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authorClément Foucault <foucault.clem@gmail.com>2022-05-18 23:12:07 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-05-19 00:01:08 +0300
commit0fcfc4cc5be839da4cbd5aa84443b6954e6ebbf4 (patch)
tree17cf8e13d2550b37ab586286cf2cdbc6b05a744a /source/blender/draw/engines/eevee_next/eevee_velocity.cc
parent33c5adba627b60d8a7504704bc5e9c80d7bd5ff0 (diff)
EEVEE-Next: Add Velocity module
This module allow tracking of object and geometry data accross time. This commit adds no user visible changes. It work in both viewport (*) and render mode, gives correct motion for any camera projection type and is compatible with displacement (**). It is a huge improvement upon the old EEVEE velocity which was only used for motion blur and only available in render. It is also an improvement for speed as the animated objects do not need to be rendered a 3rd time. The code is also much cleaner: no GPUVertBuf duplication, no GPUBatch amendment, no special cases for different geometry types, no DRWShadingGroup per object, no double buffering of velocity. The module is still work in progress as the final output may still be flawed. (*): Viewport support is already working but there might be some cases where mapping will fail. For instance if topology changes but not vertex count. (**): Displacement does not contribute to motion vectors. Surfaces using displacement will have the same motion vectors as if they were not displaced.
Diffstat (limited to 'source/blender/draw/engines/eevee_next/eevee_velocity.cc')
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_velocity.cc420
1 files changed, 420 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_velocity.cc b/source/blender/draw/engines/eevee_next/eevee_velocity.cc
new file mode 100644
index 00000000000..c556ba21fb5
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/eevee_velocity.cc
@@ -0,0 +1,420 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2021 Blender Foundation.
+ */
+
+/** \file
+ * \ingroup eevee
+ *
+ * The velocity pass outputs motion vectors to use for either
+ * temporal re-projection or motion blur.
+ *
+ * It is the module that tracks the objects between frames updates.
+ *
+ * #VelocityModule contains all motion steps data and logic.
+ * #VelocityPass contains the resolve pass for static geometry.
+ * #VelocityView is a per view instance that contain the velocity buffer.
+ */
+
+#include "BKE_duplilist.h"
+#include "BKE_object.h"
+#include "BLI_map.hh"
+#include "DEG_depsgraph_query.h"
+#include "DNA_rigidbody_types.h"
+
+#include "eevee_instance.hh"
+// #include "eevee_renderpasses.hh"
+#include "eevee_shader.hh"
+#include "eevee_shader_shared.hh"
+#include "eevee_velocity.hh"
+
+namespace blender::eevee {
+
+/* -------------------------------------------------------------------- */
+/** \name VelocityModule
+ *
+ * \{ */
+
+void VelocityModule::init()
+{
+#if 0 /* TODO renderpasses */
+ if (inst_.render && (inst_.render_passes.vector != nullptr)) {
+ /* No motion blur and the vector pass was requested. Do the step sync here. */
+ const Scene *scene = inst_.scene;
+ float initial_time = scene->r.cfra + scene->r.subframe;
+ step_sync(STEP_PREVIOUS, initial_time - 1.0f);
+ step_sync(STEP_NEXT, initial_time + 1.0f);
+ inst_.set_time(initial_time);
+ }
+#endif
+}
+
+static void step_object_sync_render(void *velocity,
+ Object *ob,
+ RenderEngine *UNUSED(engine),
+ Depsgraph *UNUSED(depsgraph))
+{
+ ObjectKey object_key(ob);
+ reinterpret_cast<VelocityModule *>(velocity)->step_object_sync(ob, object_key);
+}
+
+void VelocityModule::step_sync(eVelocityStep step, float time)
+{
+ inst_.set_time(time);
+ step_ = step;
+ object_steps_usage[step_] = 0;
+ step_camera_sync();
+ DRW_render_object_iter(this, inst_.render, inst_.depsgraph, step_object_sync_render);
+}
+
+void VelocityModule::step_camera_sync()
+{
+ inst_.camera.sync();
+ *camera_steps[step_] = inst_.camera.data_get();
+}
+
+bool VelocityModule::step_object_sync(Object *ob,
+ ObjectKey &object_key,
+ int /* IDRecalcFlag */ recalc)
+{
+ bool has_motion = object_has_velocity(ob) || (recalc & ID_RECALC_TRANSFORM);
+ /* NOTE: Fragile. This will only work with 1 frame of lag since we can't record every geometry
+ * just in case there might be an update the next frame. */
+ bool has_deform = object_is_deform(ob) || (recalc & ID_RECALC_GEOMETRY);
+
+ if (!has_motion && !has_deform) {
+ return false;
+ }
+
+ uint32_t resource_id = DRW_object_resource_id_get(ob);
+
+ /* Object motion. */
+ /* FIXME(fclem) As we are using original objects pointers, there is a chance the previous
+ * object key matches a totally different object if the scene was changed by user or python
+ * callback. In this case, we cannot correctly match objects between updates.
+ * What this means is that there will be incorrect motion vectors for these objects.
+ * We live with that until we have a correct way of identifying new objects. */
+ VelocityObjectData &vel = velocity_map.lookup_or_add_default(object_key);
+ vel.obj.ofs[step_] = object_steps_usage[step_]++;
+ vel.obj.resource_id = resource_id;
+ vel.id = (ID *)ob->data;
+ object_steps[step_]->get_or_resize(vel.obj.ofs[step_]) = ob->obmat;
+ if (step_ == STEP_CURRENT) {
+ /* Replace invalid steps. Can happen if object was hidden in one of those steps. */
+ if (vel.obj.ofs[STEP_PREVIOUS] == -1) {
+ vel.obj.ofs[STEP_PREVIOUS] = object_steps_usage[STEP_PREVIOUS]++;
+ object_steps[STEP_PREVIOUS]->get_or_resize(vel.obj.ofs[STEP_PREVIOUS]) = ob->obmat;
+ }
+ if (vel.obj.ofs[STEP_NEXT] == -1) {
+ vel.obj.ofs[STEP_NEXT] = object_steps_usage[STEP_NEXT]++;
+ object_steps[STEP_NEXT]->get_or_resize(vel.obj.ofs[STEP_NEXT]) = ob->obmat;
+ }
+ }
+
+ /* Geometry motion. */
+ if (has_deform) {
+ auto add_cb = [&]() {
+ VelocityGeometryData data;
+ switch (ob->type) {
+ case OB_CURVES:
+ data.pos_buf = DRW_curves_pos_buffer_get(ob);
+ break;
+ default:
+ data.pos_buf = DRW_cache_object_pos_vertbuf_get(ob);
+ break;
+ }
+ return data;
+ };
+
+ const VelocityGeometryData &data = geometry_map.lookup_or_add_cb(vel.id, add_cb);
+
+ if (data.pos_buf == nullptr) {
+ has_deform = false;
+ }
+ }
+
+ /* Avoid drawing object that has no motions but were tagged as such. */
+ if (step_ == STEP_CURRENT && has_motion == true && has_deform == false) {
+ float4x4 &obmat_curr = (*object_steps[STEP_CURRENT])[vel.obj.ofs[STEP_CURRENT]];
+ float4x4 &obmat_prev = (*object_steps[STEP_PREVIOUS])[vel.obj.ofs[STEP_PREVIOUS]];
+ float4x4 &obmat_next = (*object_steps[STEP_NEXT])[vel.obj.ofs[STEP_NEXT]];
+ if (inst_.is_viewport()) {
+ has_motion = (obmat_curr != obmat_prev);
+ }
+ else {
+ has_motion = (obmat_curr != obmat_prev || obmat_curr != obmat_next);
+ }
+ }
+
+#if 0
+ if (!has_motion && !has_deform) {
+ std::cout << "Detected no motion on " << ob->id.name << std::endl;
+ }
+ if (has_deform) {
+ std::cout << "Geometry Motion on " << ob->id.name << std::endl;
+ }
+ if (has_motion) {
+ std::cout << "Object Motion on " << ob->id.name << std::endl;
+ }
+#endif
+
+ if (!has_motion && !has_deform) {
+ return false;
+ }
+
+ /* TODO(@fclem): Reset sampling here? Should ultimately be covered by depsgraph update tags. */
+ // inst_.sampling.reset();
+
+ return true;
+}
+
+/**
+ * Moves next frame data to previous frame data. Nullify next frame data.
+ * IMPORTANT: This runs AFTER drawing in the viewport (so after `begin_sync()`) but BEFORE drawing
+ * in render mode (so before `begin_sync()`). In viewport the data will be used the next frame.
+ */
+void VelocityModule::step_swap()
+{
+ {
+ /* Now that vertex buffers are garanteed to be updated, proceed with
+ * offset computation and copy into the geometry step buffer. */
+ uint dst_ofs = 0;
+ for (VelocityGeometryData &geom : geometry_map.values()) {
+ uint src_len = GPU_vertbuf_get_vertex_len(geom.pos_buf);
+ geom.len = src_len;
+ geom.ofs = dst_ofs;
+ dst_ofs += src_len;
+ }
+ /* TODO(fclem): Fail gracefully (disable motion blur + warning print) if tot_len *
+ * sizeof(float4) is greater than max SSBO size. */
+ geometry_steps[step_]->resize(max_ii(16, dst_ofs));
+
+ for (VelocityGeometryData &geom : geometry_map.values()) {
+ GPU_storagebuf_copy_sub_from_vertbuf(*geometry_steps[step_],
+ geom.pos_buf,
+ geom.ofs * sizeof(float4),
+ 0,
+ geom.len * sizeof(float4));
+ }
+ /* Copy back the #VelocityGeometryIndex into #VelocityObjectData which are
+ * indexed using persistent keys (unlike geometries which are indexed by volatile ID). */
+ for (VelocityObjectData &vel : velocity_map.values()) {
+ const VelocityGeometryData &geom = geometry_map.lookup_default(vel.id,
+ VelocityGeometryData());
+ vel.geo.len[step_] = geom.len;
+ vel.geo.ofs[step_] = geom.ofs;
+ /* Avoid reuse. */
+ vel.id = nullptr;
+ }
+
+ geometry_map.clear();
+ }
+
+ auto swap_steps = [&](eVelocityStep step_a, eVelocityStep step_b) {
+ SWAP(VelocityObjectBuf *, object_steps[step_a], object_steps[step_b]);
+ SWAP(VelocityGeometryBuf *, geometry_steps[step_a], geometry_steps[step_b]);
+ SWAP(CameraDataBuf *, camera_steps[step_a], camera_steps[step_b]);
+
+ for (VelocityObjectData &vel : velocity_map.values()) {
+ vel.obj.ofs[step_a] = vel.obj.ofs[step_b];
+ vel.obj.ofs[step_b] = (uint)-1;
+ vel.geo.ofs[step_a] = vel.geo.ofs[step_b];
+ vel.geo.len[step_a] = vel.geo.len[step_b];
+ vel.geo.ofs[step_b] = (uint)-1;
+ vel.geo.len[step_b] = (uint)-1;
+ }
+ };
+
+ if (inst_.is_viewport()) {
+ /* For viewport we only use the last rendered redraw as previous frame.
+ * We swap current with previous step at the end of a redraw.
+ * We do not support motion blur as it is rendered to avoid conflicting motions
+ * for temporal reprojection. */
+ swap_steps(eVelocityStep::STEP_PREVIOUS, eVelocityStep::STEP_CURRENT);
+ }
+ else {
+ /* Render case: The STEP_CURRENT is left untouched. */
+ swap_steps(eVelocityStep::STEP_PREVIOUS, eVelocityStep::STEP_NEXT);
+ }
+}
+
+void VelocityModule::begin_sync()
+{
+ if (inst_.is_viewport()) {
+ /* Viewport always evaluate current step. */
+ step_ = STEP_CURRENT;
+ }
+ step_camera_sync();
+ object_steps_usage[step_] = 0;
+}
+
+/* This is the end of the current frame sync. Not the step_sync. */
+void VelocityModule::end_sync()
+{
+ Vector<ObjectKey, 0> deleted_obj;
+
+ uint32_t max_resource_id_ = 0u;
+
+ for (Map<ObjectKey, VelocityObjectData>::Item item : velocity_map.items()) {
+ if (item.value.obj.resource_id == (uint)-1) {
+ deleted_obj.append(item.key);
+ }
+ else {
+ max_resource_id_ = max_uu(max_resource_id_, item.value.obj.resource_id);
+ }
+ }
+
+ if (deleted_obj.size() > 0) {
+ // inst_.sampling.reset();
+ }
+
+ for (auto key : deleted_obj) {
+ velocity_map.remove(key);
+ }
+
+ indirection_buf.resize(power_of_2_max_u(max_resource_id_ + 1));
+
+ /* Avoid uploading more data to the GPU as well as an extra level of
+ * indirection on the GPU by copying back offsets the to VelocityIndex. */
+ for (VelocityObjectData &vel : velocity_map.values()) {
+ /* Disable deform if vertex count mismatch. */
+ if (inst_.is_viewport()) {
+ /* Current geometry step will be copied at the end of the frame.
+ * Thus vel.geo.len[STEP_CURRENT] is not yet valid and the current length is manually
+ * retrieved. */
+ GPUVertBuf *pos_buf = geometry_map.lookup_default(vel.id, VelocityGeometryData()).pos_buf;
+ vel.geo.do_deform = pos_buf != nullptr &&
+ (vel.geo.len[STEP_PREVIOUS] == GPU_vertbuf_get_vertex_len(pos_buf));
+ }
+ else {
+ vel.geo.do_deform = (vel.geo.len[STEP_PREVIOUS] == vel.geo.len[STEP_CURRENT]) &&
+ (vel.geo.len[STEP_NEXT] == vel.geo.len[STEP_CURRENT]);
+ }
+ indirection_buf[vel.obj.resource_id] = vel;
+ /* Reset for next sync. */
+ vel.obj.resource_id = (uint)-1;
+ }
+
+ object_steps[STEP_PREVIOUS]->push_update();
+ object_steps[STEP_NEXT]->push_update();
+ camera_steps[STEP_PREVIOUS]->push_update();
+ camera_steps[STEP_CURRENT]->push_update();
+ camera_steps[STEP_NEXT]->push_update();
+ indirection_buf.push_update();
+
+ {
+ resolve_ps_ = DRW_pass_create("Velocity.Resolve", (DRWState)0);
+ GPUShader *sh = inst_.shaders.static_shader_get(VELOCITY_RESOLVE);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, resolve_ps_);
+ DRW_shgroup_uniform_texture_ref(grp, "depth_tx", &input_depth_tx_);
+ DRW_shgroup_uniform_image_ref(grp, "velocity_view_img", &velocity_view_tx_);
+ DRW_shgroup_uniform_image_ref(grp, "velocity_camera_img", &velocity_camera_tx_);
+ DRW_shgroup_uniform_block(grp, "camera_prev", *camera_steps[STEP_PREVIOUS]);
+ DRW_shgroup_uniform_block(grp, "camera_curr", *camera_steps[STEP_CURRENT]);
+ DRW_shgroup_uniform_block(grp, "camera_next", *camera_steps[STEP_NEXT]);
+ DRW_shgroup_call_compute_ref(grp, resolve_dispatch_size_);
+ }
+}
+
+bool VelocityModule::object_has_velocity(const Object *ob)
+{
+#if 0
+ RigidBodyOb *rbo = ob->rigidbody_object;
+ /* Active rigidbody objects only, as only those are affected by sim. */
+ const bool has_rigidbody = (rbo && (rbo->type == RBO_TYPE_ACTIVE));
+ /* For now we assume dupli objects are moving. */
+ const bool is_dupli = (ob->base_flag & BASE_FROM_DUPLI) != 0;
+ const bool object_moves = is_dupli || has_rigidbody || BKE_object_moves_in_time(ob, true);
+#else
+ UNUSED_VARS(ob);
+ /* BKE_object_moves_in_time does not work in some cases.
+ * Better detect non moving object after evaluation. */
+ const bool object_moves = true;
+#endif
+ return object_moves;
+}
+
+bool VelocityModule::object_is_deform(const Object *ob)
+{
+ RigidBodyOb *rbo = ob->rigidbody_object;
+ /* Active rigidbody objects only, as only those are affected by sim. */
+ const bool has_rigidbody = (rbo && (rbo->type == RBO_TYPE_ACTIVE));
+ const bool is_deform = BKE_object_is_deform_modified(inst_.scene, (Object *)ob) ||
+ (has_rigidbody && (rbo->flag & RBO_FLAG_USE_DEFORM) != 0);
+
+ return is_deform;
+}
+
+void VelocityModule::bind_resources(DRWShadingGroup *grp)
+{
+ /* For viewport, only previous motion is supported.
+ * Still bind previous step to avoid undefined behavior. */
+ eVelocityStep next = inst_.is_viewport() ? STEP_PREVIOUS : STEP_NEXT;
+ DRW_shgroup_storage_block_ref(grp, "velocity_obj_prev_buf", &(*object_steps[STEP_PREVIOUS]));
+ DRW_shgroup_storage_block_ref(grp, "velocity_obj_next_buf", &(*object_steps[next]));
+ DRW_shgroup_storage_block_ref(grp, "velocity_geo_prev_buf", &(*geometry_steps[STEP_PREVIOUS]));
+ DRW_shgroup_storage_block_ref(grp, "velocity_geo_next_buf", &(*geometry_steps[next]));
+ DRW_shgroup_uniform_block_ref(grp, "camera_prev", &(*camera_steps[STEP_PREVIOUS]));
+ DRW_shgroup_uniform_block_ref(grp, "camera_curr", &(*camera_steps[STEP_CURRENT]));
+ DRW_shgroup_uniform_block_ref(grp, "camera_next", &(*camera_steps[next]));
+ DRW_shgroup_storage_block_ref(grp, "velocity_indirection_buf", &indirection_buf);
+}
+
+/* Resolve pass for static geometry and to camera space projection. */
+void VelocityModule::resolve_camera_motion(GPUTexture *depth_tx,
+ GPUTexture *velocity_view_tx,
+ GPUTexture *velocity_camera_tx)
+{
+ input_depth_tx_ = depth_tx;
+ velocity_view_tx_ = velocity_view_tx;
+ velocity_camera_tx_ = velocity_camera_tx;
+
+ resolve_dispatch_size_.x = divide_ceil_u(GPU_texture_width(depth_tx), 8);
+ resolve_dispatch_size_.y = divide_ceil_u(GPU_texture_height(depth_tx), 8);
+
+ DRW_draw_pass(resolve_ps_);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Velocity View
+ * \{ */
+
+void VelocityView::sync()
+{
+ /* TODO: Remove. */
+ velocity_view_tx_.sync();
+ velocity_camera_tx_.sync();
+}
+
+void VelocityView::acquire(int2 extent)
+{
+ /* WORKAROUND: View name should be unique and static.
+ * With this, we can reuse the same texture across views. */
+ DrawEngineType *owner = (DrawEngineType *)view_name_.c_str();
+
+ /* Only RG16F when only doing only reprojection or motion blur. */
+ eGPUTextureFormat format = inst_.is_viewport() ? GPU_RG16F : GPU_RGBA16F;
+ velocity_view_tx_.acquire(extent, format, owner);
+ if (false /* TODO(fclem): Panoramic camera. */) {
+ velocity_camera_tx_.acquire(extent, format, owner);
+ }
+ else {
+ velocity_camera_tx_.acquire(int2(1), format, owner);
+ }
+}
+
+void VelocityView::resolve(GPUTexture *depth_tx)
+{
+ inst_.velocity.resolve_camera_motion(depth_tx, velocity_view_tx_, velocity_camera_tx_);
+}
+
+void VelocityView::release()
+{
+ velocity_view_tx_.release();
+ velocity_camera_tx_.release();
+}
+
+/** \} */
+
+} // namespace blender::eevee