diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-01-25 00:01:03 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-01-25 17:04:18 +0300 |
commit | 71e30028240798d4ec34ee380191058b9313902b (patch) | |
tree | f97cb7b10138a3468d6a790b945ccc3e0375ce59 /source/blender/draw/engines/workbench/shaders | |
parent | 3f6e14e667c4442bcc1f4d1fc795633cc706150f (diff) |
Workbench: Depth Of Field: Optimisation
- Compute samples positions on CPU.
- Use 3x3 Box blur instead of 2x2.
- Implement bokeh parameters.
With this commit, dof performance is almost negligeable.
The quality is a bit lower than before but can be improve. Also now big
Circle of confusion are supported (up to 200px).
Cost is ~1.25ms on AMD Vega with a 2560p viewport than full HD and
pretty shallow depth of field.
Coc downsampling and dilation is not used anymore for now (commented).
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl | 118 |
1 files changed, 77 insertions, 41 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl index 08eb22d01c3..fb1a3ae120e 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl @@ -20,23 +20,12 @@ uniform sampler2D blurTex; #define dof_distance dofParams.y #define dof_invsensorsize dofParams.z -#define NUM_SAMPLES 25 - -#define THRESHOLD 1.0 #define M_PI 3.1415926535897932 /* pi */ -const float GOLDEN_ANGLE = 2.39996323; -const float MAX_BLUR_SIZE = 20.0; -const float RAD_SCALE = 2.0; // Smaller = nicer blur, larger = faster -const float MAX_COC_SIZE = 40.0; - float max_v4(vec4 v) { return max(max(v.x, v.y), max(v.z, v.w)); } #define weighted_sum(a, b, c, d, e, e_sum) ((a) * e.x + (b) * e.y + (c) * e.z + (d) * e.w) / max(1e-6, e_sum); -#define encode_signed_coc(coc) (((coc) / MAX_COC_SIZE) * 0.5 + 0.5); -#define decode_signed_coc(coc) (((coc) * 2.0 - 1.0) * MAX_COC_SIZE); - /* divide by sensor size to get the normalized size */ #define calculate_coc(zdepth) (dof_aperturesize * (dof_distance / zdepth - 1.0) * dof_invsensorsize) @@ -44,8 +33,11 @@ float max_v4(vec4 v) { return max(max(v.x, v.y), max(v.z, v.w)); } ? (nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) \ : (z * 2.0 - 1.0) * nearFar.y) + +const float MAX_COC_SIZE = 100.0; vec2 encode_coc(float near, float far) { return vec2(near, far) / MAX_COC_SIZE; } float decode_coc(vec2 cocs) { return max(cocs.x, cocs.y) * MAX_COC_SIZE; } +float decode_signed_coc(vec2 cocs) { return ((cocs.x > cocs.y) ? cocs.x : -cocs.y) * MAX_COC_SIZE; } /** * ----------------- STEP 0 ------------------ @@ -59,7 +51,7 @@ layout(location = 1) out vec2 normalizedCoc; void main() { /* Half Res pass */ - vec2 uv = (floor(gl_FragCoord.xy) * 2.0 + 0.5) * invertedViewportSize; + vec2 uv = (floor(gl_FragCoord.xy) * 2.0 + 0.5) * invertedViewportSize; ivec4 texel = ivec4(gl_FragCoord.xyxy) * 2 + ivec4(0, 0, 1, 1); @@ -150,24 +142,24 @@ void main() vec2 texel_size = 1.0 / vec2(textureSize(inputCocTex, 0)); vec2 uv = gl_FragCoord.xy * texel_size; #ifdef DILATE_VERTICAL - // vec2 cocs1 = texture(inputCocTex, uv + texel_size * vec2(-3, 0)).rg; + vec2 cocs1 = texture(inputCocTex, uv + texel_size * vec2(-3, 0)).rg; vec2 cocs2 = texture(inputCocTex, uv + texel_size * vec2(-2, 0)).rg; vec2 cocs3 = texture(inputCocTex, uv + texel_size * vec2(-1, 0)).rg; vec2 cocs4 = texture(inputCocTex, uv + texel_size * vec2( 0, 0)).rg; vec2 cocs5 = texture(inputCocTex, uv + texel_size * vec2( 1, 0)).rg; vec2 cocs6 = texture(inputCocTex, uv + texel_size * vec2( 2, 0)).rg; - // vec2 cocs7 = texture(inputCocTex, uv + texel_size * vec2( 3, 0)).rg; + vec2 cocs7 = texture(inputCocTex, uv + texel_size * vec2( 3, 0)).rg; #else /* DILATE_HORIZONTAL */ - // vec2 cocs1 = texture(inputCocTex, uv + texel_size * vec2(0, -3)).rg; + vec2 cocs1 = texture(inputCocTex, uv + texel_size * vec2(0, -3)).rg; vec2 cocs2 = texture(inputCocTex, uv + texel_size * vec2(0, -2)).rg; vec2 cocs3 = texture(inputCocTex, uv + texel_size * vec2(0, -1)).rg; vec2 cocs4 = texture(inputCocTex, uv + texel_size * vec2(0, 0)).rg; vec2 cocs5 = texture(inputCocTex, uv + texel_size * vec2(0, 1)).rg; vec2 cocs6 = texture(inputCocTex, uv + texel_size * vec2(0, 2)).rg; - // vec2 cocs7 = texture(inputCocTex, uv + texel_size * vec2(0, 3)).rg; + vec2 cocs7 = texture(inputCocTex, uv + texel_size * vec2(0, 3)).rg; #endif - dilatedCoc = max(max(cocs3, cocs4), max(max(cocs5, cocs6), cocs2)); - // dilatedCoc = max(max(max(cocs1, cocs2), max(cocs3, cocs4)), max(max(cocs5, cocs6), cocs7)); + // dilatedCoc = max(max(cocs3, cocs4), max(max(cocs5, cocs6), cocs2)); + dilatedCoc = max(max(max(cocs1, cocs2), max(cocs3, cocs4)), max(max(cocs5, cocs6), cocs7)); } #endif @@ -179,16 +171,24 @@ void main() #ifdef BLUR1 layout(location = 0) out vec4 blurColor; +#define NUM_SAMPLES 49 + +/* keep in sync with GlobalsUboStorage */ +layout(std140) uniform dofSamplesBlock { + vec4 samples[NUM_SAMPLES]; +}; + +#if 0 /* Spilar sampling. Better but slower */ void main() { /* Half Res pass */ - vec2 uv = gl_FragCoord.xy * invertedViewportSize * 2.0; + vec2 uv = gl_FragCoord.xy * invertedViewportSize * 2.0; vec2 size = vec2(textureSize(halfResColorTex, 0).xy); ivec2 texel = ivec2(uv * size); - vec3 color = texelFetch(halfResColorTex, texel, 0).rgb; - float coc = decode_coc(texelFetch(inputCocTex, texel, 0).rg); + vec4 color = texelFetch(halfResColorTex, texel, 0); + float coc = decode_signed_coc(texelFetch(inputCocTex, texel, 0).rg); /* TODO Ensure alignement */ vec2 max_radii = texture(maxCocTilesTex, (0.5 + floor(gl_FragCoord.xy / 8.0)) / vec2(textureSize(maxCocTilesTex, 0))).rg; @@ -196,28 +196,56 @@ void main() float center_coc = coc; float tot = 1.0; - float radius = RAD_SCALE; - for (float ang = 0.0; radius < MAX_BLUR_SIZE && radius < max_radius; ang += GOLDEN_ANGLE) { - vec2 tc = uv + vec2(cos(ang), sin(ang)) * invertedViewportSize * radius; + for (int i = 0; i < NUM_SAMPLES; ++i) { + vec2 tc = uv + samples[i].xy * invertedViewportSize * max_radius; - vec3 samp = texture(halfResColorTex, tc).rgb; - - coc = decode_coc(texture(inputCocTex, tc).rg); + vec4 samp = texture(halfResColorTex, tc); + coc = decode_signed_coc(texture(inputCocTex, tc).rg); if (coc > center_coc) { coc = clamp(abs(coc), 0.0, abs(center_coc) * 2.0); } - + float radius = max_radius * float(i + 1) / float(NUM_SAMPLES); float m = smoothstep(radius - 0.5, radius + 0.5, abs(coc)); color += mix(color / tot, samp, m); tot += 1.0; - radius += RAD_SCALE / radius; } - blurColor.rgb = color / tot; - blurColor.a = 1.0; + blurColor = color / tot; +} +#else +void main() +{ + /* Half Res pass */ + vec2 uv = gl_FragCoord.xy * invertedViewportSize * 2.0; + + vec2 size = vec2(textureSize(halfResColorTex, 0).xy); + ivec2 texel = ivec2(uv * size); + + float coc = decode_coc(texelFetch(inputCocTex, texel, 0).rg); + float tot = max(0.5, coc); + + vec4 color = texelFetch(halfResColorTex, texel, 0); + color *= tot; + + float max_radius = coc; + for (int i = 0; i < NUM_SAMPLES; ++i) { + vec2 tc = uv + samples[i].xy * invertedViewportSize * max_radius; + + vec4 samp = texture(halfResColorTex, tc); + + coc = decode_coc(texture(inputCocTex, tc).rg); + + float radius = samples[i].z * max_radius; + coc *= smoothstep(radius - 0.5, radius + 0.5, coc); + color += samp * coc; + tot += coc; + } + + blurColor = color / tot; } #endif +#endif /** * ----------------- STEP 3 ------------------ @@ -229,16 +257,24 @@ out vec4 finalColor; void main() { /* Half Res pass */ - vec2 pixel_size = vec2(1.0, 1.0) / vec2(textureSize(blurTex, 0).xy); + vec2 pixel_size = 1.0 / vec2(textureSize(blurTex, 0).xy); vec2 uv = gl_FragCoord.xy * pixel_size.xy; - vec2 max_radii = texture(inputCocTex, uv).rg; - /* Scale filter */ - float rad = min(max(max_radii.x, max_radii.y) * MAX_COC_SIZE, 4.0) * 0.25; - finalColor = texture(blurTex, uv + pixel_size * vec2(-0.5, -0.5) * rad); - finalColor += texture(blurTex, uv + pixel_size * vec2(-0.5, 1.5) * rad); - finalColor += texture(blurTex, uv + pixel_size * vec2( 1.5, -0.5) * rad); - finalColor += texture(blurTex, uv + pixel_size * vec2( 1.5, 1.5) * rad); - finalColor *= 0.25; + float coc = decode_coc(texture(inputCocTex, uv).rg); + /* Only use this filter if coc is > 9.0 + * since this filter is not weighted by CoC + * and can bleed a bit. */ + float rad = clamp(coc - 9.0, 0.0, 1.0); + rad *= 1.5; /* If not, it's a gaussian filter. */ + finalColor = texture(blurTex, uv + pixel_size * vec2(-1.0, -1.0) * rad); + finalColor += texture(blurTex, uv + pixel_size * vec2(-1.0, 0.0) * rad); + finalColor += texture(blurTex, uv + pixel_size * vec2(-1.0, 1.0) * rad); + finalColor += texture(blurTex, uv + pixel_size * vec2( 0.0, -1.0) * rad); + finalColor += texture(blurTex, uv + pixel_size * vec2( 0.0, 0.0) * rad); + finalColor += texture(blurTex, uv + pixel_size * vec2( 0.0, 1.0) * rad); + finalColor += texture(blurTex, uv + pixel_size * vec2( 1.0, -1.0) * rad); + finalColor += texture(blurTex, uv + pixel_size * vec2( 1.0, 0.0) * rad); + finalColor += texture(blurTex, uv + pixel_size * vec2( 1.0, 1.0) * rad); + finalColor *= 1.0 / 9.0; } #endif @@ -252,7 +288,7 @@ void main() { /* Fullscreen pass */ vec2 pixel_size = 0.5 / vec2(textureSize(halfResColorTex, 0).xy); - vec2 uv = gl_FragCoord.xy * pixel_size; + vec2 uv = gl_FragCoord.xy * pixel_size; /* TODO MAKE SURE TO ALIGN SAMPLE POSITION TO AVOID OFFSET IN THE BOKEH */ float depth = texelFetch(sceneDepthTex, ivec2(gl_FragCoord.xy), 0).r; |