_CASCADE)
#define MAX_BLOOM_STEP 16
+#define MAX_AOVS 64
// #define DEBUG_SHADOW_DISTRIBUTION
@@ -163,8 +164,9 @@ BLI_INLINE bool eevee_hdri_preview_overlay_enabled(const View3D *v3d)
#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)
-
+ EEVEE_RENDER_PASS_ENVIRONMENT | EEVEE_RENDER_PASS_AOV)
+#define EEVEE_AOV_HASH_ALL -1
+#define EEVEE_AOV_HASH_COLOR_TYPE_MASK 1
/* Material shader variations */
enum {
VAR_MAT_MESH = (1 << 0),
@@ -376,6 +378,7 @@ typedef struct EEVEE_TextureList {
struct GPUTexture *diff_light_accum;
struct GPUTexture *spec_color_accum;
struct GPUTexture *spec_light_accum;
+ struct GPUTexture *aov_surface_accum[MAX_AOVS];
struct GPUTexture *emit_accum;
struct GPUTexture *bloom_accum;
struct GPUTexture *ssr_accum;
@@ -430,7 +433,9 @@ typedef struct EEVEE_RenderPassData {
int renderPassEmit;
int renderPassSSSColor;
int renderPassEnvironment;
- int _pad[1];
+ int renderPassAOV;
+ int renderPassAOVActive;
+ int _pad[3];
} EEVEE_RenderPassData;
/* ************ LIGHT UBO ************* */
@@ -860,6 +865,7 @@ typedef struct EEVEE_ViewLayerData {
struct GPUUniformBuf *spec_color;
struct GPUUniformBuf *spec_light;
struct GPUUniformBuf *emit;
+ struct GPUUniformBuf *aovs[MAX_AOVS];
} renderpass_ubo;
/* Common Uniform Buffer */
@@ -959,6 +965,9 @@ typedef struct EEVEE_PrivateData {
/* Renderpasses */
/* Bitmask containing the active render_passes */
eViewLayerEEVEEPassType render_passes;
+ int aov_hash;
+ int num_aovs_used;
+
/* Uniform references that are referenced inside the `renderpass_pass`. They are updated
* to reuse the drawing pass and the shading group. */
int renderpass_type;
@@ -1284,10 +1293,12 @@ void EEVEE_renderpasses_output_accumulate(EEVEE_ViewLayerData *sldata,
bool post_effect);
void EEVEE_renderpasses_postprocess(EEVEE_ViewLayerData *sldata,
EEVEE_Data *vedata,
- eViewLayerEEVEEPassType renderpass_type);
+ eViewLayerEEVEEPassType renderpass_type,
+ int aov_index);
void EEVEE_renderpasses_draw(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_renderpasses_draw_debug(EEVEE_Data *vedata);
bool EEVEE_renderpasses_only_first_sample_pass_active(EEVEE_Data *vedata);
+int EEVEE_renderpasses_aov_hash(const ViewLayerAOV *aov);
/* eevee_temporal_sampling.c */
void EEVEE_temporal_sampling_reset(EEVEE_Data *vedata);
diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c
index 504e4e1d336..32e6eac2402 100644
--- a/source/blender/draw/engines/eevee/eevee_render.c
+++ b/source/blender/draw/engines/eevee/eevee_render.c
@@ -301,7 +301,7 @@ static void eevee_render_result_normal(RenderLayer *rl,
}
if ((vedata->stl->g_data->render_passes & EEVEE_RENDER_PASS_NORMAL) != 0) {
- EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_NORMAL);
+ EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_NORMAL, 0);
eevee_render_color_result(
rl, viewname, rect, RE_PASSNAME_NORMAL, 3, vedata->fbl->renderpass_fb, vedata);
}
@@ -321,7 +321,7 @@ static void eevee_render_result_z(RenderLayer *rl,
}
if ((vedata->stl->g_data->render_passes & EEVEE_RENDER_PASS_Z) != 0) {
- EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_Z);
+ EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_Z, 0);
eevee_render_color_result(
rl, viewname, rect, RE_PASSNAME_Z, 1, vedata->fbl->renderpass_fb, vedata);
}
@@ -334,7 +334,7 @@ static void eevee_render_result_mist(RenderLayer *rl,
EEVEE_ViewLayerData *sldata)
{
if ((vedata->stl->g_data->render_passes & EEVEE_RENDER_PASS_MIST) != 0) {
- EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_MIST);
+ EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_MIST, 0);
eevee_render_color_result(
rl, viewname, rect, RE_PASSNAME_MIST, 1, vedata->fbl->renderpass_fb, vedata);
}
@@ -347,7 +347,7 @@ static void eevee_render_result_shadow(RenderLayer *rl,
EEVEE_ViewLayerData *sldata)
{
if ((vedata->stl->g_data->render_passes & EEVEE_RENDER_PASS_SHADOW) != 0) {
- EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_SHADOW);
+ EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_SHADOW, 0);
eevee_render_color_result(
rl, viewname, rect, RE_PASSNAME_SHADOW, 3, vedata->fbl->renderpass_fb, vedata);
}
@@ -360,7 +360,7 @@ static void eevee_render_result_occlusion(RenderLayer *rl,
EEVEE_ViewLayerData *sldata)
{
if ((vedata->stl->g_data->render_passes & EEVEE_RENDER_PASS_AO) != 0) {
- EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_AO);
+ EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_AO, 0);
eevee_render_color_result(
rl, viewname, rect, RE_PASSNAME_AO, 3, vedata->fbl->renderpass_fb, vedata);
}
@@ -378,7 +378,7 @@ static void eevee_render_result_bloom(RenderLayer *rl,
}
if ((vedata->stl->g_data->render_passes & EEVEE_RENDER_PASS_BLOOM) != 0) {
- EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_BLOOM);
+ EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_BLOOM, 0);
eevee_render_color_result(
rl, viewname, rect, RE_PASSNAME_BLOOM, 3, vedata->fbl->renderpass_fb, vedata);
}
@@ -386,7 +386,7 @@ static void eevee_render_result_bloom(RenderLayer *rl,
#define EEVEE_RENDER_RESULT_MATERIAL_PASS(pass_name, eevee_pass_type) \
if ((vedata->stl->g_data->render_passes & EEVEE_RENDER_PASS_##eevee_pass_type) != 0) { \
- EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_##eevee_pass_type); \
+ EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_##eevee_pass_type, 0); \
eevee_render_color_result( \
rl, viewname, rect, RE_PASSNAME_##pass_name, 3, vedata->fbl->renderpass_fb, vedata); \
}
@@ -462,6 +462,35 @@ static void eevee_render_result_volume_transmittance(RenderLayer *rl,
EEVEE_RENDER_RESULT_MATERIAL_PASS(VOLUME_TRANSMITTANCE, VOLUME_TRANSMITTANCE)
}
+static void eevee_render_result_aovs(RenderLayer *rl,
+ const char *viewname,
+ const rcti *rect,
+ EEVEE_Data *vedata,
+ EEVEE_ViewLayerData *sldata)
+{
+ if ((vedata->stl->g_data->render_passes & EEVEE_RENDER_PASS_AOV) != 0) {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ViewLayer *view_layer = draw_ctx->view_layer;
+ int aov_index = 0;
+ LISTBASE_FOREACH (ViewLayerAOV *, aov, &view_layer->aovs) {
+ if ((aov->flag & AOV_CONFLICT) != 0) {
+ continue;
+ }
+ EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_AOV, aov_index);
+ switch (aov->type) {
+ case AOV_TYPE_COLOR:
+ eevee_render_color_result(
+ rl, viewname, rect, aov->name, 4, vedata->fbl->renderpass_fb, vedata);
+ break;
+ case AOV_TYPE_VALUE:
+ eevee_render_color_result(
+ rl, viewname, rect, aov->name, 1, vedata->fbl->renderpass_fb, vedata);
+ }
+ aov_index++;
+ }
+ }
+}
+
#undef EEVEE_RENDER_RESULT_MATERIAL_PASS
static void eevee_render_draw_background(EEVEE_Data *vedata)
@@ -641,6 +670,7 @@ void EEVEE_render_read_result(EEVEE_Data *vedata,
eevee_render_result_bloom(rl, viewname, rect, vedata, sldata);
eevee_render_result_volume_scatter(rl, viewname, rect, vedata, sldata);
eevee_render_result_volume_transmittance(rl, viewname, rect, vedata, sldata);
+ eevee_render_result_aovs(rl, viewname, rect, vedata, sldata);
}
void EEVEE_render_update_passes(RenderEngine *engine, Scene *scene, ViewLayer *view_layer)
@@ -675,6 +705,22 @@ void EEVEE_render_update_passes(RenderEngine *engine, Scene *scene, ViewLayer *v
CHECK_PASS_EEVEE(VOLUME_TRANSMITTANCE, SOCK_RGBA, 3, "RGB");
CHECK_PASS_EEVEE(BLOOM, SOCK_RGBA, 3, "RGB");
+ LISTBASE_FOREACH (ViewLayerAOV *, aov, &view_layer->aovs) {
+ if ((aov->flag & AOV_CONFLICT) != 0) {
+ continue;
+ }
+ switch (aov->type) {
+ case AOV_TYPE_COLOR:
+ RE_engine_register_pass(engine, scene, view_layer, aov->name, 4, "RGBA", SOCK_RGBA);
+ break;
+ case AOV_TYPE_VALUE:
+ RE_engine_register_pass(engine, scene, view_layer, aov->name, 1, "X", SOCK_FLOAT);
+ break;
+ default:
+ break;
+ }
+ }
+
#undef CHECK_PASS_LEGACY
#undef CHECK_PASS_EEVEE
}
diff --git a/source/blender/draw/engines/eevee/eevee_renderpasses.c b/source/blender/draw/engines/eevee/eevee_renderpasses.c
index be73225b348..3f75f10b204 100644
--- a/source/blender/draw/engines/eevee/eevee_renderpasses.c
+++ b/source/blender/draw/engines/eevee/eevee_renderpasses.c
@@ -27,6 +27,7 @@
#include "BKE_global.h" /* for G.debug_value */
+#include "BLI_hash.h"
#include "BLI_string_utils.h"
#include "DEG_depsgraph_query.h"
@@ -36,12 +37,13 @@
typedef enum eRenderPassPostProcessType {
PASS_POST_UNDEFINED = 0,
PASS_POST_ACCUMULATED_COLOR = 1,
- PASS_POST_ACCUMULATED_LIGHT = 2,
- PASS_POST_ACCUMULATED_VALUE = 3,
- PASS_POST_DEPTH = 4,
- PASS_POST_AO = 5,
- PASS_POST_NORMAL = 6,
- PASS_POST_TWO_LIGHT_BUFFERS = 7,
+ PASS_POST_ACCUMULATED_COLOR_ALPHA = 2,
+ PASS_POST_ACCUMULATED_LIGHT = 3,
+ PASS_POST_ACCUMULATED_VALUE = 4,
+ PASS_POST_DEPTH = 5,
+ PASS_POST_AO = 6,
+ PASS_POST_NORMAL = 7,
+ PASS_POST_TWO_LIGHT_BUFFERS = 8,
} eRenderPassPostProcessType;
/* bitmask containing all renderpasses that need post-processing */
@@ -70,6 +72,15 @@ bool EEVEE_renderpasses_only_first_sample_pass_active(EEVEE_Data *vedata)
return (g_data->render_passes & ~EEVEE_RENDERPASSES_POST_PROCESS_ON_FIRST_SAMPLE) == 0;
}
+/* Calculate the hash for an AOV. The least significant bit is used to store the AOV
+ * type the rest of the bits are used for the name hash. */
+int EEVEE_renderpasses_aov_hash(const ViewLayerAOV *aov)
+{
+ int hash = BLI_hash_string(aov->name);
+ SET_FLAG_FROM_TEST(hash, aov->type == AOV_TYPE_COLOR, EEVEE_AOV_HASH_COLOR_TYPE_MASK);
+ return hash;
+}
+
void EEVEE_renderpasses_init(EEVEE_Data *vedata)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
@@ -81,10 +92,24 @@ void EEVEE_renderpasses_init(EEVEE_Data *vedata)
if (v3d) {
const Scene *scene = draw_ctx->scene;
eViewLayerEEVEEPassType render_pass = v3d->shading.render_pass;
+ g_data->aov_hash = 0;
+
if (render_pass == EEVEE_RENDER_PASS_BLOOM &&
((scene->eevee.flag & SCE_EEVEE_BLOOM_ENABLED) == 0)) {
render_pass = EEVEE_RENDER_PASS_COMBINED;
}
+ if (render_pass == EEVEE_RENDER_PASS_AOV) {
+ ViewLayerAOV *aov = BLI_findstring(
+ &view_layer->aovs, v3d->shading.aov_name, offsetof(ViewLayerAOV, name));
+ if (aov != NULL) {
+ g_data->aov_hash = EEVEE_renderpasses_aov_hash(aov);
+ }
+ else {
+ /* AOV not found in view layer. */
+ render_pass = EEVEE_RENDER_PASS_COMBINED;
+ }
+ }
+
g_data->render_passes = render_pass;
}
else {
@@ -110,10 +135,14 @@ void EEVEE_renderpasses_init(EEVEE_Data *vedata)
ENABLE_FROM_LEGACY(ENVIRONMENT, ENVIRONMENT)
#undef ENABLE_FROM_LEGACY
+ if (DRW_state_is_image_render() && !BLI_listbase_is_empty(&view_layer->aovs)) {
+ enabled_render_passes |= EEVEE_RENDER_PASS_AOV;
+ g_data->aov_hash = EEVEE_AOV_HASH_ALL;
+ }
+
g_data->render_passes = (enabled_render_passes & EEVEE_RENDERPASSES_ALL) |
EEVEE_RENDER_PASS_COMBINED;
}
-
EEVEE_material_renderpasses_init(vedata);
}
@@ -216,7 +245,8 @@ void EEVEE_renderpasses_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *ve
* After invoking this function the active frame-buffer is set to `vedata->fbl->renderpass_fb`. */
void EEVEE_renderpasses_postprocess(EEVEE_ViewLayerData *UNUSED(sldata),
EEVEE_Data *vedata,
- eViewLayerEEVEEPassType renderpass_type)
+ eViewLayerEEVEEPassType renderpass_type,
+ int aov_index)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_TextureList *txl = vedata->txl;
@@ -311,6 +341,11 @@ void EEVEE_renderpasses_postprocess(EEVEE_ViewLayerData *UNUSED(sldata),
}
break;
}
+ case EEVEE_RENDER_PASS_AOV: {
+ g_data->renderpass_postprocess = PASS_POST_ACCUMULATED_COLOR_ALPHA;
+ g_data->renderpass_input = txl->aov_surface_accum[aov_index];
+ break;
+ }
case EEVEE_RENDER_PASS_BLOOM: {
g_data->renderpass_postprocess = PASS_POST_ACCUMULATED_COLOR;
g_data->renderpass_input = txl->bloom_accum;
@@ -392,7 +427,7 @@ void EEVEE_renderpasses_draw(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
if (is_valid) {
- EEVEE_renderpasses_postprocess(sldata, vedata, render_pass);
+ EEVEE_renderpasses_postprocess(sldata, vedata, render_pass, 0);
GPU_framebuffer_bind(dfbl->default_fb);
DRW_transform_none(txl->renderpass);
}
diff --git a/source/blender/draw/engines/eevee/shaders/renderpass_lib.glsl b/source/blender/draw/engines/eevee/shaders/renderpass_lib.glsl
index 36cf3cecf40..3e0a5e76d00 100644
--- a/source/blender/draw/engines/eevee/shaders/renderpass_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/renderpass_lib.glsl
@@ -1,3 +1,4 @@
+#define EEVEE_AOV_HASH_COLOR_TYPE_MASK 1
/* ---------------------------------------------------------------------- */
/** \name Resources
@@ -12,6 +13,8 @@ layout(std140) uniform renderpass_block
bool renderPassEmit;
bool renderPassSSSColor;
bool renderPassEnvironment;
+ bool renderPassAOV;
+ int renderPassAOVActive;
};
/** \} */
@@ -40,4 +43,14 @@ vec3 render_pass_emission_mask(vec3 emission_light)
return renderPassEmit ? emission_light : vec3(0.0);
}
+bool render_pass_aov_is_color()
+{
+ return (renderPassAOVActive & EEVEE_AOV_HASH_COLOR_TYPE_MASK) != 0;
+}
+
+int render_pass_aov_hash()
+{
+ return renderPassAOVActive & ~EEVEE_AOV_HASH_COLOR_TYPE_MASK;
+}
+
/** \} */
diff --git a/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl b/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl
index 89a411bc7cb..eb6ca4b9de8 100644
--- a/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl
@@ -4,12 +4,13 @@
#define PASS_POST_UNDEFINED 0
#define PASS_POST_ACCUMULATED_COLOR 1
-#define PASS_POST_ACCUMULATED_LIGHT 2
-#define PASS_POST_ACCUMULATED_VALUE 3
-#define PASS_POST_DEPTH 4
-#define PASS_POST_AO 5
-#define PASS_POST_NORMAL 6
-#define PASS_POST_TWO_LIGHT_BUFFERS 7
+#define PASS_POST_ACCUMULATED_COLOR_ALPHA 2
+#define PASS_POST_ACCUMULATED_LIGHT 3
+#define PASS_POST_ACCUMULATED_VALUE 4
+#define PASS_POST_DEPTH 5
+#define PASS_POST_AO 6
+#define PASS_POST_NORMAL 7
+#define PASS_POST_TWO_LIGHT_BUFFERS 8
uniform int postProcessType;
uniform int currentSample;
@@ -55,7 +56,7 @@ vec3 safe_divide_even_color(vec3 a, vec3 b)
void main()
{
- vec3 color;
+ vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
ivec2 texel = ivec2(gl_FragCoord.xy);
if (postProcessType == PASS_POST_DEPTH) {
@@ -66,11 +67,11 @@ void main()
else {
depth = -get_view_z_from_depth(depth);
}
- color = vec3(depth);
+ color.rgb = vec3(depth);
}
else if (postProcessType == PASS_POST_AO) {
float ao_accum = texelFetch(inputBuffer, texel, 0).r;
- color = vec3(min(1.0, ao_accum / currentSample));
+ color.rgb = vec3(min(1.0, ao_accum / currentSample));
}
else if (postProcessType == PASS_POST_NORMAL) {
float depth = texelFetch(depthBuffer, texel, 0).r;
@@ -80,35 +81,39 @@ void main()
if (depth != 1.0 && any(notEqual(encoded_normal, vec2(0.0)))) {
vec3 decoded_normal = normal_decode(texelFetch(inputBuffer, texel, 0).rg, vec3(0.0));
vec3 world_normal = mat3(ViewMatrixInverse) * decoded_normal;
- color = world_normal;
+ color.rgb = world_normal;
}
else {
- color = vec3(0.0);
+ color.rgb = vec3(0.0);
}
}
else if (postProcessType == PASS_POST_ACCUMULATED_VALUE) {
float accumulated_value = texelFetch(inputBuffer, texel, 0).r;
- color = vec3(accumulated_value / currentSample);
+ color.rgb = vec3(accumulated_value / currentSample);
}
else if (postProcessType == PASS_POST_ACCUMULATED_COLOR) {
vec3 accumulated_color = texelFetch(inputBuffer, texel, 0).rgb;
+ color.rgb = (accumulated_color / currentSample);
+ }
+ else if (postProcessType == PASS_POST_ACCUMULATED_COLOR_ALPHA) {
+ vec4 accumulated_color = texelFetch(inputBuffer, texel, 0);
color = (accumulated_color / currentSample);
}
else if (postProcessType == PASS_POST_ACCUMULATED_LIGHT) {
vec3 accumulated_light = texelFetch(inputBuffer, texel, 0).rgb;
vec3 accumulated_color = texelFetch(inputColorBuffer, texel, 0).rgb;
- color = safe_divide_even_color(accumulated_light, accumulated_color);
+ color.rgb = safe_divide_even_color(accumulated_light, accumulated_color);
}
else if (postProcessType == PASS_POST_TWO_LIGHT_BUFFERS) {
vec3 accumulated_light = texelFetch(inputBuffer, texel, 0).rgb +
texelFetch(inputSecondLightBuffer, texel, 0).rgb;
vec3 accumulated_color = texelFetch(inputColorBuffer, texel, 0).rgb;
- color = safe_divide_even_color(accumulated_light, accumulated_color);
+ color.rgb = safe_divide_even_color(accumulated_light, accumulated_color);
}
else {
/* Output error color: Unknown how to post process this pass. */
- color = vec3(1.0, 0.0, 1.0);
+ color.rgb = vec3(1.0, 0.0, 1.0);
}
- fragColor = vec4(color, 1.0);
+ fragColor = color;
}