diff options
author | Hans Goudey <h.goudey@me.com> | 2022-08-03 06:17:46 +0300 |
---|---|---|
committer | Hans Goudey <h.goudey@me.com> | 2022-08-03 06:17:46 +0300 |
commit | d9683a5937fe6e55c309df06a47b9d551902d5bc (patch) | |
tree | 6e384ec5bbf5ca58c4e5913efdf596ff7f398a1a /source | |
parent | 41fb4bedb81603956d8a8f1b61614fd6f920a71a (diff) | |
parent | 43918ec28d12124cfa32b3e84ead1bfb65501f6f (diff) |
Merge branch 'master' into refactor-mesh-hide-generic
Diffstat (limited to 'source')
68 files changed, 4159 insertions, 651 deletions
diff --git a/source/blender/blenkernel/intern/pbvh.c b/source/blender/blenkernel/intern/pbvh.c index e5bcac6b1d7..d3ba53fc310 100644 --- a/source/blender/blenkernel/intern/pbvh.c +++ b/source/blender/blenkernel/intern/pbvh.c @@ -1304,17 +1304,6 @@ static void pbvh_update_draw_buffer_cb(void *__restrict userdata, PBVH *pbvh = data->pbvh; PBVHNode *node = data->nodes[n]; - CustomData *vdata, *ldata; - - if (!pbvh->header.bm) { - vdata = pbvh->vdata; - ldata = pbvh->ldata; - } - else { - vdata = &pbvh->header.bm->vdata; - ldata = &pbvh->header.bm->ldata; - } - if (node->flag & PBVH_RebuildDrawBuffers) { switch (pbvh->header.type) { case PBVH_GRIDS: { @@ -1327,14 +1316,12 @@ static void pbvh_update_draw_buffer_cb(void *__restrict userdata, } case PBVH_FACES: node->draw_buffers = GPU_pbvh_mesh_buffers_build( - pbvh->mpoly, - pbvh->mloop, + pbvh->mesh, + pbvh->verts, pbvh->looptri, - pbvh->hide_vert, - node->prim_indices, CustomData_get_layer(pbvh->pdata, CD_SCULPT_FACE_SETS), - node->totprim, - pbvh->mesh); + node->prim_indices, + node->totprim); break; case PBVH_BMESH: node->draw_buffers = GPU_pbvh_bmesh_buffers_build(pbvh->flags & @@ -1361,13 +1348,12 @@ static void pbvh_update_draw_buffer_cb(void *__restrict userdata, update_flags); break; case PBVH_FACES: { + /* Pass vertices separately because they may be not be the same as the mesh's vertices, + * and pass normals separately because they are managed by the PBVH. */ GPU_pbvh_mesh_buffers_update(pbvh->vbo_id, node->draw_buffers, + pbvh->mesh, pbvh->verts, - pbvh->vert_normals, - pbvh->hide_vert, - vdata, - ldata, CustomData_get_layer(pbvh->vdata, CD_PAINT_MASK), CustomData_get_layer(pbvh->pdata, CD_SCULPT_FACE_SETS), pbvh->face_sets_color_seed, @@ -3227,13 +3213,13 @@ const float (*BKE_pbvh_get_vert_normals(const PBVH *pbvh))[3] const bool *BKE_pbvh_get_vert_hide(const PBVH *pbvh) { - BLI_assert(pbvh->type == PBVH_FACES); + BLI_assert(pbvh->header.type == PBVH_FACES); return pbvh->hide_vert; } bool *BKE_pbvh_get_vert_hide_for_write(PBVH *pbvh) { - BLI_assert(pbvh->type == PBVH_FACES); + BLI_assert(pbvh->header.type == PBVH_FACES); if (pbvh->hide_vert) { return pbvh->hide_vert; } diff --git a/source/blender/blenkernel/intern/type_conversions.cc b/source/blender/blenkernel/intern/type_conversions.cc index 0b5d6ad7b10..a01f5d19088 100644 --- a/source/blender/blenkernel/intern/type_conversions.cc +++ b/source/blender/blenkernel/intern/type_conversions.cc @@ -367,20 +367,38 @@ void DataTypeConversions::convert_to_uninitialized(const CPPType &from_type, functions->convert_single_to_uninitialized(from_value, to_value); } +static void call_convert_to_uninitialized_fn(const GVArray &from, + const fn::MultiFunction &fn, + const IndexMask mask, + GMutableSpan to) +{ + fn::MFParamsBuilder params{fn, from.size()}; + params.add_readonly_single_input(from); + params.add_uninitialized_single_output(to); + fn::MFContextBuilder context; + fn.call_auto(mask, params, context); +} + +static void call_convert_to_uninitialized_fn(const GVArray &from, + const fn::MultiFunction &fn, + GMutableSpan to) +{ + call_convert_to_uninitialized_fn(from, fn, IndexMask(from.size()), to); +} + void DataTypeConversions::convert_to_initialized_n(GSpan from_span, GMutableSpan to_span) const { const CPPType &from_type = from_span.type(); const CPPType &to_type = to_span.type(); + BLI_assert(from_span.size() == to_span.size()); BLI_assert(this->is_convertible(from_type, to_type)); + const fn::MultiFunction *fn = this->get_conversion_multi_function( MFDataType::ForSingle(from_type), MFDataType::ForSingle(to_type)); - fn::MFParamsBuilder params{*fn, from_span.size()}; - params.add_readonly_single_input(from_span); + to_type.destruct_n(to_span.data(), to_span.size()); - params.add_uninitialized_single_output(to_span); - fn::MFContextBuilder context; - fn->call_auto(IndexRange(from_span.size()), params, context); + call_convert_to_uninitialized_fn(GVArray::ForSpan(from_span), *fn, to_span); } class GVArray_For_ConvertedGVArray : public GVArrayImpl { @@ -414,6 +432,20 @@ class GVArray_For_ConvertedGVArray : public GVArrayImpl { old_to_new_conversions_.convert_single_to_uninitialized(buffer, r_value); from_type_.destruct(buffer); } + + void materialize(const IndexMask mask, void *dst) const override + { + type_->destruct_n(dst, mask.min_array_size()); + this->materialize_to_uninitialized(mask, dst); + } + + void materialize_to_uninitialized(const IndexMask mask, void *dst) const override + { + call_convert_to_uninitialized_fn(varray_, + *old_to_new_conversions_.multi_function, + mask, + {this->type(), dst, mask.min_array_size()}); + } }; class GVMutableArray_For_ConvertedGVMutableArray : public GVMutableArrayImpl { @@ -458,6 +490,20 @@ class GVMutableArray_For_ConvertedGVMutableArray : public GVMutableArrayImpl { new_to_old_conversions_.convert_single_to_uninitialized(value, buffer); varray_.set_by_relocate(index, buffer); } + + void materialize(const IndexMask mask, void *dst) const override + { + type_->destruct_n(dst, mask.min_array_size()); + this->materialize_to_uninitialized(mask, dst); + } + + void materialize_to_uninitialized(const IndexMask mask, void *dst) const override + { + call_convert_to_uninitialized_fn(varray_, + *old_to_new_conversions_.multi_function, + mask, + {this->type(), dst, mask.min_array_size()}); + } }; GVArray DataTypeConversions::try_convert(GVArray varray, const CPPType &to_type) const @@ -495,9 +541,8 @@ fn::GField DataTypeConversions::try_convert(fn::GField field, const CPPType &to_ if (!this->is_convertible(from_type, to_type)) { return {}; } - const fn::MultiFunction &fn = - *bke::get_implicit_type_conversions().get_conversion_multi_function( - fn::MFDataType::ForSingle(from_type), fn::MFDataType::ForSingle(to_type)); + const fn::MultiFunction &fn = *this->get_conversion_multi_function( + fn::MFDataType::ForSingle(from_type), fn::MFDataType::ForSingle(to_type)); return {std::make_shared<fn::FieldOperation>(fn, Vector<fn::GField>{std::move(field)})}; } diff --git a/source/blender/blenlib/BLI_virtual_array.hh b/source/blender/blenlib/BLI_virtual_array.hh index 438fcc4b8f7..7eab960b302 100644 --- a/source/blender/blenlib/BLI_virtual_array.hh +++ b/source/blender/blenlib/BLI_virtual_array.hh @@ -315,6 +315,12 @@ template<typename T> class VArrayImpl_For_Span_final final : public VArrayImpl_F public: using VArrayImpl_For_Span<T>::VArrayImpl_For_Span; + VArrayImpl_For_Span_final(const Span<T> data) + /* Cast const away, because the implementation for const and non const spans is shared. */ + : VArrayImpl_For_Span<T>({const_cast<T *>(data.data()), data.size()}) + { + } + private: CommonVArrayInfo common_info() const final { @@ -898,10 +904,7 @@ template<typename T> class VArray : public VArrayCommon<T> { VArray(varray_tag::span /* tag */, Span<T> span) { - /* Cast const away, because the virtual array implementation for const and non const spans is - * shared. */ - MutableSpan<T> mutable_span{const_cast<T *>(span.data()), span.size()}; - this->template emplace<VArrayImpl_For_Span_final<T>>(mutable_span); + this->template emplace<VArrayImpl_For_Span_final<T>>(span); } VArray(varray_tag::single /* tag */, T value, const int64_t size) diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt index cf673e9d4a7..e907c17e9d1 100644 --- a/source/blender/draw/CMakeLists.txt +++ b/source/blender/draw/CMakeLists.txt @@ -134,6 +134,7 @@ set(SRC engines/eevee/eevee_temporal_sampling.c engines/eevee/eevee_volumes.c engines/eevee_next/eevee_camera.cc + engines/eevee_next/eevee_depth_of_field.cc engines/eevee_next/eevee_engine.cc engines/eevee_next/eevee_film.cc engines/eevee_next/eevee_instance.cc @@ -362,6 +363,21 @@ set(GLSL_SRC engines/eevee_next/shaders/eevee_attributes_lib.glsl engines/eevee_next/shaders/eevee_camera_lib.glsl + engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl + engines/eevee_next/shaders/eevee_depth_of_field_bokeh_lut_comp.glsl + engines/eevee_next/shaders/eevee_depth_of_field_downsample_comp.glsl + engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl + engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl + engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl + engines/eevee_next/shaders/eevee_depth_of_field_lib.glsl + engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl + engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl + engines/eevee_next/shaders/eevee_depth_of_field_scatter_frag.glsl + engines/eevee_next/shaders/eevee_depth_of_field_scatter_vert.glsl + engines/eevee_next/shaders/eevee_depth_of_field_setup_comp.glsl + engines/eevee_next/shaders/eevee_depth_of_field_stabilize_comp.glsl + engines/eevee_next/shaders/eevee_depth_of_field_tiles_dilate_comp.glsl + engines/eevee_next/shaders/eevee_depth_of_field_tiles_flatten_comp.glsl engines/eevee_next/shaders/eevee_film_comp.glsl engines/eevee_next/shaders/eevee_film_frag.glsl engines/eevee_next/shaders/eevee_film_lib.glsl diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl index 06dcbeaed66..7230758a93f 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl @@ -67,7 +67,7 @@ void main(void) /* Occlude the sprite with geometry from the same field * using a VSM like chebychev test (slide 85). */ float mean = occlusion_data.x; - float variance = occlusion_data.x; + float variance = occlusion_data.y; shapes *= variance * safe_rcp(variance + sqr(max(cocs * correction_fac - mean, 0.0))); } diff --git a/source/blender/draw/engines/eevee_next/eevee_camera.hh b/source/blender/draw/engines/eevee_next/eevee_camera.hh index 8bf64199246..49f9b14e11b 100644 --- a/source/blender/draw/engines/eevee_next/eevee_camera.hh +++ b/source/blender/draw/engines/eevee_next/eevee_camera.hh @@ -82,7 +82,6 @@ class Camera { private: Instance &inst_; - /** Double buffered to detect changes and have history for re-projection. */ CameraDataBuf data_; public: @@ -112,6 +111,10 @@ class Camera { { return data_.type == CAMERA_ORTHO; } + bool is_perspective() const + { + return data_.type == CAMERA_PERSP; + } const float3 &position() const { return *reinterpret_cast<const float3 *>(data_.viewinv[3]); diff --git a/source/blender/draw/engines/eevee_next/eevee_defines.hh b/source/blender/draw/engines/eevee_next/eevee_defines.hh index cb02689f34a..8240af14203 100644 --- a/source/blender/draw/engines/eevee_next/eevee_defines.hh +++ b/source/blender/draw/engines/eevee_next/eevee_defines.hh @@ -44,8 +44,22 @@ /* Minimum visibility size. */ #define LIGHTPROBE_FILTER_VIS_GROUP_SIZE 16 +/* Film. */ #define FILM_GROUP_SIZE 16 +/* Motion Blur. */ #define MOTION_BLUR_GROUP_SIZE 32 - #define MOTION_BLUR_DILATE_GROUP_SIZE 512 + +/* Depth Of Field. */ +#define DOF_TILES_SIZE 8 +#define DOF_TILES_FLATTEN_GROUP_SIZE DOF_TILES_SIZE +#define DOF_TILES_DILATE_GROUP_SIZE 8 +#define DOF_BOKEH_LUT_SIZE 32 +#define DOF_MAX_SLIGHT_FOCUS_RADIUS 5 +#define DOF_REDUCE_GROUP_SIZE 8 +#define DOF_DEFAULT_GROUP_SIZE 32 +#define DOF_FILTER_GROUP_SIZE 8 +#define DOF_GATHER_GROUP_SIZE DOF_TILES_SIZE +#define DOF_RESOLVE_GROUP_SIZE (DOF_TILES_SIZE * 2) +#define DOF_MIP_MAX 4 diff --git a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc new file mode 100644 index 00000000000..26129192d9e --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc @@ -0,0 +1,720 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * Depth of field post process effect. + * + * There are 2 methods to achieve this effect. + * - The first uses projection matrix offsetting and sample accumulation to give + * reference quality depth of field. But this needs many samples to hide the + * under-sampling. + * - The second one is a post-processing based one. It follows the + * implementation described in the presentation + * "Life of a Bokeh - Siggraph 2018" from Guillaume Abadie. + * There are some difference with our actual implementation that prioritize quality. + */ + +#include "DRW_render.h" + +#include "BKE_camera.h" +#include "DNA_camera_types.h" + +#include "GPU_platform.h" +#include "GPU_texture.h" +#include "GPU_uniform_buffer.h" + +#include "eevee_camera.hh" +#include "eevee_instance.hh" +#include "eevee_sampling.hh" +#include "eevee_shader.hh" +#include "eevee_shader_shared.hh" + +#include "eevee_depth_of_field.hh" + +namespace blender::eevee { + +/* -------------------------------------------------------------------- */ +/** \name Depth of field + * \{ */ + +void DepthOfField::init() +{ + const SceneEEVEE &sce_eevee = inst_.scene->eevee; + const Object *camera_object_eval = inst_.camera_eval_object; + const ::Camera *camera = (camera_object_eval) ? + reinterpret_cast<const ::Camera *>(camera_object_eval->data) : + nullptr; + if (camera == nullptr) { + /* Set to invalid value for update detection */ + data_.scatter_color_threshold = -1.0f; + return; + } + /* Reminder: These are parameters not interpolated by motion blur. */ + int update = 0; + int sce_flag = sce_eevee.flag; + update += assign_if_different(do_hq_slight_focus_, + (sce_flag & SCE_EEVEE_DOF_HQ_SLIGHT_FOCUS) != 0); + update += assign_if_different(do_jitter_, (sce_flag & SCE_EEVEE_DOF_JITTER) != 0); + update += assign_if_different(user_overblur_, sce_eevee.bokeh_overblur / 100.0f); + update += assign_if_different(fx_max_coc_, sce_eevee.bokeh_max_size); + update += assign_if_different(data_.scatter_color_threshold, sce_eevee.bokeh_threshold); + update += assign_if_different(data_.scatter_neighbor_max_color, sce_eevee.bokeh_neighbor_max); + update += assign_if_different(data_.denoise_factor, sce_eevee.bokeh_denoise_fac); + update += assign_if_different(data_.bokeh_blades, float(camera->dof.aperture_blades)); + if (update > 0) { + inst_.sampling.reset(); + } +} + +void DepthOfField::sync() +{ + const Camera &camera = inst_.camera; + const Object *camera_object_eval = inst_.camera_eval_object; + const ::Camera *camera_data = (camera_object_eval) ? + reinterpret_cast<const ::Camera *>(camera_object_eval->data) : + nullptr; + + int update = 0; + + if (camera_data == nullptr || (camera_data->dof.flag & CAM_DOF_ENABLED) == 0) { + update += assign_if_different(jitter_radius_, 0.0f); + update += assign_if_different(fx_radius_, 0.0f); + if (update > 0) { + inst_.sampling.reset(); + } + return; + } + + float2 anisotropic_scale = {clamp_f(1.0f / camera_data->dof.aperture_ratio, 1e-5f, 1.0f), + clamp_f(camera_data->dof.aperture_ratio, 1e-5f, 1.0f)}; + update += assign_if_different(data_.bokeh_anisotropic_scale, anisotropic_scale); + update += assign_if_different(data_.bokeh_rotation, camera_data->dof.aperture_rotation); + update += assign_if_different(focus_distance_, + BKE_camera_object_dof_distance(camera_object_eval)); + data_.bokeh_anisotropic_scale_inv = 1.0f / data_.bokeh_anisotropic_scale; + + float fstop = max_ff(camera_data->dof.aperture_fstop, 1e-5f); + + if (update) { + inst_.sampling.reset(); + } + + float aperture = 1.0f / (2.0f * fstop); + if (camera.is_perspective()) { + aperture *= camera_data->lens * 1e-3f; + } + + if (camera.is_orthographic()) { + /* FIXME: Why is this needed? Some kind of implicit unit conversion? */ + aperture *= 0.04f; + /* Really strange behavior from Cycles but replicating. */ + focus_distance_ += camera.data_get().clip_near; + } + + if (camera.is_panoramic()) { + /* FIXME: Eyeballed. */ + aperture *= 0.185f; + } + + if (camera_data->dof.aperture_ratio < 1.0) { + /* If ratio is scaling the bokeh outwards, we scale the aperture so that + * the gather kernel size will encompass the maximum axis. */ + aperture /= max_ff(camera_data->dof.aperture_ratio, 1e-5f); + } + + float jitter_radius, fx_radius; + + /* Balance blur radius between fx dof and jitter dof. */ + if (do_jitter_ && (inst_.sampling.dof_ring_count_get() > 0) && !camera.is_panoramic() && + !inst_.is_viewport()) { + /* Compute a minimal overblur radius to fill the gaps between the samples. + * This is just the simplified form of dividing the area of the bokeh by + * the number of samples. */ + float minimal_overblur = 1.0f / sqrtf(inst_.sampling.dof_sample_count_get()); + + fx_radius = (minimal_overblur + user_overblur_) * aperture; + /* Avoid dilating the shape. Over-blur only soften. */ + jitter_radius = max_ff(0.0f, aperture - fx_radius); + } + else { + jitter_radius = 0.0f; + fx_radius = aperture; + } + + /* Disable post fx if result wouldn't be noticeable. */ + if (fx_max_coc_ < 0.5f) { + fx_radius = 0.0f; + } + + update += assign_if_different(jitter_radius_, jitter_radius); + update += assign_if_different(fx_radius_, fx_radius); + if (update > 0) { + inst_.sampling.reset(); + } + + if (fx_radius_ == 0.0f) { + return; + } + + /* TODO(fclem): Once we render into multiple view, we will need to use the maximum resolution. */ + int2 max_render_res = inst_.film.render_extent_get(); + int2 half_res = math::divide_ceil(max_render_res, int2(2)); + int2 reduce_size = math::ceil_to_multiple(half_res, int2(1 < (DOF_MIP_MAX - 1))); + + data_.gather_uv_fac = 1.0f / float2(reduce_size); + + /* Now that we know the maximum render resolution of every view, using depth of field, allocate + * the reduced buffers. Color needs to be signed format here. See note in shader for + * explanation. Do not use texture pool because of needs mipmaps. */ + reduced_color_tx_.ensure_2d(GPU_RGBA16F, reduce_size, nullptr, DOF_MIP_MAX); + reduced_coc_tx_.ensure_2d(GPU_R16F, reduce_size, nullptr, DOF_MIP_MAX); + GPU_texture_wrap_mode(reduced_color_tx_, false, false); + GPU_texture_wrap_mode(reduced_coc_tx_, false, false); + + reduced_color_tx_.ensure_mip_views(); + reduced_coc_tx_.ensure_mip_views(); + + /* Resize the scatter list to contain enough entry to cover half the screen with sprites (which + * is unlikely due to local contrast test). */ + data_.scatter_max_rect = (reduced_color_tx_.pixel_count() / 4) / 2; + scatter_fg_list_buf_.resize(data_.scatter_max_rect); + scatter_bg_list_buf_.resize(data_.scatter_max_rect); + + bokeh_lut_pass_sync(); + setup_pass_sync(); + stabilize_pass_sync(); + downsample_pass_sync(); + reduce_pass_sync(); + tiles_flatten_pass_sync(); + tiles_dilate_pass_sync(); + gather_pass_sync(); + filter_pass_sync(); + scatter_pass_sync(); + hole_fill_pass_sync(); + resolve_pass_sync(); +} + +void DepthOfField::jitter_apply(float4x4 &winmat, float4x4 &viewmat) +{ + if (jitter_radius_ == 0.0f) { + return; + } + + float radius, theta; + inst_.sampling.dof_disk_sample_get(&radius, &theta); + + if (data_.bokeh_blades >= 3.0f) { + theta = circle_to_polygon_angle(data_.bokeh_blades, theta); + radius *= circle_to_polygon_radius(data_.bokeh_blades, theta); + } + radius *= jitter_radius_; + theta += data_.bokeh_rotation; + + /* Sample in View Space. */ + float2 sample = float2(radius * cosf(theta), radius * sinf(theta)); + sample *= data_.bokeh_anisotropic_scale; + /* Convert to NDC Space. */ + float3 jitter = float3(UNPACK2(sample), -focus_distance_); + float3 center = float3(0.0f, 0.0f, -focus_distance_); + mul_project_m4_v3(winmat.ptr(), jitter); + mul_project_m4_v3(winmat.ptr(), center); + + const bool is_ortho = (winmat[2][3] != -1.0f); + if (is_ortho) { + sample *= focus_distance_; + } + /* Translate origin. */ + sub_v2_v2(viewmat[3], sample); + /* Skew winmat Z axis. */ + add_v2_v2(winmat[2], center - jitter); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Passes setup. + * \{ */ + +void DepthOfField::bokeh_lut_pass_sync() +{ + const bool has_anisotropy = data_.bokeh_anisotropic_scale != float2(1.0f); + if (!has_anisotropy && (data_.bokeh_blades == 0.0)) { + /* No need for LUTs in these cases. */ + bokeh_lut_ps_ = nullptr; + return; + } + + /* Precompute bokeh texture. */ + bokeh_lut_ps_ = DRW_pass_create("Dof.bokeh_lut_ps_", DRW_STATE_NO_DRAW); + GPUShader *sh = inst_.shaders.static_shader_get(DOF_BOKEH_LUT); + DRWShadingGroup *grp = DRW_shgroup_create(sh, bokeh_lut_ps_); + DRW_shgroup_uniform_block(grp, "dof_buf", data_); + DRW_shgroup_uniform_image_ref(grp, "out_gather_lut_img", &bokeh_gather_lut_tx_); + DRW_shgroup_uniform_image_ref(grp, "out_scatter_lut_img", &bokeh_scatter_lut_tx_); + DRW_shgroup_uniform_image_ref(grp, "out_resolve_lut_img", &bokeh_resolve_lut_tx_); + DRW_shgroup_call_compute(grp, 1, 1, 1); +} + +void DepthOfField::setup_pass_sync() +{ + RenderBuffers &render_buffers = inst_.render_buffers; + + setup_ps_ = DRW_pass_create("Dof.setup_ps_", DRW_STATE_NO_DRAW); + GPUShader *sh = inst_.shaders.static_shader_get(DOF_SETUP); + DRWShadingGroup *grp = DRW_shgroup_create(sh, setup_ps_); + DRW_shgroup_uniform_texture_ref_ex(grp, "color_tx", &input_color_tx_, no_filter); + DRW_shgroup_uniform_texture_ref_ex(grp, "depth_tx", &render_buffers.depth_tx, no_filter); + DRW_shgroup_uniform_block(grp, "dof_buf", data_); + DRW_shgroup_uniform_image_ref(grp, "out_color_img", &setup_color_tx_); + DRW_shgroup_uniform_image_ref(grp, "out_coc_img", &setup_coc_tx_); + DRW_shgroup_call_compute_ref(grp, dispatch_setup_size_); + DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH); +} + +void DepthOfField::stabilize_pass_sync() +{ + stabilize_ps_ = DRW_pass_create("Dof.stabilize_ps_", DRW_STATE_NO_DRAW); + GPUShader *sh = inst_.shaders.static_shader_get(DOF_STABILIZE); + DRWShadingGroup *grp = DRW_shgroup_create(sh, stabilize_ps_); + DRW_shgroup_uniform_texture_ref_ex(grp, "coc_tx", &setup_coc_tx_, no_filter); + DRW_shgroup_uniform_texture_ref_ex(grp, "color_tx", &setup_color_tx_, no_filter); + DRW_shgroup_uniform_block(grp, "dof_buf", data_); + DRW_shgroup_uniform_image(grp, "out_coc_img", reduced_coc_tx_.mip_view(0)); + DRW_shgroup_uniform_image(grp, "out_color_img", reduced_color_tx_.mip_view(0)); + DRW_shgroup_call_compute_ref(grp, dispatch_stabilize_size_); + DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH); +} + +void DepthOfField::downsample_pass_sync() +{ + downsample_ps_ = DRW_pass_create("Dof.downsample_ps_", DRW_STATE_NO_DRAW); + GPUShader *sh = inst_.shaders.static_shader_get(DOF_DOWNSAMPLE); + DRWShadingGroup *grp = DRW_shgroup_create(sh, downsample_ps_); + DRW_shgroup_uniform_texture_ex(grp, "color_tx", reduced_color_tx_.mip_view(0), no_filter); + DRW_shgroup_uniform_texture_ex(grp, "coc_tx", reduced_coc_tx_.mip_view(0), no_filter); + DRW_shgroup_uniform_image_ref(grp, "out_color_img", &downsample_tx_); + DRW_shgroup_call_compute_ref(grp, dispatch_downsample_size_); + DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH); +} + +void DepthOfField::reduce_pass_sync() +{ + reduce_ps_ = DRW_pass_create("Dof.reduce_ps_", DRW_STATE_NO_DRAW); + GPUShader *sh = inst_.shaders.static_shader_get(DOF_REDUCE); + DRWShadingGroup *grp = DRW_shgroup_create(sh, reduce_ps_); + DRW_shgroup_uniform_block(grp, "dof_buf", data_); + DRW_shgroup_uniform_texture_ref_ex(grp, "downsample_tx", &downsample_tx_, no_filter); + DRW_shgroup_storage_block(grp, "scatter_fg_list_buf", scatter_fg_list_buf_); + DRW_shgroup_storage_block(grp, "scatter_bg_list_buf", scatter_bg_list_buf_); + DRW_shgroup_storage_block(grp, "scatter_fg_indirect_buf", scatter_fg_indirect_buf_); + DRW_shgroup_storage_block(grp, "scatter_bg_indirect_buf", scatter_bg_indirect_buf_); + DRW_shgroup_uniform_image(grp, "inout_color_lod0_img", reduced_color_tx_.mip_view(0)); + DRW_shgroup_uniform_image(grp, "out_color_lod1_img", reduced_color_tx_.mip_view(1)); + DRW_shgroup_uniform_image(grp, "out_color_lod2_img", reduced_color_tx_.mip_view(2)); + DRW_shgroup_uniform_image(grp, "out_color_lod3_img", reduced_color_tx_.mip_view(3)); + DRW_shgroup_uniform_image(grp, "in_coc_lod0_img", reduced_coc_tx_.mip_view(0)); + DRW_shgroup_uniform_image(grp, "out_coc_lod1_img", reduced_coc_tx_.mip_view(1)); + DRW_shgroup_uniform_image(grp, "out_coc_lod2_img", reduced_coc_tx_.mip_view(2)); + DRW_shgroup_uniform_image(grp, "out_coc_lod3_img", reduced_coc_tx_.mip_view(3)); + /* Sync writes to inout_color_lod0_img from stabilize_ps_. */ + DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS); + DRW_shgroup_call_compute_ref(grp, dispatch_reduce_size_); + /* NOTE: Command buffer barrier is done automatically by the GPU backend. */ + DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH | GPU_BARRIER_SHADER_STORAGE); +} + +void DepthOfField::tiles_flatten_pass_sync() +{ + tiles_flatten_ps_ = DRW_pass_create("Dof.tiles_flatten_ps_", DRW_STATE_NO_DRAW); + GPUShader *sh = inst_.shaders.static_shader_get(DOF_TILES_FLATTEN); + DRWShadingGroup *grp = DRW_shgroup_create(sh, tiles_flatten_ps_); + /* NOTE(fclem): We should use the reduced_coc_tx_ as it is stable, but we need the slight focus + * flag from the setup pass. A better way would be to do the brute-force in focus gather without + * this. */ + DRW_shgroup_uniform_texture_ref_ex(grp, "coc_tx", &setup_coc_tx_, no_filter); + DRW_shgroup_uniform_image_ref(grp, "out_tiles_fg_img", &tiles_fg_tx_.current()); + DRW_shgroup_uniform_image_ref(grp, "out_tiles_bg_img", &tiles_bg_tx_.current()); + DRW_shgroup_call_compute_ref(grp, dispatch_tiles_flatten_size_); + DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS); +} + +void DepthOfField::tiles_dilate_pass_sync() +{ + tiles_dilate_minmax_ps_ = DRW_pass_create("Dof.tiles_dilate_minmax_ps_", DRW_STATE_NO_DRAW); + tiles_dilate_minabs_ps_ = DRW_pass_create("Dof.tiles_dilate_minabs_ps_", DRW_STATE_NO_DRAW); + for (int pass = 0; pass < 2; pass++) { + DRWPass *drw_pass = (pass == 0) ? tiles_dilate_minmax_ps_ : tiles_dilate_minabs_ps_; + GPUShader *sh = inst_.shaders.static_shader_get((pass == 0) ? DOF_TILES_DILATE_MINMAX : + DOF_TILES_DILATE_MINABS); + DRWShadingGroup *grp = DRW_shgroup_create(sh, drw_pass); + DRW_shgroup_uniform_image_ref(grp, "in_tiles_fg_img", &tiles_fg_tx_.previous()); + DRW_shgroup_uniform_image_ref(grp, "in_tiles_bg_img", &tiles_bg_tx_.previous()); + DRW_shgroup_uniform_image_ref(grp, "out_tiles_fg_img", &tiles_fg_tx_.current()); + DRW_shgroup_uniform_image_ref(grp, "out_tiles_bg_img", &tiles_bg_tx_.current()); + DRW_shgroup_uniform_bool(grp, "dilate_slight_focus", &tiles_dilate_slight_focus_, 1); + DRW_shgroup_uniform_int(grp, "ring_count", &tiles_dilate_ring_count_, 1); + DRW_shgroup_uniform_int(grp, "ring_width_multiplier", &tiles_dilate_ring_width_mul_, 1); + DRW_shgroup_call_compute_ref(grp, dispatch_tiles_dilate_size_); + DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS); + } +} + +void DepthOfField::gather_pass_sync() +{ + gather_fg_ps_ = DRW_pass_create("Dof.gather_fg_ps_", DRW_STATE_NO_DRAW); + gather_bg_ps_ = DRW_pass_create("Dof.gather_bg_ps_", DRW_STATE_NO_DRAW); + for (int pass = 0; pass < 2; pass++) { + SwapChain<TextureFromPool, 2> &color_chain = (pass == 0) ? color_fg_tx_ : color_bg_tx_; + SwapChain<TextureFromPool, 2> &weight_chain = (pass == 0) ? weight_fg_tx_ : weight_bg_tx_; + bool use_lut = bokeh_lut_ps_ != nullptr; + eShaderType sh_type = (pass == 0) ? + (use_lut ? DOF_GATHER_FOREGROUND_LUT : DOF_GATHER_FOREGROUND) : + (use_lut ? DOF_GATHER_BACKGROUND_LUT : DOF_GATHER_BACKGROUND); + GPUShader *sh = inst_.shaders.static_shader_get(sh_type); + DRWShadingGroup *grp = DRW_shgroup_create(sh, (pass == 0) ? gather_fg_ps_ : gather_bg_ps_); + inst_.sampling.bind_resources(grp); + DRW_shgroup_uniform_block(grp, "dof_buf", data_); + DRW_shgroup_uniform_texture_ex(grp, "color_bilinear_tx", reduced_color_tx_, gather_bilinear); + DRW_shgroup_uniform_texture_ex(grp, "color_tx", reduced_color_tx_, gather_nearest); + DRW_shgroup_uniform_texture_ex(grp, "coc_tx", reduced_coc_tx_, gather_nearest); + DRW_shgroup_uniform_image_ref(grp, "in_tiles_fg_img", &tiles_fg_tx_.current()); + DRW_shgroup_uniform_image_ref(grp, "in_tiles_bg_img", &tiles_bg_tx_.current()); + DRW_shgroup_uniform_image_ref(grp, "out_color_img", &color_chain.current()); + DRW_shgroup_uniform_image_ref(grp, "out_weight_img", &weight_chain.current()); + DRW_shgroup_uniform_image_ref(grp, "out_occlusion_img", &occlusion_tx_); + DRW_shgroup_uniform_texture_ref(grp, "bokeh_lut_tx", &bokeh_gather_lut_tx_); + DRW_shgroup_call_compute_ref(grp, dispatch_gather_size_); + DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH); + } +} + +void DepthOfField::filter_pass_sync() +{ + filter_fg_ps_ = DRW_pass_create("Dof.filter_fg_ps_", DRW_STATE_NO_DRAW); + filter_bg_ps_ = DRW_pass_create("Dof.filter_bg_ps_", DRW_STATE_NO_DRAW); + for (int pass = 0; pass < 2; pass++) { + SwapChain<TextureFromPool, 2> &color_chain = (pass == 0) ? color_fg_tx_ : color_bg_tx_; + SwapChain<TextureFromPool, 2> &weight_chain = (pass == 0) ? weight_fg_tx_ : weight_bg_tx_; + GPUShader *sh = inst_.shaders.static_shader_get(DOF_FILTER); + DRWShadingGroup *grp = DRW_shgroup_create(sh, (pass == 0) ? filter_fg_ps_ : filter_bg_ps_); + DRW_shgroup_uniform_texture_ref(grp, "color_tx", &color_chain.previous()); + DRW_shgroup_uniform_texture_ref(grp, "weight_tx", &weight_chain.previous()); + DRW_shgroup_uniform_image_ref(grp, "out_color_img", &color_chain.current()); + DRW_shgroup_uniform_image_ref(grp, "out_weight_img", &weight_chain.current()); + DRW_shgroup_call_compute_ref(grp, dispatch_filter_size_); + DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH); + } +} + +void DepthOfField::scatter_pass_sync() +{ + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD_FULL; + scatter_fg_ps_ = DRW_pass_create("Dof.scatter_fg_ps_", state); + scatter_bg_ps_ = DRW_pass_create("Dof.scatter_bg_ps_", state); + for (int pass = 0; pass < 2; pass++) { + GPUStorageBuf *scatter_buf = (pass == 0) ? scatter_fg_indirect_buf_ : scatter_bg_indirect_buf_; + GPUStorageBuf *rect_list_buf = (pass == 0) ? scatter_fg_list_buf_ : scatter_bg_list_buf_; + + GPUShader *sh = inst_.shaders.static_shader_get(DOF_SCATTER); + DRWShadingGroup *grp = DRW_shgroup_create(sh, (pass == 0) ? scatter_fg_ps_ : scatter_bg_ps_); + DRW_shgroup_uniform_bool_copy(grp, "use_bokeh_lut", bokeh_lut_ps_ != nullptr); + DRW_shgroup_storage_block(grp, "scatter_list_buf", rect_list_buf); + DRW_shgroup_uniform_texture_ref(grp, "bokeh_lut_tx", &bokeh_scatter_lut_tx_); + DRW_shgroup_uniform_texture_ref(grp, "occlusion_tx", &occlusion_tx_); + DRW_shgroup_call_procedural_indirect(grp, GPU_PRIM_TRI_STRIP, nullptr, scatter_buf); + } +} + +void DepthOfField::hole_fill_pass_sync() +{ + hole_fill_ps_ = DRW_pass_create("Dof.hole_fill_ps_", DRW_STATE_NO_DRAW); + GPUShader *sh = inst_.shaders.static_shader_get(DOF_GATHER_HOLE_FILL); + DRWShadingGroup *grp = DRW_shgroup_create(sh, hole_fill_ps_); + inst_.sampling.bind_resources(grp); + DRW_shgroup_uniform_block(grp, "dof_buf", data_); + DRW_shgroup_uniform_texture_ex(grp, "color_bilinear_tx", reduced_color_tx_, gather_bilinear); + DRW_shgroup_uniform_texture_ex(grp, "color_tx", reduced_color_tx_, gather_nearest); + DRW_shgroup_uniform_texture_ex(grp, "coc_tx", reduced_coc_tx_, gather_nearest); + DRW_shgroup_uniform_image_ref(grp, "in_tiles_fg_img", &tiles_fg_tx_.current()); + DRW_shgroup_uniform_image_ref(grp, "in_tiles_bg_img", &tiles_bg_tx_.current()); + DRW_shgroup_uniform_image_ref(grp, "out_color_img", &hole_fill_color_tx_); + DRW_shgroup_uniform_image_ref(grp, "out_weight_img", &hole_fill_weight_tx_); + DRW_shgroup_call_compute_ref(grp, dispatch_gather_size_); + DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH); +} + +void DepthOfField::resolve_pass_sync() +{ + eGPUSamplerState with_filter = GPU_SAMPLER_FILTER; + RenderBuffers &render_buffers = inst_.render_buffers; + + resolve_ps_ = DRW_pass_create("Dof.resolve_ps_", DRW_STATE_NO_DRAW); + bool use_lut = bokeh_lut_ps_ != nullptr; + eShaderType sh_type = do_hq_slight_focus_ ? (use_lut ? DOF_RESOLVE_LUT_HQ : DOF_RESOLVE_HQ) : + (use_lut ? DOF_RESOLVE_LUT : DOF_RESOLVE); + GPUShader *sh = inst_.shaders.static_shader_get(sh_type); + DRWShadingGroup *grp = DRW_shgroup_create(sh, resolve_ps_); + inst_.sampling.bind_resources(grp); + DRW_shgroup_uniform_block(grp, "dof_buf", data_); + DRW_shgroup_uniform_texture_ref_ex(grp, "depth_tx", &render_buffers.depth_tx, no_filter); + DRW_shgroup_uniform_texture_ref_ex(grp, "color_tx", &input_color_tx_, no_filter); + DRW_shgroup_uniform_texture_ref_ex(grp, "color_bg_tx", &color_bg_tx_.current(), with_filter); + DRW_shgroup_uniform_texture_ref_ex(grp, "color_fg_tx", &color_fg_tx_.current(), with_filter); + DRW_shgroup_uniform_image_ref(grp, "in_tiles_fg_img", &tiles_fg_tx_.current()); + DRW_shgroup_uniform_image_ref(grp, "in_tiles_bg_img", &tiles_bg_tx_.current()); + DRW_shgroup_uniform_texture_ref(grp, "weight_bg_tx", &weight_bg_tx_.current()); + DRW_shgroup_uniform_texture_ref(grp, "weight_fg_tx", &weight_fg_tx_.current()); + DRW_shgroup_uniform_texture_ref(grp, "color_hole_fill_tx", &hole_fill_color_tx_); + DRW_shgroup_uniform_texture_ref(grp, "weight_hole_fill_tx", &hole_fill_weight_tx_); + DRW_shgroup_uniform_texture_ref(grp, "bokeh_lut_tx", &bokeh_resolve_lut_tx_); + DRW_shgroup_uniform_image_ref(grp, "out_color_img", &output_color_tx_); + DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH); + DRW_shgroup_call_compute_ref(grp, dispatch_resolve_size_); + DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Post-FX Rendering. + * \{ */ + +void DepthOfField::render(GPUTexture **input_tx, GPUTexture **output_tx) +{ + if (fx_radius_ == 0.0f) { + return; + } + + input_color_tx_ = *input_tx; + output_color_tx_ = *output_tx; + extent_ = {GPU_texture_width(input_color_tx_), GPU_texture_height(input_color_tx_)}; + + { + const CameraData &cam_data = inst_.camera.data_get(); + data_.camera_type = cam_data.type; + /* OPTI(fclem) Could be optimized. */ + float3 jitter = float3(fx_radius_, 0.0f, -focus_distance_); + float3 center = float3(0.0f, 0.0f, -focus_distance_); + mul_project_m4_v3(cam_data.winmat.ptr(), jitter); + mul_project_m4_v3(cam_data.winmat.ptr(), center); + /* Simplify CoC calculation to a simple MADD. */ + if (inst_.camera.is_orthographic()) { + data_.coc_mul = (center[0] - jitter[0]) * 0.5f * extent_[0]; + data_.coc_bias = focus_distance_ * data_.coc_mul; + } + else { + data_.coc_bias = -(center[0] - jitter[0]) * 0.5f * extent_[0]; + data_.coc_mul = focus_distance_ * data_.coc_bias; + } + + float min_fg_coc = coc_radius_from_camera_depth(data_, -cam_data.clip_near); + float max_bg_coc = coc_radius_from_camera_depth(data_, -cam_data.clip_far); + if (data_.camera_type != CAMERA_ORTHO) { + /* Background is at infinity so maximum CoC is the limit of coc_radius_from_camera_depth + * at -inf. We only do this for perspective camera since orthographic coc limit is inf. */ + max_bg_coc = data_.coc_bias; + } + /* Clamp with user defined max. */ + data_.coc_abs_max = min_ff(max_ff(fabsf(min_fg_coc), fabsf(max_bg_coc)), fx_max_coc_); + /* TODO(fclem): Make this dependent of the quality of the gather pass. */ + data_.scatter_coc_threshold = 4.0f; + + data_.push_update(); + } + + int2 half_res = math::divide_ceil(extent_, int2(2)); + int2 quarter_res = math::divide_ceil(extent_, int2(4)); + int2 tile_res = math::divide_ceil(half_res, int2(DOF_TILES_SIZE)); + + dispatch_setup_size_ = int3(math::divide_ceil(half_res, int2(DOF_DEFAULT_GROUP_SIZE)), 1); + dispatch_stabilize_size_ = int3(math::divide_ceil(half_res, int2(DOF_DEFAULT_GROUP_SIZE)), 1); + dispatch_downsample_size_ = int3(math::divide_ceil(quarter_res, int2(DOF_DEFAULT_GROUP_SIZE)), + 1); + dispatch_reduce_size_ = int3(math::divide_ceil(half_res, int2(DOF_REDUCE_GROUP_SIZE)), 1); + dispatch_tiles_flatten_size_ = int3(math::divide_ceil(half_res, int2(DOF_TILES_SIZE)), 1); + dispatch_tiles_dilate_size_ = int3( + math::divide_ceil(tile_res, int2(DOF_TILES_DILATE_GROUP_SIZE)), 1); + dispatch_gather_size_ = int3(math::divide_ceil(half_res, int2(DOF_GATHER_GROUP_SIZE)), 1); + dispatch_filter_size_ = int3(math::divide_ceil(half_res, int2(DOF_FILTER_GROUP_SIZE)), 1); + dispatch_resolve_size_ = int3(math::divide_ceil(extent_, int2(DOF_RESOLVE_GROUP_SIZE)), 1); + + if (GPU_type_matches_ex(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_ANY, GPU_BACKEND_OPENGL)) { + /* On Mesa, there is a sync bug which can make a portion of the main pass (usually one shader) + * leave blocks of un-initialized memory. Doing a flush seems to alleviate the issue. */ + GPU_flush(); + } + + DRW_stats_group_start("Depth of Field"); + + { + DRW_stats_group_start("Setup"); + + bokeh_gather_lut_tx_.acquire(int2(DOF_BOKEH_LUT_SIZE), GPU_RG16F); + bokeh_scatter_lut_tx_.acquire(int2(DOF_BOKEH_LUT_SIZE), GPU_R16F); + bokeh_resolve_lut_tx_.acquire(int2(DOF_MAX_SLIGHT_FOCUS_RADIUS * 2 + 1), GPU_R16F); + + DRW_draw_pass(bokeh_lut_ps_); + + setup_color_tx_.acquire(half_res, GPU_RGBA16F); + setup_coc_tx_.acquire(half_res, GPU_RG16F); + + DRW_draw_pass(setup_ps_); + + /* Outputs to reduced_*_tx_ mip 0. */ + DRW_draw_pass(stabilize_ps_); + + /* Used by stabilize pass. */ + setup_color_tx_.release(); + + { + DRW_stats_group_start("Tile Prepare"); + + /* WARNING: If format changes, make sure dof_tile_* GLSL constants are properly encoded. */ + tiles_fg_tx_.previous().acquire(tile_res, GPU_RGBA16F); + tiles_bg_tx_.previous().acquire(tile_res, GPU_R11F_G11F_B10F); + tiles_fg_tx_.current().acquire(tile_res, GPU_RGBA16F); + tiles_bg_tx_.current().acquire(tile_res, GPU_R11F_G11F_B10F); + + DRW_draw_pass(tiles_flatten_ps_); + + /* Used by tile_flatten and stabilize_ps pass. */ + setup_coc_tx_.release(); + + /* Error introduced by gather center jittering. */ + const float error_multiplier = 1.0f + 1.0f / (DOF_GATHER_RING_COUNT + 0.5f); + int dilation_end_radius = ceilf((fx_max_coc_ * error_multiplier) / (DOF_TILES_SIZE * 2)); + + /* Run dilation twice. One for minmax and one for minabs. */ + for (int pass = 0; pass < 2; pass++) { + /* This algorithm produce the exact dilation radius by dividing it in multiple passes. */ + int dilation_radius = 0; + while (dilation_radius < dilation_end_radius) { + /* Dilate slight focus only on first iteration. */ + tiles_dilate_slight_focus_ = (dilation_radius == 0) ? 1 : 0; + + int remainder = dilation_end_radius - dilation_radius; + /* Do not step over any unvisited tile. */ + int max_multiplier = dilation_radius + 1; + + int ring_count = min_ii(DOF_DILATE_RING_COUNT, ceilf(remainder / (float)max_multiplier)); + int multiplier = min_ii(max_multiplier, floorf(remainder / (float)ring_count)); + + dilation_radius += ring_count * multiplier; + + tiles_dilate_ring_count_ = ring_count; + tiles_dilate_ring_width_mul_ = multiplier; + + tiles_fg_tx_.swap(); + tiles_bg_tx_.swap(); + + DRW_draw_pass((pass == 0) ? tiles_dilate_minmax_ps_ : tiles_dilate_minabs_ps_); + } + } + + tiles_fg_tx_.previous().release(); + tiles_bg_tx_.previous().release(); + + DRW_stats_group_end(); + } + + downsample_tx_.acquire(quarter_res, GPU_RGBA16F); + + DRW_draw_pass(downsample_ps_); + + scatter_fg_indirect_buf_.clear_to_zero(); + scatter_bg_indirect_buf_.clear_to_zero(); + + DRW_draw_pass(reduce_ps_); + + /* Used by reduce pass. */ + downsample_tx_.release(); + + DRW_stats_group_end(); + } + + for (int is_background = 0; is_background < 2; is_background++) { + DRW_stats_group_start(is_background ? "Background Convolution" : "Foreground Convolution"); + + SwapChain<TextureFromPool, 2> &color_tx = is_background ? color_bg_tx_ : color_fg_tx_; + SwapChain<TextureFromPool, 2> &weight_tx = is_background ? weight_bg_tx_ : weight_fg_tx_; + DRWPass *gather_ps = is_background ? gather_bg_ps_ : gather_fg_ps_; + DRWPass *filter_ps = is_background ? filter_bg_ps_ : filter_fg_ps_; + DRWPass *scatter_ps = is_background ? scatter_bg_ps_ : scatter_fg_ps_; + + color_tx.current().acquire(half_res, GPU_RGBA16F); + weight_tx.current().acquire(half_res, GPU_R16F); + occlusion_tx_.acquire(half_res, GPU_RG16F); + + DRW_draw_pass(gather_ps); + + { + /* Filtering pass. */ + color_tx.swap(); + weight_tx.swap(); + + color_tx.current().acquire(half_res, GPU_RGBA16F); + weight_tx.current().acquire(half_res, GPU_R16F); + + DRW_draw_pass(filter_ps); + + color_tx.previous().release(); + weight_tx.previous().release(); + } + + GPU_memory_barrier(GPU_BARRIER_FRAMEBUFFER); + + scatter_fb_.ensure(GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(color_tx.current())); + + GPU_framebuffer_bind(scatter_fb_); + DRW_draw_pass(scatter_ps); + + /* Used by scatter pass. */ + occlusion_tx_.release(); + + DRW_stats_group_end(); + } + { + DRW_stats_group_start("Hole Fill"); + + bokeh_gather_lut_tx_.release(); + bokeh_scatter_lut_tx_.release(); + + hole_fill_color_tx_.acquire(half_res, GPU_RGBA16F); + hole_fill_weight_tx_.acquire(half_res, GPU_R16F); + + DRW_draw_pass(hole_fill_ps_); + + /* NOTE: We do not filter the hole-fill pass as effect is likely to not be noticeable. */ + + DRW_stats_group_end(); + } + { + DRW_stats_group_start("Resolve"); + + DRW_draw_pass(resolve_ps_); + + color_bg_tx_.current().release(); + color_fg_tx_.current().release(); + weight_bg_tx_.current().release(); + weight_fg_tx_.current().release(); + tiles_fg_tx_.current().release(); + tiles_bg_tx_.current().release(); + hole_fill_color_tx_.release(); + hole_fill_weight_tx_.release(); + bokeh_resolve_lut_tx_.release(); + + DRW_stats_group_end(); + } + + DRW_stats_group_end(); + + /* Swap buffers so that next effect has the right input. */ + SWAP(GPUTexture *, *input_tx, *output_tx); +} + +/** \} */ + +} // namespace blender::eevee
\ No newline at end of file diff --git a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.hh b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.hh new file mode 100644 index 00000000000..12d9e7ebd9f --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.hh @@ -0,0 +1,183 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * Depth of field post process effect. + * + * There are 2 methods to achieve this effect. + * - The first uses projection matrix offsetting and sample accumulation to give + * reference quality depth of field. But this needs many samples to hide the + * under-sampling. + * - The second one is a post-processing based one. It follows the + * implementation described in the presentation + * "Life of a Bokeh - Siggraph 2018" from Guillaume Abadie. + * There are some difference with our actual implementation that prioritize quality. + */ + +#pragma once + +#include "eevee_shader_shared.hh" + +namespace blender::eevee { + +class Instance; + +/* -------------------------------------------------------------------- */ +/** \name Depth of field + * \{ */ + +class DepthOfField { + private: + class Instance &inst_; + + /** Samplers */ + static constexpr eGPUSamplerState gather_bilinear = GPU_SAMPLER_MIPMAP | GPU_SAMPLER_FILTER; + static constexpr eGPUSamplerState gather_nearest = GPU_SAMPLER_MIPMAP; + + /** Input/Output texture references. */ + GPUTexture *input_color_tx_ = nullptr; + GPUTexture *output_color_tx_ = nullptr; + + /** Bokeh LUT precompute pass. */ + TextureFromPool bokeh_gather_lut_tx_ = {"dof_bokeh_gather_lut"}; + TextureFromPool bokeh_resolve_lut_tx_ = {"dof_bokeh_resolve_lut"}; + TextureFromPool bokeh_scatter_lut_tx_ = {"dof_bokeh_scatter_lut"}; + DRWPass *bokeh_lut_ps_ = nullptr; + + /** Outputs half-resolution color and Circle Of Confusion. */ + TextureFromPool setup_coc_tx_ = {"dof_setup_coc"}; + TextureFromPool setup_color_tx_ = {"dof_setup_color"}; + int3 dispatch_setup_size_ = int3(-1); + DRWPass *setup_ps_ = nullptr; + + /** Allocated because we need mip chain. Which isn't supported by TextureFromPool. */ + Texture reduced_coc_tx_ = {"dof_reduced_coc"}; + Texture reduced_color_tx_ = {"dof_reduced_color"}; + + /** Stabilization (flicker attenuation) of Color and CoC output of the setup pass. */ + int3 dispatch_stabilize_size_ = int3(-1); + DRWPass *stabilize_ps_ = nullptr; + + /** 1/4th res color buffer used to speedup the local contrast test in the first reduce pass. */ + TextureFromPool downsample_tx_ = {"dof_downsample"}; + int3 dispatch_downsample_size_ = int3(-1); + DRWPass *downsample_ps_ = nullptr; + + /** Create mip-mapped color & COC textures for gather passes as well as scatter rect list. */ + DepthOfFieldScatterListBuf scatter_fg_list_buf_; + DepthOfFieldScatterListBuf scatter_bg_list_buf_; + DrawIndirectBuf scatter_fg_indirect_buf_; + DrawIndirectBuf scatter_bg_indirect_buf_; + int3 dispatch_reduce_size_ = int3(-1); + DRWPass *reduce_ps_ = nullptr; + + /** Outputs min & max COC in each 8x8 half res pixel tiles (so 1/16th of full resolution). */ + SwapChain<TextureFromPool, 2> tiles_fg_tx_; + SwapChain<TextureFromPool, 2> tiles_bg_tx_; + int3 dispatch_tiles_flatten_size_ = int3(-1); + DRWPass *tiles_flatten_ps_ = nullptr; + + /** Dilates the min & max CoCs to cover maximum COC values. */ + bool1 tiles_dilate_slight_focus_ = false; + int tiles_dilate_ring_count_ = -1; + int tiles_dilate_ring_width_mul_ = -1; + int3 dispatch_tiles_dilate_size_ = int3(-1); + DRWPass *tiles_dilate_minmax_ps_ = nullptr; + DRWPass *tiles_dilate_minabs_ps_ = nullptr; + + /** Gather convolution for low intensity pixels and low contrast areas. */ + SwapChain<TextureFromPool, 2> color_bg_tx_; + SwapChain<TextureFromPool, 2> color_fg_tx_; + SwapChain<TextureFromPool, 2> weight_bg_tx_; + SwapChain<TextureFromPool, 2> weight_fg_tx_; + TextureFromPool occlusion_tx_ = {"dof_occlusion"}; + int3 dispatch_gather_size_ = int3(-1); + DRWPass *gather_fg_ps_ = nullptr; + DRWPass *gather_bg_ps_ = nullptr; + + /** Hole-fill convolution: Gather pass meant to fill areas of foreground dis-occlusion. */ + TextureFromPool hole_fill_color_tx_ = {"dof_color_hole_fill"}; + TextureFromPool hole_fill_weight_tx_ = {"dof_weight_hole_fill"}; + DRWPass *hole_fill_ps_ = nullptr; + + /** Small Filter pass to reduce noise out of gather passes. */ + int3 dispatch_filter_size_ = int3(-1); + DRWPass *filter_fg_ps_ = nullptr; + DRWPass *filter_bg_ps_ = nullptr; + + /** Scatter convolution: A quad is emitted for every 4 bright enough half pixels. */ + Framebuffer scatter_fb_ = {"dof_scatter"}; + DRWPass *scatter_fg_ps_ = nullptr; + DRWPass *scatter_bg_ps_ = nullptr; + + /** Recombine the results and also perform a slight out of focus gather. */ + int3 dispatch_resolve_size_ = int3(-1); + DRWPass *resolve_ps_ = nullptr; + + DepthOfFieldDataBuf data_; + + /** Scene settings that are immutable. */ + float user_overblur_; + float fx_max_coc_; + /** Use Hiqh Quality (expensive) in-focus gather pass. */ + bool do_hq_slight_focus_; + /** Use jittered depth of field where we randomize camera location. */ + bool do_jitter_; + + /** Circle of Confusion radius for FX DoF passes. Is in view X direction in [0..1] range. */ + float fx_radius_; + /** Circle of Confusion radius for jittered DoF. Is in view X direction in [0..1] range. */ + float jitter_radius_; + /** Focus distance in view space. */ + float focus_distance_; + /** Extent of the input buffer. */ + int2 extent_; + + /** Reduce pass info. */ + int reduce_steps_; + + public: + DepthOfField(Instance &inst) : inst_(inst){}; + ~DepthOfField(){}; + + void init(); + + void sync(); + + /** + * Apply Depth Of Field jittering to the view and projection matrices.. + */ + void jitter_apply(float4x4 &winmat, float4x4 &viewmat); + + /** + * Will swap input and output texture if rendering happens. The actual output of this function + * is in input_tx. + */ + void render(GPUTexture **input_tx, GPUTexture **output_tx); + + bool postfx_enabled() const + { + return fx_radius_ > 0.0f; + } + + private: + void bokeh_lut_pass_sync(); + void setup_pass_sync(); + void stabilize_pass_sync(); + void downsample_pass_sync(); + void reduce_pass_sync(); + void tiles_flatten_pass_sync(); + void tiles_dilate_pass_sync(); + void gather_pass_sync(); + void filter_pass_sync(); + void scatter_pass_sync(); + void hole_fill_pass_sync(); + void resolve_pass_sync(); +}; + +/** \} */ + +} // namespace blender::eevee
\ No newline at end of file diff --git a/source/blender/draw/engines/eevee_next/eevee_film.cc b/source/blender/draw/engines/eevee_next/eevee_film.cc index 60e5f95d803..e12b434e8e7 100644 --- a/source/blender/draw/engines/eevee_next/eevee_film.cc +++ b/source/blender/draw/engines/eevee_next/eevee_film.cc @@ -403,10 +403,10 @@ void Film::sync() /* NOTE(@fclem): 16 is the max number of sampled texture in many implementations. * If we need more, we need to pack more of the similar passes in the same textures as arrays or * use image binding instead. */ - DRW_shgroup_uniform_image_ref(grp, "in_weight_img", &weight_src_tx_); - DRW_shgroup_uniform_image_ref(grp, "out_weight_img", &weight_dst_tx_); - DRW_shgroup_uniform_texture_ref_ex(grp, "in_combined_tx", &combined_src_tx_, filter); - DRW_shgroup_uniform_image_ref(grp, "out_combined_img", &combined_dst_tx_); + DRW_shgroup_uniform_image_ref(grp, "in_weight_img", &weight_tx_.current()); + DRW_shgroup_uniform_image_ref(grp, "out_weight_img", &weight_tx_.next()); + DRW_shgroup_uniform_texture_ref_ex(grp, "in_combined_tx", &combined_tx_.current(), filter); + DRW_shgroup_uniform_image_ref(grp, "out_combined_img", &combined_tx_.next()); DRW_shgroup_uniform_image_ref(grp, "depth_img", &depth_tx_); DRW_shgroup_uniform_image_ref(grp, "color_accum_img", &color_accum_tx_); DRW_shgroup_uniform_image_ref(grp, "value_accum_img", &value_accum_tx_); @@ -563,12 +563,6 @@ void Film::accumulate(const DRWView *view, GPUTexture *combined_final_tx) combined_final_tx_ = combined_final_tx; - /* Need to update the static references as there could have change from a previous swap. */ - weight_src_tx_ = weight_tx_.current(); - weight_dst_tx_ = weight_tx_.next(); - combined_src_tx_ = combined_tx_.current(); - combined_dst_tx_ = combined_tx_.next(); - data_.display_only = false; data_.push_update(); @@ -597,12 +591,6 @@ void Film::display() combined_final_tx_ = inst_.render_buffers.combined_tx; - /* Need to update the static references as there could have change from a previous swap. */ - weight_src_tx_ = weight_tx_.current(); - weight_dst_tx_ = weight_tx_.next(); - combined_src_tx_ = combined_tx_.current(); - combined_dst_tx_ = combined_tx_.next(); - data_.display_only = true; data_.push_update(); diff --git a/source/blender/draw/engines/eevee_next/eevee_film.hh b/source/blender/draw/engines/eevee_next/eevee_film.hh index d47e3dfa24b..0d443876d03 100644 --- a/source/blender/draw/engines/eevee_next/eevee_film.hh +++ b/source/blender/draw/engines/eevee_next/eevee_film.hh @@ -40,6 +40,9 @@ class Film { private: Instance &inst_; + /** Incomming combined buffer with post fx applied (motion blur + depth of field). */ + GPUTexture *combined_final_tx_ = nullptr; + /** Main accumulation textures containing every render-pass except depth and combined. */ Texture color_accum_tx_; Texture value_accum_tx_; @@ -47,16 +50,8 @@ class Film { Texture depth_tx_; /** Combined "Color" buffer. Double buffered to allow re-projection. */ SwapChain<Texture, 2> combined_tx_; - /** Static reference as SwapChain does not actually move the objects when swapping. */ - GPUTexture *combined_src_tx_ = nullptr; - GPUTexture *combined_dst_tx_ = nullptr; - /** Incomming combined buffer with post fx applied (motion blur + depth of field). */ - GPUTexture *combined_final_tx_ = nullptr; /** Weight buffers. Double buffered to allow updating it during accumulation. */ SwapChain<Texture, 2> weight_tx_; - /** Static reference as SwapChain does not actually move the objects when swapping. */ - GPUTexture *weight_src_tx_ = nullptr; - GPUTexture *weight_dst_tx_ = nullptr; /** User setting to disable reprojection. Useful for debugging or have a more precise render. */ bool force_disable_reprojection_ = false; @@ -84,6 +79,7 @@ class Film { float *read_pass(eViewLayerEEVEEPassType pass_type); float *read_aov(ViewLayerAOV *aov); + /** Returns shading views internal resolution. */ int2 render_extent_get() const { return data_.render_extent; diff --git a/source/blender/draw/engines/eevee_next/eevee_instance.cc b/source/blender/draw/engines/eevee_next/eevee_instance.cc index 70b5cb7d98f..df7a9ba7702 100644 --- a/source/blender/draw/engines/eevee_next/eevee_instance.cc +++ b/source/blender/draw/engines/eevee_next/eevee_instance.cc @@ -61,6 +61,7 @@ void Instance::init(const int2 &output_res, camera.init(); film.init(output_res, output_rect); velocity.init(); + depth_of_field.init(); motion_blur.init(); main_view.init(); } @@ -98,6 +99,7 @@ void Instance::begin_sync() gpencil_engine_enabled = false; + depth_of_field.sync(); motion_blur.sync(); pipelines.sync(); main_view.sync(); diff --git a/source/blender/draw/engines/eevee_next/eevee_instance.hh b/source/blender/draw/engines/eevee_next/eevee_instance.hh index d714111a3c6..60dffd7c5ec 100644 --- a/source/blender/draw/engines/eevee_next/eevee_instance.hh +++ b/source/blender/draw/engines/eevee_next/eevee_instance.hh @@ -16,6 +16,7 @@ #include "DRW_render.h" #include "eevee_camera.hh" +#include "eevee_depth_of_field.hh" #include "eevee_film.hh" #include "eevee_material.hh" #include "eevee_motion_blur.hh" @@ -44,6 +45,7 @@ class Instance { PipelineModule pipelines; VelocityModule velocity; MotionBlurModule motion_blur; + DepthOfField depth_of_field; Sampling sampling; Camera camera; Film film; @@ -80,6 +82,7 @@ class Instance { pipelines(*this), velocity(*this), motion_blur(*this), + depth_of_field(*this), sampling(*this), camera(*this), film(*this), diff --git a/source/blender/draw/engines/eevee_next/eevee_pipeline.cc b/source/blender/draw/engines/eevee_next/eevee_pipeline.cc index 214fe9c7153..db169ec361f 100644 --- a/source/blender/draw/engines/eevee_next/eevee_pipeline.cc +++ b/source/blender/draw/engines/eevee_next/eevee_pipeline.cc @@ -162,6 +162,7 @@ DRWShadingGroup *ForwardPipeline::prepass_opaque_add(::Material *blender_mat, DRWShadingGroup *ForwardPipeline::material_transparent_add(::Material *blender_mat, GPUMaterial *gpumat) { + RenderBuffers &rbufs = inst_.render_buffers; // LightModule &lights = inst_.lights; // LightProbeModule &lightprobes = inst_.lightprobes; // RaytracingModule &raytracing = inst_.raytracing; @@ -191,6 +192,22 @@ DRWShadingGroup *ForwardPipeline::material_transparent_add(::Material *blender_m // DRW_shgroup_uniform_block(grp, "hiz_buf", inst_.hiz.ubo_get()); // DRW_shgroup_uniform_texture_ref(grp, "hiz_tx", inst_.hiz_front.texture_ref_get()); // } + { + /* TODO(fclem): This is not needed. This is only to please the OpenGL debug Layer. + * If we are to introduce transparency render-passes support, it would be through a separate + * pass. */ + /* AOVs. */ + DRW_shgroup_uniform_image_ref(grp, "aov_color_img", &rbufs.aov_color_tx); + DRW_shgroup_uniform_image_ref(grp, "aov_value_img", &rbufs.aov_value_tx); + DRW_shgroup_storage_block_ref(grp, "aov_buf", &inst_.film.aovs_info); + /* RenderPasses. */ + DRW_shgroup_uniform_image_ref(grp, "rp_normal_img", &rbufs.normal_tx); + DRW_shgroup_uniform_image_ref(grp, "rp_diffuse_light_img", &rbufs.diffuse_light_tx); + DRW_shgroup_uniform_image_ref(grp, "rp_diffuse_color_img", &rbufs.diffuse_color_tx); + DRW_shgroup_uniform_image_ref(grp, "rp_specular_light_img", &rbufs.specular_light_tx); + DRW_shgroup_uniform_image_ref(grp, "rp_specular_color_img", &rbufs.specular_color_tx); + DRW_shgroup_uniform_image_ref(grp, "rp_emission_img", &rbufs.emission_tx); + } DRWState state_disable = DRW_STATE_WRITE_DEPTH; DRWState state_enable = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM; diff --git a/source/blender/draw/engines/eevee_next/eevee_sampling.hh b/source/blender/draw/engines/eevee_next/eevee_sampling.hh index c604ecef40b..be87ee74886 100644 --- a/source/blender/draw/engines/eevee_next/eevee_sampling.hh +++ b/source/blender/draw/engines/eevee_next/eevee_sampling.hh @@ -27,11 +27,11 @@ class Sampling { Instance &inst_; /* Number of samples in the first ring of jittered depth of field. */ - constexpr static uint64_t dof_web_density_ = 6; + static constexpr uint64_t dof_web_density_ = 6; /* High number of sample for viewport infinite rendering. */ - constexpr static uint64_t infinite_sample_count_ = 0xFFFFFFu; + static constexpr uint64_t infinite_sample_count_ = 0xFFFFFFu; /* During interactive rendering, loop over the first few samples. */ - constexpr static uint64_t interactive_sample_max_ = 8; + static constexpr uint64_t interactive_sample_max_ = 8; /** 0 based current sample. Might not increase sequentially in viewport. */ uint64_t sample_ = 0; diff --git a/source/blender/draw/engines/eevee_next/eevee_shader.cc b/source/blender/draw/engines/eevee_next/eevee_shader.cc index 782e73f6dd0..209aff9c168 100644 --- a/source/blender/draw/engines/eevee_next/eevee_shader.cc +++ b/source/blender/draw/engines/eevee_next/eevee_shader.cc @@ -90,6 +90,44 @@ const char *ShaderModule::static_shader_create_info_name_get(eShaderType shader_ return "eevee_motion_blur_tiles_flatten_render"; case MOTION_BLUR_TILE_FLATTEN_VIEWPORT: return "eevee_motion_blur_tiles_flatten_viewport"; + case DOF_BOKEH_LUT: + return "eevee_depth_of_field_bokeh_lut"; + case DOF_DOWNSAMPLE: + return "eevee_depth_of_field_downsample"; + case DOF_FILTER: + return "eevee_depth_of_field_filter"; + case DOF_GATHER_FOREGROUND_LUT: + return "eevee_depth_of_field_gather_foreground_lut"; + case DOF_GATHER_FOREGROUND: + return "eevee_depth_of_field_gather_foreground"; + case DOF_GATHER_BACKGROUND_LUT: + return "eevee_depth_of_field_gather_background_lut"; + case DOF_GATHER_BACKGROUND: + return "eevee_depth_of_field_gather_background"; + case DOF_GATHER_HOLE_FILL: + return "eevee_depth_of_field_hole_fill"; + case DOF_REDUCE: + return "eevee_depth_of_field_reduce"; + case DOF_RESOLVE: + return "eevee_depth_of_field_resolve_lq"; + case DOF_RESOLVE_HQ: + return "eevee_depth_of_field_resolve_hq"; + case DOF_RESOLVE_LUT: + return "eevee_depth_of_field_resolve_lq_lut"; + case DOF_RESOLVE_LUT_HQ: + return "eevee_depth_of_field_resolve_hq_lut"; + case DOF_SETUP: + return "eevee_depth_of_field_setup"; + case DOF_SCATTER: + return "eevee_depth_of_field_scatter"; + case DOF_STABILIZE: + return "eevee_depth_of_field_stabilize"; + case DOF_TILES_DILATE_MINABS: + return "eevee_depth_of_field_tiles_dilate_minabs"; + case DOF_TILES_DILATE_MINMAX: + return "eevee_depth_of_field_tiles_dilate_minmax"; + case DOF_TILES_FLATTEN: + return "eevee_depth_of_field_tiles_flatten"; /* To avoid compiler warning about missing case. */ case MAX_SHADER_TYPE: return ""; diff --git a/source/blender/draw/engines/eevee_next/eevee_shader.hh b/source/blender/draw/engines/eevee_next/eevee_shader.hh index 8dc61fbae0b..13f2022e0d7 100644 --- a/source/blender/draw/engines/eevee_next/eevee_shader.hh +++ b/source/blender/draw/engines/eevee_next/eevee_shader.hh @@ -29,6 +29,26 @@ enum eShaderType { FILM_FRAG = 0, FILM_COMP, + DOF_BOKEH_LUT, + DOF_DOWNSAMPLE, + DOF_FILTER, + DOF_GATHER_BACKGROUND_LUT, + DOF_GATHER_BACKGROUND, + DOF_GATHER_FOREGROUND_LUT, + DOF_GATHER_FOREGROUND, + DOF_GATHER_HOLE_FILL, + DOF_REDUCE, + DOF_RESOLVE_HQ, + DOF_RESOLVE_LUT_HQ, + DOF_RESOLVE_LUT, + DOF_RESOLVE, + DOF_SCATTER, + DOF_SETUP, + DOF_STABILIZE, + DOF_TILES_DILATE_MINABS, + DOF_TILES_DILATE_MINMAX, + DOF_TILES_FLATTEN, + MOTION_BLUR_GATHER, MOTION_BLUR_TILE_DILATE, MOTION_BLUR_TILE_FLATTEN_RENDER, diff --git a/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh index 70de4101bb9..07957cd2c8c 100644 --- a/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh +++ b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh @@ -23,6 +23,9 @@ using draw::SwapChain; using draw::Texture; using draw::TextureFromPool; +constexpr eGPUSamplerState no_filter = GPU_SAMPLER_DEFAULT; +constexpr eGPUSamplerState with_filter = GPU_SAMPLER_FILTER; + #endif #define UBO_MIN_MAX_SUPPORTED_SIZE 1 << 14 @@ -346,6 +349,116 @@ BLI_STATIC_ASSERT_ALIGN(MotionBlurTileIndirection, 16) /** \} */ /* -------------------------------------------------------------------- */ +/** \name Depth of field + * \{ */ + +/* 5% error threshold. */ +#define DOF_FAST_GATHER_COC_ERROR 0.05 +#define DOF_GATHER_RING_COUNT 5 +#define DOF_DILATE_RING_COUNT 3 + +struct DepthOfFieldData { + /** Size of the render targets for gather & scatter passes. */ + int2 extent; + /** Size of a pixel in uv space (1.0 / extent). */ + float2 texel_size; + /** Scale factor for anisotropic bokeh. */ + float2 bokeh_anisotropic_scale; + float2 bokeh_anisotropic_scale_inv; + /* Correction factor to align main target pixels with the filtered mipmap chain texture. */ + float2 gather_uv_fac; + /** Scatter parameters. */ + float scatter_coc_threshold; + float scatter_color_threshold; + float scatter_neighbor_max_color; + int scatter_sprite_per_row; + /** Firefly removing factor. */ + float denoise_factor; + /** Number of side the bokeh shape has. */ + float bokeh_blades; + /** Rotation of the bokeh shape. */ + float bokeh_rotation; + /** Multiplier and bias to apply to linear depth to Circle of confusion (CoC). */ + float coc_mul, coc_bias; + /** Maximum absolute allowed Circle of confusion (CoC). Min of computed max and user max. */ + float coc_abs_max; + /** Copy of camera type. */ + eCameraType camera_type; + /** Max number of sprite in the scatter pass for each ground. */ + int scatter_max_rect; + + int _pad0, _pad1; +}; +BLI_STATIC_ASSERT_ALIGN(DepthOfFieldData, 16) + +struct ScatterRect { + /** Color and CoC of the 4 pixels the scatter sprite represents. */ + float4 color_and_coc[4]; + /** Rect center position in half pixel space. */ + float2 offset; + /** Rect half extent in half pixel space. */ + float2 half_extent; +}; +BLI_STATIC_ASSERT_ALIGN(ScatterRect, 16) + +/** WORKAROUND(@fclem): This is because this file is included before common_math_lib.glsl. */ +#ifndef M_PI +# define EEVEE_PI +# define M_PI 3.14159265358979323846 /* pi */ +#endif + +static inline float coc_radius_from_camera_depth(DepthOfFieldData dof, float depth) +{ + depth = (dof.camera_type != CAMERA_ORTHO) ? 1.0f / depth : depth; + return dof.coc_mul * depth + dof.coc_bias; +} + +static inline float regular_polygon_side_length(float sides_count) +{ + return 2.0f * sinf(M_PI / sides_count); +} + +/* Returns intersection ratio between the radius edge at theta and the regular polygon edge. + * Start first corners at theta == 0. */ +static inline float circle_to_polygon_radius(float sides_count, float theta) +{ + /* From Graphics Gems from CryENGINE 3 (Siggraph 2013) by Tiago Sousa (slide + * 36). */ + float side_angle = (2.0f * M_PI) / sides_count; + return cosf(side_angle * 0.5f) / + cosf(theta - side_angle * floorf((sides_count * theta + M_PI) / (2.0f * M_PI))); +} + +/* Remap input angle to have homogenous spacing of points along a polygon edge. + * Expects theta to be in [0..2pi] range. */ +static inline float circle_to_polygon_angle(float sides_count, float theta) +{ + float side_angle = (2.0f * M_PI) / sides_count; + float halfside_angle = side_angle * 0.5f; + float side = floorf(theta / side_angle); + /* Length of segment from center to the middle of polygon side. */ + float adjacent = circle_to_polygon_radius(sides_count, 0.0f); + + /* This is the relative position of the sample on the polygon half side. */ + float local_theta = theta - side * side_angle; + float ratio = (local_theta - halfside_angle) / halfside_angle; + + float halfside_len = regular_polygon_side_length(sides_count) * 0.5f; + float opposite = ratio * halfside_len; + + /* NOTE: atan(y_over_x) has output range [-M_PI_2..M_PI_2]. */ + float final_local_theta = atanf(opposite / adjacent); + + return side * side_angle + final_local_theta; +} + +#ifdef EEVEE_PI +# undef M_PI +#endif + +/** \} */ + +/* -------------------------------------------------------------------- */ /** \name Ray-Tracing * \{ */ @@ -404,13 +517,16 @@ float4 utility_tx_sample(sampler2DArray util_tx, float2 uv, float layer) using AOVsInfoDataBuf = draw::StorageBuffer<AOVsInfoData>; using CameraDataBuf = draw::UniformBuffer<CameraData>; +using DepthOfFieldDataBuf = draw::UniformBuffer<DepthOfFieldData>; +using DepthOfFieldScatterListBuf = draw::StorageArrayBuffer<ScatterRect, 16, true>; +using DrawIndirectBuf = draw::StorageBuffer<DrawCommand, true>; using FilmDataBuf = draw::UniformBuffer<FilmData>; +using MotionBlurDataBuf = draw::UniformBuffer<MotionBlurData>; +using MotionBlurTileIndirectionBuf = draw::StorageBuffer<MotionBlurTileIndirection, true>; using SamplingDataBuf = draw::StorageBuffer<SamplingData>; using VelocityGeometryBuf = draw::StorageArrayBuffer<float4, 16, true>; using VelocityIndexBuf = draw::StorageArrayBuffer<VelocityIndex, 16>; using VelocityObjectBuf = draw::StorageArrayBuffer<float4x4, 16>; -using MotionBlurDataBuf = draw::UniformBuffer<MotionBlurData>; -using MotionBlurTileIndirectionBuf = draw::StorageBuffer<MotionBlurTileIndirection, true>; } // namespace blender::eevee #endif diff --git a/source/blender/draw/engines/eevee_next/eevee_view.cc b/source/blender/draw/engines/eevee_next/eevee_view.cc index c7434a662a2..68c855b9bc5 100644 --- a/source/blender/draw/engines/eevee_next/eevee_view.cc +++ b/source/blender/draw/engines/eevee_next/eevee_view.cc @@ -143,7 +143,7 @@ void ShadingView::render() GPUTexture *ShadingView::render_postfx(GPUTexture *input_tx) { - if (/*!dof_.postfx_enabled() &&*/ !inst_.motion_blur.postfx_enabled()) { + if (!inst_.depth_of_field.postfx_enabled() && !inst_.motion_blur.postfx_enabled()) { return input_tx; } postfx_tx_.acquire(extent_, GPU_RGBA16F); @@ -151,7 +151,7 @@ GPUTexture *ShadingView::render_postfx(GPUTexture *input_tx) GPUTexture *output_tx = postfx_tx_; /* Swapping is done internally. Actual output is set to the next input. */ - // dof_.render(depth_tx_, &input_tx, &output_tx); + inst_.depth_of_field.render(&input_tx, &output_tx); inst_.motion_blur.render(&input_tx, &output_tx); return input_tx; @@ -178,7 +178,7 @@ void ShadingView::update_view() /* FIXME(fclem): The offset may be is noticeably large and the culling might make object pop * out of the blurring radius. To fix this, use custom enlarged culling matrix. */ - // dof_.jitter_apply(winmat, viewmat); + inst_.depth_of_field.jitter_apply(winmat, viewmat); DRW_view_update_sub(render_view_, viewmat.ptr(), winmat.ptr()); // inst_.lightprobes.set_view(render_view_, extent_); diff --git a/source/blender/draw/engines/eevee_next/eevee_view.hh b/source/blender/draw/engines/eevee_next/eevee_view.hh index ac8decc7632..ee169bf418e 100644 --- a/source/blender/draw/engines/eevee_next/eevee_view.hh +++ b/source/blender/draw/engines/eevee_next/eevee_view.hh @@ -41,10 +41,6 @@ class ShadingView { /** Matrix to apply to the viewmat. */ const float (*face_matrix_)[4]; - /** Post-FX modules. */ - // DepthOfField dof_; - // MotionBlur mb_; - /** Raytracing persistent buffers. Only opaque and refraction can have surface tracing. */ // RaytraceBuffer rt_buffer_opaque_; // RaytraceBuffer rt_buffer_refract_; diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl new file mode 100644 index 00000000000..15c1073309a --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl @@ -0,0 +1,681 @@ + +/** + * Depth of Field Gather accumulator. + * We currently have only 2 which are very similar. + * One is for the halfres gather passes and the other one for slight in focus regions. + **/ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl) + +/* -------------------------------------------------------------------- */ +/** \name Options. + * \{ */ + +/* Quality options */ +#ifdef DOF_HOLEFILL_PASS +/* No need for very high density for hole_fill. */ +const int gather_ring_count = 3; +const int gather_ring_density = 3; +const int gather_max_density_change = 0; +const int gather_density_change_ring = 1; +#else +const int gather_ring_count = DOF_GATHER_RING_COUNT; +const int gather_ring_density = 3; +const int gather_max_density_change = 50; /* Dictates the maximum good quality blur. */ +const int gather_density_change_ring = 1; +#endif + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Constants. + * \{ */ + +const float unit_ring_radius = 1.0 / float(gather_ring_count); +const float unit_sample_radius = 1.0 / float(gather_ring_count + 0.5); +const float large_kernel_radius = 0.5 + float(gather_ring_count); +const float smaller_kernel_radius = 0.5 + float(gather_ring_count - gather_density_change_ring); +/* NOTE(fclem) the bias is reducing issues with density change visible transition. */ +const float radius_downscale_factor = smaller_kernel_radius / large_kernel_radius; +const int change_density_at_ring = (gather_ring_count - gather_density_change_ring + 1); +const float coc_radius_error = 2.0; + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Gather common. + * \{ */ + +struct DofGatherData { + vec4 color; + float weight; + float dist; /* TODO remove */ + /* For scatter occlusion. */ + float coc; + float coc_sqr; + /* For ring bucket merging. */ + float transparency; + + float layer_opacity; +}; + +#define GATHER_DATA_INIT DofGatherData(vec4(0.0), 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) + +/* Intersection with the center of the kernel. */ +float dof_intersection_weight(float coc, float distance_from_center, float intersection_multiplier) +{ + if (no_smooth_intersection) { + return step(0.0, (abs(coc) - distance_from_center)); + } + else { + /* (Slide 64). */ + return saturate((abs(coc) - distance_from_center) * intersection_multiplier + 0.5); + } +} + +/* Returns weight of the sample for the outer bucket (containing previous + * rings). */ +float dof_gather_accum_weight(float coc, float bordering_radius, bool first_ring) +{ + /* First ring has nothing to be mixed against. */ + if (first_ring) { + return 0.0; + } + return saturate(coc - bordering_radius); +} + +void dof_gather_ammend_weight(inout DofGatherData sample_data, float weight) +{ + sample_data.color *= weight; + sample_data.coc *= weight; + sample_data.coc_sqr *= weight; + sample_data.weight *= weight; +} + +void dof_gather_accumulate_sample(DofGatherData sample_data, + float weight, + inout DofGatherData accum_data) +{ + accum_data.color += sample_data.color * weight; + accum_data.coc += sample_data.coc * weight; + accum_data.coc_sqr += sample_data.coc * (sample_data.coc * weight); + accum_data.weight += weight; +} + +void dof_gather_accumulate_sample_pair(DofGatherData pair_data[2], + float bordering_radius, + float intersection_multiplier, + bool first_ring, + const bool do_fast_gather, + const bool is_foreground, + inout DofGatherData ring_data, + inout DofGatherData accum_data) +{ + if (do_fast_gather) { + for (int i = 0; i < 2; i++) { + dof_gather_accumulate_sample(pair_data[i], 1.0, accum_data); + accum_data.layer_opacity += 1.0; + } + return; + } + +#if 0 + const float mirroring_threshold = -dof_layer_threshold - dof_layer_offset; + /* TODO(fclem) Promote to parameter? dither with Noise? */ + const float mirroring_min_distance = 15.0; + if (pair_data[0].coc < mirroring_threshold && + (pair_data[1].coc - mirroring_min_distance) > pair_data[0].coc) { + pair_data[1].coc = pair_data[0].coc; + } + else if (pair_data[1].coc < mirroring_threshold && + (pair_data[0].coc - mirroring_min_distance) > pair_data[1].coc) { + pair_data[0].coc = pair_data[1].coc; + } +#endif + + for (int i = 0; i < 2; i++) { + float sample_weight = dof_sample_weight(pair_data[i].coc); + float layer_weight = dof_layer_weight(pair_data[i].coc, is_foreground); + float inter_weight = dof_intersection_weight( + pair_data[i].coc, pair_data[i].dist, intersection_multiplier); + float weight = inter_weight * layer_weight * sample_weight; + + /** + * If a CoC is larger than bordering radius we accumulate it to the general accumulator. + * If not, we accumulate to the ring bucket. This is to have more consistent sample occlusion. + **/ + float accum_weight = dof_gather_accum_weight(pair_data[i].coc, bordering_radius, first_ring); + dof_gather_accumulate_sample(pair_data[i], weight * accum_weight, accum_data); + dof_gather_accumulate_sample(pair_data[i], weight * (1.0 - accum_weight), ring_data); + + accum_data.layer_opacity += layer_weight; + + if (is_foreground) { + ring_data.transparency += 1.0 - inter_weight * layer_weight; + } + else { + float coc = is_foreground ? -pair_data[i].coc : pair_data[i].coc; + ring_data.transparency += saturate(coc - bordering_radius); + } + } +} + +void dof_gather_accumulate_sample_ring(DofGatherData ring_data, + int sample_count, + bool first_ring, + const bool do_fast_gather, + /* accum_data occludes the ring_data if true. */ + const bool reversed_occlusion, + inout DofGatherData accum_data) +{ + if (do_fast_gather) { + /* Do nothing as ring_data contains nothing. All samples are already in + * accum_data. */ + return; + } + + if (first_ring) { + /* Layer opacity is directly accumulated into accum_data data. */ + accum_data.color = ring_data.color; + accum_data.coc = ring_data.coc; + accum_data.coc_sqr = ring_data.coc_sqr; + accum_data.weight = ring_data.weight; + + accum_data.transparency = ring_data.transparency / float(sample_count); + return; + } + + if (ring_data.weight == 0.0) { + return; + } + + float ring_avg_coc = ring_data.coc / ring_data.weight; + float accum_avg_coc = accum_data.coc / accum_data.weight; + + /* Smooth test to set opacity to see if the ring average coc occludes the + * accumulation. Test is reversed to be multiplied against opacity. */ + float ring_occlu = saturate(accum_avg_coc - ring_avg_coc); + /* The bias here is arbitrary. Seems to avoid weird looking foreground in most + * cases. We might need to make it a parameter or find a relative bias. */ + float accum_occlu = saturate((ring_avg_coc - accum_avg_coc) * 0.1 - 1.0); + + if (is_resolve) { + ring_occlu = accum_occlu = 0.0; + } + + if (no_gather_occlusion) { + ring_occlu = 0.0; + accum_occlu = 0.0; + } + + /* (Slide 40) */ + float ring_opacity = saturate(1.0 - ring_data.transparency / float(sample_count)); + float accum_opacity = 1.0 - accum_data.transparency; + + if (reversed_occlusion) { + /* Accum_data occludes the ring. */ + float alpha = (accum_data.weight == 0.0) ? 0.0 : accum_opacity * accum_occlu; + float one_minus_alpha = 1.0 - alpha; + + accum_data.color += ring_data.color * one_minus_alpha; + accum_data.coc += ring_data.coc * one_minus_alpha; + accum_data.coc_sqr += ring_data.coc_sqr * one_minus_alpha; + accum_data.weight += ring_data.weight * one_minus_alpha; + + accum_data.transparency *= 1.0 - ring_opacity; + } + else { + /* Ring occludes the accum_data (Same as reference). */ + float alpha = (accum_data.weight == 0.0) ? 1.0 : (ring_opacity * ring_occlu); + float one_minus_alpha = 1.0 - alpha; + + accum_data.color = accum_data.color * one_minus_alpha + ring_data.color; + accum_data.coc = accum_data.coc * one_minus_alpha + ring_data.coc; + accum_data.coc_sqr = accum_data.coc_sqr * one_minus_alpha + ring_data.coc_sqr; + accum_data.weight = accum_data.weight * one_minus_alpha + ring_data.weight; + } +} + +/* FIXME(fclem) Seems to be wrong since it needs ringcount+1 as input for + * slightfocus gather. */ +/* This should be replaced by web_sample_count_get() but doing so is breaking other things. */ +int dof_gather_total_sample_count(const int ring_count, const int ring_density) +{ + return (ring_count * ring_count - ring_count) * ring_density + 1; +} + +void dof_gather_accumulate_center_sample(DofGatherData center_data, + float bordering_radius, + int i_radius, + const bool do_fast_gather, + const bool is_foreground, + const bool is_resolve, + inout DofGatherData accum_data) +{ + float layer_weight = dof_layer_weight(center_data.coc, is_foreground); + float sample_weight = dof_sample_weight(center_data.coc); + float weight = layer_weight * sample_weight; + float accum_weight = dof_gather_accum_weight(center_data.coc, bordering_radius, false); + + if (do_fast_gather) { + /* Hope for the compiler to optimize the above. */ + layer_weight = 1.0; + sample_weight = 1.0; + accum_weight = 1.0; + weight = 1.0; + } + + center_data.transparency = 1.0 - weight; + + dof_gather_accumulate_sample(center_data, weight * accum_weight, accum_data); + + if (!do_fast_gather) { + if (is_resolve) { + /* NOTE(fclem): Hack to smooth transition to full in-focus opacity. */ + int total_sample_count = dof_gather_total_sample_count(i_radius + 1, + DOF_SLIGHT_FOCUS_DENSITY); + float fac = saturate(1.0 - abs(center_data.coc) / float(dof_layer_threshold)); + accum_data.layer_opacity += float(total_sample_count) * fac * fac; + } + accum_data.layer_opacity += layer_weight; + + /* Logic of dof_gather_accumulate_sample(). */ + weight *= (1.0 - accum_weight); + center_data.coc_sqr = center_data.coc * (center_data.coc * weight); + center_data.color *= weight; + center_data.coc *= weight; + center_data.weight = weight; + + if (is_foreground && !is_resolve) { + /* Reduce issue with closer foreground over distant foreground. */ + float ring_area = sqr(bordering_radius); + dof_gather_ammend_weight(center_data, ring_area); + } + + /* Accumulate center as its own ring. */ + dof_gather_accumulate_sample_ring( + center_data, 1, false, do_fast_gather, is_foreground, accum_data); + } +} + +int dof_gather_total_sample_count_with_density_change(const int ring_count, + const int ring_density, + int density_change) +{ + int sample_count_per_density_change = dof_gather_total_sample_count(ring_count, ring_density) - + dof_gather_total_sample_count( + ring_count - gather_density_change_ring, ring_density); + + return dof_gather_total_sample_count(ring_count, ring_density) + + sample_count_per_density_change * density_change; +} + +void dof_gather_accumulate_resolve(int total_sample_count, + DofGatherData accum_data, + out vec4 out_col, + out float out_weight, + out vec2 out_occlusion) +{ + float weight_inv = safe_rcp(accum_data.weight); + out_col = accum_data.color * weight_inv; + out_occlusion = vec2(abs(accum_data.coc), accum_data.coc_sqr) * weight_inv; + + if (is_foreground) { + out_weight = 1.0 - accum_data.transparency; + } + else if (accum_data.weight > 0.0) { + out_weight = accum_data.layer_opacity / float(total_sample_count); + } + else { + out_weight = 0.0; + } + /* Gathering may not accumulate to 1.0 alpha because of float precision. */ + if (out_weight > 0.99) { + out_weight = 1.0; + } + else if (out_weight < 0.01) { + out_weight = 0.0; + } + /* Same thing for alpha channel. */ + if (out_col.a > 0.99) { + out_col.a = 1.0; + } + else if (out_col.a < 0.01) { + out_col.a = 0.0; + } +} + +float dof_load_gather_coc(sampler2D gather_input_coc_tx, vec2 uv, float lod) +{ + float coc = textureLod(gather_input_coc_tx, uv, lod).r; + /* We gather at halfres. CoC must be divided by 2 to be compared against radii. */ + return coc * 0.5; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Common Gather accumulator. + * \{ */ + +/* Radii needs to be halfres CoC sizes. */ +bool dof_do_density_change(float base_radius, float min_intersectable_radius) +{ + /* Reduce artifact for very large blur. */ + min_intersectable_radius *= 0.1; + + bool need_new_density = (base_radius * unit_ring_radius > min_intersectable_radius); + bool larger_than_min_density = (base_radius * radius_downscale_factor > + float(gather_ring_count)); + + return need_new_density && larger_than_min_density; +} + +void dof_gather_init(float base_radius, + vec2 noise, + out vec2 center_co, + out float lod, + out float intersection_multiplier) +{ + /* Jitter center half a ring to reduce undersampling. */ + vec2 jitter_ofs = 0.499 * sample_disk(noise); + if (DOF_BOKEH_TEXTURE) { + jitter_ofs *= dof_buf.bokeh_anisotropic_scale; + } + vec2 frag_coord = vec2(gl_GlobalInvocationID.xy) + 0.5; + center_co = frag_coord + jitter_ofs * base_radius * unit_sample_radius; + + /* TODO(fclem) Seems like the default lod selection is too big. Bias to avoid blocky moving out + * of focus shapes. */ + const float lod_bias = -2.0; + lod = max(floor(log2(base_radius * unit_sample_radius) + 0.5) + lod_bias, 0.0); + + if (no_gather_mipmaps) { + lod = 0.0; + } + /* (Slide 64). */ + intersection_multiplier = pow(0.5, lod); +} + +void dof_gather_accumulator(sampler2D color_tx, + sampler2D color_bilinear_tx, + sampler2D coc_tx, + sampler2D bkh_lut_tx, /* Renamed because of ugly macro. */ + float base_radius, + float min_intersectable_radius, + const bool do_fast_gather, + const bool do_density_change, + out vec4 out_color, + out float out_weight, + out vec2 out_occlusion) +{ + vec2 frag_coord = vec2(gl_GlobalInvocationID.xy); + vec2 noise_offset = sampling_rng_2D_get(SAMPLING_LENS_U); + vec2 noise = no_gather_random ? vec2(0.0, 0.0) : + vec2(interlieved_gradient_noise(frag_coord, 0, noise_offset.x), + interlieved_gradient_noise(frag_coord, 1, noise_offset.y)); + + if (!do_fast_gather) { + /* Jitter the radius to reduce noticeable density changes. */ + base_radius += noise.x * unit_ring_radius * base_radius; + } + else { + /* Jittering the radius more than we need means we are going to feather the bokeh shape half a + * ring. So we need to compensate for fast gather that does not check CoC intersection. */ + base_radius += (0.5 - noise.x) * 1.5 * unit_ring_radius * base_radius; + } + /* TODO(fclem) another seed? For now Cranly-Partterson rotation with golden ratio. */ + noise.x = fract(noise.x * 6.1803398875); + + float lod, isect_mul; + vec2 center_co; + dof_gather_init(base_radius, noise, center_co, lod, isect_mul); + + bool first_ring = true; + + DofGatherData accum_data = GATHER_DATA_INIT; + + int density_change = 0; + for (int ring = gather_ring_count; ring > 0; ring--) { + int sample_pair_count = gather_ring_density * ring; + + float step_rot = M_PI / float(sample_pair_count); + mat2 step_rot_mat = rot2_from_angle(step_rot); + + float angle_offset = noise.y * step_rot; + vec2 offset = vec2(cos(angle_offset), sin(angle_offset)); + + float ring_radius = float(ring) * unit_sample_radius * base_radius; + + /* Slide 38. */ + float bordering_radius = ring_radius + + (0.5 + coc_radius_error) * base_radius * unit_sample_radius; + DofGatherData ring_data = GATHER_DATA_INIT; + for (int sample_pair = 0; sample_pair < sample_pair_count; sample_pair++) { + offset = step_rot_mat * offset; + + DofGatherData pair_data[2]; + for (int i = 0; i < 2; i++) { + vec2 offset_co = ((i == 0) ? offset : -offset); + if (DOF_BOKEH_TEXTURE) { + /* Scaling to 0.25 for speed. Improves texture cache hit. */ + offset_co = texture(bkh_lut_tx, offset_co * 0.25 + 0.5).rg; + offset_co *= (is_foreground) ? -dof_buf.bokeh_anisotropic_scale : + dof_buf.bokeh_anisotropic_scale; + } + vec2 sample_co = center_co + offset_co * ring_radius; + vec2 sample_uv = sample_co * dof_buf.gather_uv_fac; + if (do_fast_gather) { + pair_data[i].color = textureLod(color_bilinear_tx, sample_uv, lod); + } + else { + pair_data[i].color = textureLod(color_tx, sample_uv, lod); + } + pair_data[i].coc = dof_load_gather_coc(coc_tx, sample_uv, lod); + pair_data[i].dist = ring_radius; + } + + dof_gather_accumulate_sample_pair(pair_data, + bordering_radius, + isect_mul, + first_ring, + do_fast_gather, + is_foreground, + ring_data, + accum_data); + } + + if (is_foreground) { + /* Reduce issue with closer foreground over distant foreground. */ + /* TODO(fclem) this seems to not be completely correct as the issue remains. */ + float ring_area = (sqr(float(ring) + 0.5 + coc_radius_error) - + sqr(float(ring) - 0.5 + coc_radius_error)) * + sqr(base_radius * unit_sample_radius); + dof_gather_ammend_weight(ring_data, ring_area); + } + + dof_gather_accumulate_sample_ring( + ring_data, sample_pair_count * 2, first_ring, do_fast_gather, is_foreground, accum_data); + + first_ring = false; + + if (do_density_change && (ring == change_density_at_ring) && + (density_change < gather_max_density_change)) { + if (dof_do_density_change(base_radius, min_intersectable_radius)) { + base_radius *= radius_downscale_factor; + ring += gather_density_change_ring; + /* We need to account for the density change in the weights (slide 62). + * For that multiply old kernel data by its area divided by the new kernel area. */ + const float outer_rings_weight = 1.0 / (radius_downscale_factor * radius_downscale_factor); + /* Samples are already weighted per ring in foreground pass. */ + if (!is_foreground) { + dof_gather_ammend_weight(accum_data, outer_rings_weight); + } + /* Re-init kernel position & sampling parameters. */ + dof_gather_init(base_radius, noise, center_co, lod, isect_mul); + density_change++; + } + } + } + + { + /* Center sample. */ + vec2 sample_uv = center_co * dof_buf.gather_uv_fac; + DofGatherData center_data; + if (do_fast_gather) { + center_data.color = textureLod(color_bilinear_tx, sample_uv, lod); + } + else { + center_data.color = textureLod(color_tx, sample_uv, lod); + } + center_data.coc = dof_load_gather_coc(coc_tx, sample_uv, lod); + center_data.dist = 0.0; + + /* Slide 38. */ + float bordering_radius = (0.5 + coc_radius_error) * base_radius * unit_sample_radius; + + dof_gather_accumulate_center_sample( + center_data, bordering_radius, 0, do_fast_gather, is_foreground, false, accum_data); + } + + int total_sample_count = dof_gather_total_sample_count_with_density_change( + gather_ring_count, gather_ring_density, density_change); + dof_gather_accumulate_resolve( + total_sample_count, accum_data, out_color, out_weight, out_occlusion); + + if (debug_gather_perf && density_change > 0) { + float fac = saturate(float(density_change) / float(10.0)); + out_color.rgb = avg(out_color.rgb) * neon_gradient(fac); + } + if (debug_gather_perf && do_fast_gather) { + out_color.rgb = avg(out_color.rgb) * vec3(0.0, 1.0, 0.0); + } + if (debug_scatter_perf) { + out_color.rgb = avg(out_color.rgb) * vec3(0.0, 1.0, 0.0); + } + + /* Output premultiplied color so we can use bilinear sampler in resolve pass. */ + out_color *= out_weight; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Slight focus accumulator. + * + * The full pixel neighborhood is gathered. + * \{ */ + +void dof_slight_focus_gather(sampler2D depth_tx, + sampler2D color_tx, + sampler2D bkh_lut_tx, /* Renamed because of ugly macro job. */ + float radius, + out vec4 out_color, + out float out_weight) +{ + vec2 frag_coord = vec2(gl_GlobalInvocationID.xy) + 0.5; + float noise_offset = sampling_rng_1D_get(SAMPLING_LENS_U); + float noise = no_gather_random ? 0.0 : interlieved_gradient_noise(frag_coord, 3, noise_offset); + + DofGatherData fg_accum = GATHER_DATA_INIT; + DofGatherData bg_accum = GATHER_DATA_INIT; + + int i_radius = clamp(int(radius), 0, int(dof_layer_threshold)); + const int resolve_ring_density = DOF_SLIGHT_FOCUS_DENSITY; + ivec2 texel = ivec2(gl_GlobalInvocationID.xy); + + bool first_ring = true; + + for (int ring = i_radius; ring > 0; ring--) { + DofGatherData fg_ring = GATHER_DATA_INIT; + DofGatherData bg_ring = GATHER_DATA_INIT; + + int ring_distance = ring; + int ring_sample_count = resolve_ring_density * ring_distance; + for (int sample_id = 0; sample_id < ring_sample_count; sample_id++) { + int s = sample_id * (4 / resolve_ring_density) + + int(noise * float((4 - resolve_ring_density) * ring_distance)); + + ivec2 offset = dof_square_ring_sample_offset(ring_distance, s); + float ring_dist = length(vec2(offset)); + + DofGatherData pair_data[2]; + for (int i = 0; i < 2; i++) { + ivec2 sample_offset = ((i == 0) ? offset : -offset); + ivec2 sample_texel = texel + sample_offset; + /* OPTI: could precompute the factor. */ + vec2 sample_uv = (vec2(sample_texel) + 0.5) / vec2(textureSize(depth_tx, 0)); + float depth = textureLod(depth_tx, sample_uv, 0.0).r; + pair_data[i].coc = dof_coc_from_depth(dof_buf, sample_uv, depth); + pair_data[i].color = safe_color(textureLod(color_tx, sample_uv, 0.0)); + pair_data[i].dist = ring_dist; + if (DOF_BOKEH_TEXTURE) { + /* Contains subpixel distance to bokeh shape. */ + sample_offset += dof_max_slight_focus_radius; + pair_data[i].dist = texelFetch(bkh_lut_tx, sample_offset, 0).r; + } + pair_data[i].coc = clamp(pair_data[i].coc, -dof_buf.coc_abs_max, dof_buf.coc_abs_max); + } + + float bordering_radius = ring_dist + 0.5; + const float isect_mul = 1.0; + dof_gather_accumulate_sample_pair( + pair_data, bordering_radius, isect_mul, first_ring, false, false, bg_ring, bg_accum); + + if (DOF_BOKEH_TEXTURE) { + /* Swap distances in order to flip bokeh shape for foreground. */ + float tmp = pair_data[0].dist; + pair_data[0].dist = pair_data[1].dist; + pair_data[1].dist = tmp; + } + dof_gather_accumulate_sample_pair( + pair_data, bordering_radius, isect_mul, first_ring, false, true, fg_ring, fg_accum); + } + + dof_gather_accumulate_sample_ring( + bg_ring, ring_sample_count * 2, first_ring, false, false, bg_accum); + dof_gather_accumulate_sample_ring( + fg_ring, ring_sample_count * 2, first_ring, false, true, fg_accum); + + first_ring = false; + } + + /* Center sample. */ + vec2 sample_uv = frag_coord / vec2(textureSize(depth_tx, 0)); + DofGatherData center_data; + center_data.color = safe_color(textureLod(color_tx, sample_uv, 0.0)); + center_data.coc = dof_coc_from_depth(dof_buf, sample_uv, textureLod(depth_tx, sample_uv, 0.0).r); + center_data.coc = clamp(center_data.coc, -dof_buf.coc_abs_max, dof_buf.coc_abs_max); + center_data.dist = 0.0; + + /* Slide 38. */ + float bordering_radius = 0.5; + + dof_gather_accumulate_center_sample( + center_data, bordering_radius, i_radius, false, true, true, fg_accum); + dof_gather_accumulate_center_sample( + center_data, bordering_radius, i_radius, false, false, true, bg_accum); + + vec4 bg_col, fg_col; + float bg_weight, fg_weight; + vec2 unused_occlusion; + + int total_sample_count = dof_gather_total_sample_count(i_radius + 1, resolve_ring_density); + dof_gather_accumulate_resolve(total_sample_count, bg_accum, bg_col, bg_weight, unused_occlusion); + dof_gather_accumulate_resolve(total_sample_count, fg_accum, fg_col, fg_weight, unused_occlusion); + + /* Fix weighting issues on perfectly focus > slight focus transitionning areas. */ + if (abs(center_data.coc) < 0.5) { + bg_col = center_data.color; + bg_weight = 1.0; + } + + /* Alpha Over */ + float alpha = 1.0 - fg_weight; + out_weight = bg_weight * alpha + fg_weight; + out_color = bg_col * bg_weight * alpha + fg_col * fg_weight; +} + +/** \} */ diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_bokeh_lut_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_bokeh_lut_comp.glsl new file mode 100644 index 00000000000..26a597b04e8 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_bokeh_lut_comp.glsl @@ -0,0 +1,55 @@ + +/** + * Bokeh Look Up Table: This outputs a radius multiplier to shape the sampling in gather pass or + * the scatter sprite appearance. This is only used if bokeh shape is either anamorphic or is not + * a perfect circle. + * We correct samples spacing for polygonal bokeh shapes. However, we do not for anamorphic bokeh + * as it is way more complex and expensive to do. + */ + +#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl) + +void main() +{ + vec2 gather_uv = ((vec2(gl_GlobalInvocationID.xy) + 0.5) / float(DOF_BOKEH_LUT_SIZE)); + /* Center uv in range [-1..1]. */ + gather_uv = gather_uv * 2.0 - 1.0; + + vec2 slight_focus_texel = vec2(gl_GlobalInvocationID.xy) - float(dof_max_slight_focus_radius); + + float radius = length(gather_uv); + + if (dof_buf.bokeh_blades > 0.0) { + /* NOTE: atan(y,x) has output range [-M_PI..M_PI], so add 2pi to avoid negative angles. */ + float theta = atan(gather_uv.y, gather_uv.x) + M_2PI; + float r = length(gather_uv); + + radius /= circle_to_polygon_radius(dof_buf.bokeh_blades, theta - dof_buf.bokeh_rotation); + + float theta_new = circle_to_polygon_angle(dof_buf.bokeh_blades, theta); + float r_new = circle_to_polygon_radius(dof_buf.bokeh_blades, theta_new); + + theta_new -= dof_buf.bokeh_rotation; + + gather_uv = r_new * vec2(-cos(theta_new), sin(theta_new)); + + { + /* Slight focus distance */ + slight_focus_texel *= dof_buf.bokeh_anisotropic_scale_inv; + float theta = atan(slight_focus_texel.y, -slight_focus_texel.x) + M_2PI; + slight_focus_texel /= circle_to_polygon_radius(dof_buf.bokeh_blades, + theta + dof_buf.bokeh_rotation); + } + } + else { + gather_uv *= safe_rcp(length(gather_uv)); + } + + ivec2 texel = ivec2(gl_GlobalInvocationID.xy); + /* For gather store the normalized UV. */ + imageStore(out_gather_lut_img, texel, gather_uv.xyxy); + /* For scatter store distance. LUT will be scaled by COC. */ + imageStore(out_scatter_lut_img, texel, vec4(radius)); + /* For slight focus gather store pixel perfect distance. */ + imageStore(out_resolve_lut_img, texel, vec4(length(slight_focus_texel))); +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_downsample_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_downsample_comp.glsl new file mode 100644 index 00000000000..3d45f285da9 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_downsample_comp.glsl @@ -0,0 +1,32 @@ + +/** + * Downsample pass: CoC aware downsample to quarter resolution. + * + * Pretty much identical to the setup pass but get CoC from buffer. + * Also does not weight luma for the bilateral weights. + */ + +#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl) + +void main() +{ + vec2 halfres_texel_size = 1.0 / vec2(textureSize(color_tx, 0).xy); + /* Center uv around the 4 halfres pixels. */ + vec2 quad_center = vec2(gl_GlobalInvocationID * 2 + 1) * halfres_texel_size; + + vec4 colors[4]; + vec4 cocs; + for (int i = 0; i < 4; i++) { + vec2 sample_uv = quad_center + quad_offsets[i] * halfres_texel_size; + colors[i] = textureLod(color_tx, sample_uv, 0.0); + cocs[i] = textureLod(coc_tx, sample_uv, 0.0).r; + } + + vec4 weights = dof_bilateral_coc_weights(cocs); + /* Normalize so that the sum is 1. */ + weights *= safe_rcp(sum(weights)); + + vec4 out_color = weighted_sum_array(colors, weights); + + imageStore(out_color_img, ivec2(gl_GlobalInvocationID.xy), out_color); +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl new file mode 100644 index 00000000000..88ecaab6a00 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl @@ -0,0 +1,157 @@ + +/** + * Gather Filter pass: Filter the gather pass result to reduce noise. + * + * This is a simple 3x3 median filter to avoid dilating highlights with a 3x3 max filter even if + * cheaper. + */ + +struct FilterSample { + vec4 color; + float weight; +}; + +/* -------------------------------------------------------------------- */ +/** \name Pixel cache. + * \{ */ + +shared vec4 color_cache[10][10]; +shared float weight_cache[10][10]; + +void cache_init() +{ + /** + * Load enough values into LDS to perform the filter. + * + * ┌──────────────────────────────┐ + * │ │ < Border texels that needs to be loaded. + * │ x x x x x x x x │ ─┐ + * │ x x x x x x x x │ │ + * │ x x x x x x x x │ │ + * │ x x x x x x x x │ │ Thread Group Size 8x8. + * │ L L L L L x x x x │ │ + * │ L L L L L x x x x │ │ + * │ L L L L L x x x x │ │ + * │ L L L L L x x x x │ ─┘ + * │ L L L L L │ < Border texels that needs to be loaded. + * └──────────────────────────────┘ + * └───────────┘ + * Load using 5x5 threads. + */ + + ivec2 texel = ivec2(gl_GlobalInvocationID.xy) - 1; + for (int y = 0; y < 2; y++) { + for (int x = 0; x < 2; x++) { + if (all(lessThan(gl_LocalInvocationID.xy, uvec2(5)))) { + ivec2 cache_texel = ivec2(gl_LocalInvocationID.xy) + ivec2(x, y) * 5; + ivec2 load_texel = clamp(texel + ivec2(x, y) * 5, ivec2(0), textureSize(color_tx, 0) - 1); + + color_cache[cache_texel.y][cache_texel.x] = texelFetch(color_tx, load_texel, 0); + weight_cache[cache_texel.y][cache_texel.x] = texelFetch(weight_tx, load_texel, 0).r; + } + } + } + barrier(); +} + +FilterSample cache_sample(int x, int y) +{ + return FilterSample(color_cache[y][x], weight_cache[y][x]); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Median filter + * From: + * Implementing Median Filters in XC4000E FPGAs + * JOHN L. SMITH, Univision Technologies Inc., Billerica, MA + * http://users.utcluj.ro/~baruch/resources/Image/xl23_16.pdf + * Figure 1 + * \{ */ + +FilterSample filter_min(FilterSample a, FilterSample b) +{ + return FilterSample(min(a.color, b.color), min(a.weight, b.weight)); +} + +FilterSample filter_max(FilterSample a, FilterSample b) +{ + return FilterSample(max(a.color, b.color), max(a.weight, b.weight)); +} + +FilterSample filter_min(FilterSample a, FilterSample b, FilterSample c) +{ + return FilterSample(min(a.color, min(c.color, b.color)), min(a.weight, min(c.weight, b.weight))); +} + +FilterSample filter_max(FilterSample a, FilterSample b, FilterSample c) +{ + return FilterSample(max(a.color, max(c.color, b.color)), max(a.weight, max(c.weight, b.weight))); +} + +FilterSample filter_median(FilterSample s1, FilterSample s2, FilterSample s3) +{ + /* From diagram, with nodes numbered from top to bottom. */ + FilterSample l1 = filter_min(s2, s3); + FilterSample h1 = filter_max(s2, s3); + FilterSample h2 = filter_max(s1, l1); + FilterSample l3 = filter_min(h2, h1); + return l3; +} + +struct FilterLmhResult { + FilterSample low; + FilterSample median; + FilterSample high; +}; + +FilterLmhResult filter_lmh(FilterSample s1, FilterSample s2, FilterSample s3) +{ + /* From diagram, with nodes numbered from top to bottom. */ + FilterSample h1 = filter_max(s2, s3); + FilterSample l1 = filter_min(s2, s3); + + FilterSample h2 = filter_max(s1, l1); + FilterSample l2 = filter_min(s1, l1); + + FilterSample h3 = filter_max(h2, h1); + FilterSample l3 = filter_min(h2, h1); + + FilterLmhResult result; + result.low = l2; + result.median = l3; + result.high = h3; + + return result; +} + +/** \} */ + +void main() +{ + /* OPTI(fclem) Could early return on some tiles. */ + + cache_init(); + + ivec2 texel = ivec2(gl_LocalInvocationID.xy); + + FilterLmhResult rows[3]; + for (int y = 0; y < 3; y++) { + rows[y] = filter_lmh(cache_sample(texel.x + 0, texel.y + y), + cache_sample(texel.x + 1, texel.y + y), + cache_sample(texel.x + 2, texel.y + y)); + } + /* Left nodes. */ + FilterSample high = filter_max(rows[0].low, rows[1].low, rows[2].low); + /* Right nodes. */ + FilterSample low = filter_min(rows[0].high, rows[1].high, rows[2].high); + /* Center nodes. */ + FilterSample median = filter_median(rows[0].median, rows[1].median, rows[2].median); + /* Last bottom nodes. */ + median = filter_median(low, median, high); + + ivec2 out_texel = ivec2(gl_GlobalInvocationID.xy); + imageStore(out_color_img, out_texel, median.color); + imageStore(out_weight_img, out_texel, vec4(median.weight)); +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl new file mode 100644 index 00000000000..e9905cd8aaf --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl @@ -0,0 +1,99 @@ + +/** + * Gather pass: Convolve foreground and background parts in separate passes. + * + * Using the min&max CoC tile buffer, we select the best apropriate method to blur the scene color. + * A fast gather path is taken if there is not many CoC variation inside the tile. + * + * We sample using an octaweb sampling pattern. We randomize the kernel center and each ring + * rotation to ensure maximum coverage. + * + * Outputs: + * - Color * Weight, Weight, Occlusion 'CoC' Depth (mean and variance) + **/ + +#pragma BLENDER_REQUIRE(eevee_depth_of_field_accumulator_lib.glsl) + +void main() +{ + ivec2 tile_co = ivec2(gl_GlobalInvocationID.xy / DOF_TILES_SIZE); + CocTile coc_tile = dof_coc_tile_load(in_tiles_fg_img, in_tiles_bg_img, tile_co); + CocTilePrediction prediction = dof_coc_tile_prediction_get(coc_tile); + + float base_radius, min_radius, min_intersectable_radius; + bool can_early_out; + if (is_foreground) { + base_radius = -coc_tile.fg_min_coc; + min_radius = -coc_tile.fg_max_coc; + min_intersectable_radius = -coc_tile.fg_max_intersectable_coc; + can_early_out = !prediction.do_foreground; + } + else { + base_radius = coc_tile.bg_max_coc; + min_radius = coc_tile.bg_min_coc; + min_intersectable_radius = coc_tile.bg_min_intersectable_coc; + can_early_out = !prediction.do_background; + } + + bool do_fast_gather = dof_do_fast_gather(base_radius, min_radius, is_foreground); + + /* Gather at half resolution. Divide CoC by 2. */ + base_radius *= 0.5; + min_intersectable_radius *= 0.5; + + bool do_density_change = dof_do_density_change(base_radius, min_intersectable_radius); + + vec4 out_color; + float out_weight; + vec2 out_occlusion; + + if (can_early_out) { + out_color = vec4(0.0); + out_weight = 0.0; + out_occlusion = vec2(0.0, 0.0); + } + else if (do_fast_gather) { + dof_gather_accumulator(color_tx, + color_bilinear_tx, + coc_tx, + bokeh_lut_tx, + base_radius, + min_intersectable_radius, + true, + false, + out_color, + out_weight, + out_occlusion); + } + else if (do_density_change) { + dof_gather_accumulator(color_tx, + color_bilinear_tx, + coc_tx, + bokeh_lut_tx, + base_radius, + min_intersectable_radius, + false, + true, + out_color, + out_weight, + out_occlusion); + } + else { + dof_gather_accumulator(color_tx, + color_bilinear_tx, + coc_tx, + bokeh_lut_tx, + base_radius, + min_intersectable_radius, + false, + false, + out_color, + out_weight, + out_occlusion); + } + + ivec2 out_texel = ivec2(gl_GlobalInvocationID.xy); + imageStore(out_color_img, out_texel, out_color); + imageStore(out_weight_img, out_texel, vec4(out_weight)); + imageStore(out_occlusion_img, out_texel, out_occlusion.xyxy); +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl new file mode 100644 index 00000000000..2b664520bba --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl @@ -0,0 +1,70 @@ + +/** + * Holefill pass: Gather background parts where foreground is present. + * + * Using the min&max CoC tile buffer, we select the best apropriate method to blur the scene color. + * A fast gather path is taken if there is not many CoC variation inside the tile. + * + * We sample using an octaweb sampling pattern. We randomize the kernel center and each ring + * rotation to ensure maximum coverage. + **/ + +#pragma BLENDER_REQUIRE(eevee_depth_of_field_accumulator_lib.glsl) + +void main() +{ + ivec2 tile_co = ivec2(gl_GlobalInvocationID.xy / DOF_TILES_SIZE); + CocTile coc_tile = dof_coc_tile_load(in_tiles_fg_img, in_tiles_bg_img, tile_co); + CocTilePrediction prediction = dof_coc_tile_prediction_get(coc_tile); + + float base_radius = -coc_tile.fg_min_coc; + float min_radius = -coc_tile.fg_max_coc; + float min_intersectable_radius = dof_tile_large_coc; + bool can_early_out = !prediction.do_hole_fill; + + bool do_fast_gather = dof_do_fast_gather(base_radius, min_radius, is_foreground); + + /* Gather at half resolution. Divide CoC by 2. */ + base_radius *= 0.5; + min_intersectable_radius *= 0.5; + + bool do_density_change = dof_do_density_change(base_radius, min_intersectable_radius); + + vec4 out_color = vec4(0.0); + float out_weight = 0.0; + vec2 unused_occlusion = vec2(0.0, 0.0); + + if (can_early_out) { + /* Early out. */ + } + else if (do_fast_gather) { + dof_gather_accumulator(color_tx, + color_bilinear_tx, + coc_tx, + coc_tx, + base_radius, + min_intersectable_radius, + true, + false, + out_color, + out_weight, + unused_occlusion); + } + else { + dof_gather_accumulator(color_tx, + color_bilinear_tx, + coc_tx, + coc_tx, + base_radius, + min_intersectable_radius, + false, + false, + out_color, + out_weight, + unused_occlusion); + } + + ivec2 out_texel = ivec2(gl_GlobalInvocationID.xy); + imageStore(out_color_img, out_texel, out_color); + imageStore(out_weight_img, out_texel, vec4(out_weight)); +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_lib.glsl new file mode 100644 index 00000000000..8a5d11ddc56 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_lib.glsl @@ -0,0 +1,346 @@ + +/** + * Depth of Field utils. + **/ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_lib.glsl) + +/* -------------------------------------------------------------------- */ +/** \name Constants. + * \{ */ + +#ifndef DOF_SLIGHT_FOCUS_DENSITY +# define DOF_SLIGHT_FOCUS_DENSITY 2 +#endif + +#ifdef DOF_RESOLVE_PASS +const bool is_resolve = true; +#else +const bool is_resolve = false; +#endif +#ifdef DOF_FOREGROUND_PASS +const bool is_foreground = DOF_FOREGROUND_PASS; +#else +const bool is_foreground = false; +#endif +/* Debug options */ +const bool debug_gather_perf = false; +const bool debug_scatter_perf = false; +const bool debug_resolve_perf = false; + +const bool no_smooth_intersection = false; +const bool no_gather_occlusion = false; +const bool no_gather_mipmaps = false; +const bool no_gather_random = false; +const bool no_gather_filtering = false; +const bool no_scatter_occlusion = false; +const bool no_scatter_pass = false; +const bool no_foreground_pass = false; +const bool no_background_pass = false; +const bool no_slight_focus_pass = false; +const bool no_focus_pass = false; +const bool no_hole_fill_pass = false; + +/* Distribute weights between near/slightfocus/far fields (slide 117). */ +const float dof_layer_threshold = 4.0; +/* Make sure it overlaps. */ +const float dof_layer_offset_fg = 0.5 + 1.0; +/* Extra offset for convolution layers to avoid light leaking from background. */ +const float dof_layer_offset = 0.5 + 0.5; + +const int dof_max_slight_focus_radius = DOF_MAX_SLIGHT_FOCUS_RADIUS; + +const vec2 quad_offsets[4] = vec2[4]( + vec2(-0.5, 0.5), vec2(0.5, 0.5), vec2(0.5, -0.5), vec2(-0.5, -0.5)); + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Weighting and downsampling utils. + * \{ */ + +float dof_hdr_color_weight(vec4 color) +{ + /* Very fast "luma" weighting. */ + float luma = (color.g * 2.0) + (color.r + color.b); + /* TODO(fclem) Pass correct exposure. */ + const float exposure = 1.0; + return 1.0 / (luma * exposure + 4.0); +} + +float dof_coc_select(vec4 cocs) +{ + /* Select biggest coc. */ + float selected_coc = cocs.x; + if (abs(cocs.y) > abs(selected_coc)) { + selected_coc = cocs.y; + } + if (abs(cocs.z) > abs(selected_coc)) { + selected_coc = cocs.z; + } + if (abs(cocs.w) > abs(selected_coc)) { + selected_coc = cocs.w; + } + return selected_coc; +} + +/* NOTE: Do not forget to normalize weights afterwards. */ +vec4 dof_bilateral_coc_weights(vec4 cocs) +{ + float chosen_coc = dof_coc_select(cocs); + + const float scale = 4.0; /* TODO(fclem) revisit. */ + /* NOTE: The difference between the cocs should be inside a abs() function, + * but we follow UE4 implementation to improve how dithered transparency looks (see slide 19). */ + return saturate(1.0 - (chosen_coc - cocs) * scale); +} + +/* NOTE: Do not forget to normalize weights afterwards. */ +vec4 dof_bilateral_color_weights(vec4 colors[4]) +{ + vec4 weights; + for (int i = 0; i < 4; i++) { + weights[i] = dof_hdr_color_weight(colors[i]); + } + return weights; +} + +/* Returns signed Circle of confusion radius (in pixel) based on depth buffer value [0..1]. */ +float dof_coc_from_depth(DepthOfFieldData dof_data, vec2 uv, float depth) +{ + if (is_panoramic(dof_data.camera_type)) { + /* Use radial depth. */ + depth = -length(get_view_space_from_depth(uv, depth)); + } + else { + depth = get_view_z_from_depth(depth); + } + return coc_radius_from_camera_depth(dof_data, depth); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Gather & Scatter Weighting + * \{ */ + +float dof_layer_weight(float coc, const bool is_foreground) +{ + /* NOTE: These are fullres pixel CoC value. */ + if (is_resolve) { + return saturate(-abs(coc) + dof_layer_threshold + dof_layer_offset) * + float(is_foreground ? (coc <= 0.5) : (coc > -0.5)); + } + else { + coc *= 2.0; /* Account for half pixel gather. */ + float threshold = dof_layer_threshold - + ((is_foreground) ? dof_layer_offset_fg : dof_layer_offset); + return saturate(((is_foreground) ? -coc : coc) - threshold); + } +} +vec4 dof_layer_weight(vec4 coc) +{ + /* NOTE: Used for scatter pass which already flipped the sign correctly. */ + coc *= 2.0; /* Account for half pixel gather. */ + return saturate(coc - dof_layer_threshold + dof_layer_offset); +} + +/* NOTE: This is halfres CoC radius. */ +float dof_sample_weight(float coc) +{ +#if 1 /* Optimized */ + return min(1.0, 1.0 / sqr(coc)); +#else + /* Full intensity if CoC radius is below the pixel footprint. */ + const float min_coc = 1.0; + coc = max(min_coc, abs(coc)); + return (M_PI * min_coc * min_coc) / (M_PI * coc * coc); +#endif +} +vec4 dof_sample_weight(vec4 coc) +{ +#if 1 /* Optimized */ + return min(vec4(1.0), 1.0 / sqr(coc)); +#else + /* Full intensity if CoC radius is below the pixel footprint. */ + const float min_coc = 1.0; + coc = max(vec4(min_coc), abs(coc)); + return (M_PI * min_coc * min_coc) / (M_PI * coc * coc); +#endif +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Circle of Confusion tiles + * \{ */ + +struct CocTile { + float fg_min_coc; + float fg_max_coc; + float fg_max_intersectable_coc; + float fg_slight_focus_max_coc; + float bg_min_coc; + float bg_max_coc; + float bg_min_intersectable_coc; +}; + +struct CocTilePrediction { + bool do_foreground; + bool do_slight_focus; + bool do_focus; + bool do_background; + bool do_hole_fill; +}; + +/* WATCH: Might have to change depending on the texture format. */ +const float dof_tile_defocus = 0.25; +const float dof_tile_focus = 0.0; +const float dof_tile_mixed = 0.75; +const float dof_tile_large_coc = 1024.0; + +/* Init a CoC tile for reduction algorithms. */ +CocTile dof_coc_tile_init() +{ + CocTile tile; + tile.fg_min_coc = 0.0; + tile.fg_max_coc = -dof_tile_large_coc; + tile.fg_max_intersectable_coc = dof_tile_large_coc; + tile.fg_slight_focus_max_coc = -1.0; + tile.bg_min_coc = dof_tile_large_coc; + tile.bg_max_coc = 0.0; + tile.bg_min_intersectable_coc = dof_tile_large_coc; + return tile; +} + +CocTile dof_coc_tile_unpack(vec4 fg, vec3 bg) +{ + CocTile tile; + tile.fg_min_coc = -fg.x; + tile.fg_max_coc = -fg.y; + tile.fg_max_intersectable_coc = -fg.z; + tile.fg_slight_focus_max_coc = fg.w; + tile.bg_min_coc = bg.x; + tile.bg_max_coc = bg.y; + tile.bg_min_intersectable_coc = bg.z; + return tile; +} + +/* WORKAROUND(fclem): GLSL compilers differs in what qualifiers are requires to pass images as + * parameters. Workaround by using defines. */ +#define dof_coc_tile_load(tiles_fg_img_, tiles_bg_img_, texel_) \ + dof_coc_tile_unpack( \ + imageLoad(tiles_fg_img_, clamp(texel_, ivec2(0), imageSize(tiles_fg_img_) - 1)), \ + imageLoad(tiles_bg_img_, clamp(texel_, ivec2(0), imageSize(tiles_bg_img_) - 1)).xyz) + +void dof_coc_tile_pack(CocTile tile, out vec4 out_fg, out vec3 out_bg) +{ + out_fg.x = -tile.fg_min_coc; + out_fg.y = -tile.fg_max_coc; + out_fg.z = -tile.fg_max_intersectable_coc; + out_fg.w = tile.fg_slight_focus_max_coc; + out_bg.x = tile.bg_min_coc; + out_bg.y = tile.bg_max_coc; + out_bg.z = tile.bg_min_intersectable_coc; +} + +#define dof_coc_tile_store(tiles_fg_img_, tiles_bg_img_, texel_out_, tile_data_) \ + if (true) { \ + vec4 out_fg; \ + vec3 out_bg; \ + dof_coc_tile_pack(tile_data_, out_fg, out_bg); \ + imageStore(tiles_fg_img_, texel_out_, out_fg); \ + imageStore(tiles_bg_img_, texel_out_, out_bg.xyzz); \ + } + +bool dof_do_fast_gather(float max_absolute_coc, float min_absolute_coc, const bool is_foreground) +{ + float min_weight = dof_layer_weight((is_foreground) ? -min_absolute_coc : min_absolute_coc, + is_foreground); + if (min_weight < 1.0) { + return false; + } + /* FIXME(fclem): This is a workaround to fast gather triggering too early. Since we use custom + * opacity mask, the opacity is not given to be 100% even for after normal threshold. */ + if (is_foreground && min_absolute_coc < dof_layer_threshold) { + return false; + } + return (max_absolute_coc - min_absolute_coc) < (DOF_FAST_GATHER_COC_ERROR * max_absolute_coc); +} + +CocTilePrediction dof_coc_tile_prediction_get(CocTile tile) +{ + /* Based on tile value, predict what pass we need to load. */ + CocTilePrediction predict; + + predict.do_foreground = (-tile.fg_min_coc > dof_layer_threshold - dof_layer_offset_fg); + bool fg_fully_opaque = predict.do_foreground && + dof_do_fast_gather(-tile.fg_min_coc, -tile.fg_max_coc, true); + + predict.do_slight_focus = !fg_fully_opaque && (tile.fg_slight_focus_max_coc >= 0.5); + predict.do_focus = !fg_fully_opaque && (tile.fg_slight_focus_max_coc == dof_tile_focus); + + predict.do_background = !predict.do_focus && !fg_fully_opaque && + (tile.bg_max_coc > dof_layer_threshold - dof_layer_offset); + bool bg_fully_opaque = predict.do_background && + dof_do_fast_gather(-tile.bg_max_coc, tile.bg_min_coc, false); + predict.do_hole_fill = !predict.do_focus && !fg_fully_opaque && -tile.fg_min_coc > 0.0; + +#if 0 /* Debug */ + predict.do_foreground = predict.do_background = predict.do_hole_fill = true; +#endif + return predict; +} + +/* Special function to return the correct max value of 2 slight focus coc. */ +float dof_coc_max_slight_focus(float coc1, float coc2) +{ + /* Do not consider values below 0.5 for expansion as they are "encoded". + * See setup pass shader for more infos. */ + if ((coc1 == dof_tile_defocus && coc2 == dof_tile_focus) || + (coc1 == dof_tile_focus && coc2 == dof_tile_defocus)) { + /* Tile where completely out of focus and in focus are both present. + * Consider as very slightly out of focus. */ + return dof_tile_mixed; + } + return max(coc1, coc2); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Gathering + * \{ */ + +/** + * Generate samples in a square pattern with the ring radius. X is the center tile. + * + * Dist1 Dist2 + * 6 5 4 3 2 + * 3 2 1 7 1 + * . X 0 . X 0 + * . . . . . + * . . . . . + * + * Samples are expected to be mirrored to complete the pattern. + **/ +ivec2 dof_square_ring_sample_offset(int ring_distance, int sample_id) +{ + ivec2 offset; + if (sample_id < ring_distance) { + offset.x = ring_distance; + offset.y = sample_id; + } + else if (sample_id < ring_distance * 3) { + offset.x = ring_distance - sample_id + ring_distance; + offset.y = ring_distance; + } + else { + offset.x = -ring_distance; + offset.y = ring_distance - sample_id + 3 * ring_distance; + } + return offset; +} + +/** \} */ diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl new file mode 100644 index 00000000000..88a577a1c3c --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl @@ -0,0 +1,246 @@ + +/** + * Reduce copy pass: filter fireflies and split color between scatter and gather input. + * + * NOTE: The texture can end up being too big because of the mipmap padding. We correct for + * that during the convolution phase. + * + * Inputs: + * - Output of setup pass (halfres) and reduce downsample pass (quarter res). + * Outputs: + * - Halfres padded to avoid mipmap mis-alignment (so possibly not matching input size). + * - Gather input color (whole mip chain), Scatter rect list, Signed CoC (whole mip chain). + **/ + +#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl) + +/* NOTE: Do not compare alpha as it is not scattered by the scatter pass. */ +float dof_scatter_neighborhood_rejection(vec3 color) +{ + color = min(vec3(dof_buf.scatter_neighbor_max_color), color); + + float validity = 0.0; + + /* Centered in the middle of 4 quarter res texel. */ + vec2 texel_size = 1.0 / vec2(textureSize(downsample_tx, 0).xy); + vec2 uv = ((vec2(gl_GlobalInvocationID.xy) + 0.5) * 0.5) * texel_size; + + vec3 max_diff = vec3(0.0); + for (int i = 0; i < 4; i++) { + vec2 sample_uv = uv + quad_offsets[i] * texel_size; + vec3 ref = textureLod(downsample_tx, sample_uv, 0.0).rgb; + + ref = min(vec3(dof_buf.scatter_neighbor_max_color), ref); + float diff = max_v3(max(vec3(0.0), abs(ref - color))); + + const float rejection_threshold = 0.7; + diff = saturate(diff / rejection_threshold - 1.0); + validity = max(validity, diff); + } + + return validity; +} + +/* This avoids Bokeh sprite popping in and out at the screen border and + * drawing Bokeh sprites larger than the screen. */ +float dof_scatter_screen_border_rejection(float coc, ivec2 texel) +{ + vec2 screen_size = vec2(imageSize(inout_color_lod0_img)); + vec2 uv = (vec2(texel) + 0.5) / screen_size; + vec2 screen_pos = uv * screen_size; + float min_screen_border_distance = min_v2(min(screen_pos, screen_size - screen_pos)); + /* Fullres to halfres CoC. */ + coc *= 0.5; + /* Allow 10px transition. */ + const float rejection_hardeness = 1.0 / 10.0; + return saturate((min_screen_border_distance - abs(coc)) * rejection_hardeness + 1.0); +} + +float dof_scatter_luminosity_rejection(vec3 color) +{ + const float rejection_hardness = 1.0; + return saturate(max_v3(color - dof_buf.scatter_color_threshold) * rejection_hardness); +} + +float dof_scatter_coc_radius_rejection(float coc) +{ + const float rejection_hardness = 0.3; + return saturate((abs(coc) - dof_buf.scatter_coc_threshold) * rejection_hardness); +} + +float fast_luma(vec3 color) +{ + return (2.0 * color.g) + color.r + color.b; +} + +shared vec4 color_cache[8][8]; +shared float coc_cache[8][8]; +shared float do_scatter[8][8]; + +void main() +{ + ivec2 texel = min(ivec2(gl_GlobalInvocationID.xy), imageSize(inout_color_lod0_img) - 1); + uvec2 texel_local = gl_LocalInvocationID.xy; + /* Increase readablility. */ +#define LOCAL_INDEX texel_local.y][texel_local.x +#define LOCAL_OFFSET(x_, y_) texel_local.y + y_][texel_local.x + x_ + + /* Load level 0 into cache. */ + color_cache[LOCAL_INDEX] = imageLoad(inout_color_lod0_img, texel); + coc_cache[LOCAL_INDEX] = imageLoad(in_coc_lod0_img, texel).r; + + /* Only scatter if luminous enough. */ + do_scatter[LOCAL_INDEX] = dof_scatter_luminosity_rejection(color_cache[LOCAL_INDEX].rgb); + /* Only scatter if CoC is big enough. */ + do_scatter[LOCAL_INDEX] *= dof_scatter_coc_radius_rejection(coc_cache[LOCAL_INDEX]); + /* Only scatter if CoC is not too big to avoid performance issues. */ + do_scatter[LOCAL_INDEX] *= dof_scatter_screen_border_rejection(coc_cache[LOCAL_INDEX], texel); + /* Only scatter if neighborhood is different enough. */ + do_scatter[LOCAL_INDEX] *= dof_scatter_neighborhood_rejection(color_cache[LOCAL_INDEX].rgb); + /* For debuging. */ + if (no_scatter_pass) { + do_scatter[LOCAL_INDEX] = 0.0; + } + + barrier(); + + /* Add a scatter sprite for each 2x2 pixel neighborhood passing the threshold. */ + if (all(equal(texel_local & 1u, uvec2(0)))) { + vec4 do_scatter4; + /* Follows quad_offsets order. */ + do_scatter4.x = do_scatter[LOCAL_OFFSET(0, 1)]; + do_scatter4.y = do_scatter[LOCAL_OFFSET(1, 1)]; + do_scatter4.z = do_scatter[LOCAL_OFFSET(1, 0)]; + do_scatter4.w = do_scatter[LOCAL_OFFSET(0, 0)]; + if (any(greaterThan(do_scatter4, vec4(0.0)))) { + /* Apply energy conservation to anamorphic scattered bokeh. */ + do_scatter4 *= max_v2(dof_buf.bokeh_anisotropic_scale_inv); + + /* Circle of Confusion. */ + vec4 coc4; + coc4.x = coc_cache[LOCAL_OFFSET(0, 1)]; + coc4.y = coc_cache[LOCAL_OFFSET(1, 1)]; + coc4.z = coc_cache[LOCAL_OFFSET(1, 0)]; + coc4.w = coc_cache[LOCAL_OFFSET(0, 0)]; + /* We are scattering at half resolution, so divide CoC by 2. */ + coc4 *= 0.5; + /* Sprite center position. Center sprite around the 4 texture taps. */ + vec2 offset = vec2(gl_GlobalInvocationID.xy) + 1; + /* Add 2.5 to max_coc because the max_coc may not be centered on the sprite origin + * and because we smooth the bokeh shape a bit in the pixel shader. */ + vec2 half_extent = max_v4(abs(coc4)) * dof_buf.bokeh_anisotropic_scale + 2.5; + /* Issue a sprite for each field if any CoC matches. */ + if (any(lessThan(do_scatter4 * sign(coc4), vec4(0.0)))) { + /* Same value for all threads. Not an issue if we don't sync access to it. */ + scatter_fg_indirect_buf.v_count = 4u; + /* Issue 1 strip instance per sprite. */ + uint rect_id = atomicAdd(scatter_fg_indirect_buf.i_count, 1u); + if (rect_id < dof_buf.scatter_max_rect) { + + vec4 coc4_fg = max(vec4(0.0), -coc4); + vec4 fg_weights = dof_layer_weight(coc4_fg) * dof_sample_weight(coc4_fg) * do_scatter4; + /* Filter NaNs. */ + fg_weights = select(fg_weights, vec4(0.0), equal(coc4_fg, vec4(0.0))); + + ScatterRect rect_fg; + rect_fg.offset = offset; + /* Negate extent to flip the sprite. Mimics optical phenomenon. */ + rect_fg.half_extent = -half_extent; + /* NOTE: Since we fliped the quad along (1,-1) line, we need to also swap the (1,1) and + * (0,0) values so that quad_offsets is in the right order in the vertex shader. */ + + /* Circle of Confusion absolute radius in halfres pixels. */ + rect_fg.color_and_coc[0].a = coc4_fg[0]; + rect_fg.color_and_coc[1].a = coc4_fg[3]; + rect_fg.color_and_coc[2].a = coc4_fg[2]; + rect_fg.color_and_coc[3].a = coc4_fg[1]; + /* Apply weights. */ + rect_fg.color_and_coc[0].rgb = color_cache[LOCAL_OFFSET(0, 1)].rgb * fg_weights[0]; + rect_fg.color_and_coc[1].rgb = color_cache[LOCAL_OFFSET(0, 0)].rgb * fg_weights[3]; + rect_fg.color_and_coc[2].rgb = color_cache[LOCAL_OFFSET(1, 0)].rgb * fg_weights[2]; + rect_fg.color_and_coc[3].rgb = color_cache[LOCAL_OFFSET(1, 1)].rgb * fg_weights[1]; + + scatter_fg_list_buf[rect_id] = rect_fg; + } + } + if (any(greaterThan(do_scatter4 * sign(coc4), vec4(0.0)))) { + /* Same value for all threads. Not an issue if we don't sync access to it. */ + scatter_bg_indirect_buf.v_count = 4u; + /* Issue 1 strip instance per sprite. */ + uint rect_id = atomicAdd(scatter_bg_indirect_buf.i_count, 1u); + if (rect_id < dof_buf.scatter_max_rect) { + vec4 coc4_bg = max(vec4(0.0), coc4); + vec4 bg_weights = dof_layer_weight(coc4_bg) * dof_sample_weight(coc4_bg) * do_scatter4; + /* Filter NaNs. */ + bg_weights = select(bg_weights, vec4(0.0), equal(coc4_bg, vec4(0.0))); + + ScatterRect rect_bg; + rect_bg.offset = offset; + rect_bg.half_extent = half_extent; + + /* Circle of Confusion absolute radius in halfres pixels. */ + rect_bg.color_and_coc[0].a = coc4_bg[0]; + rect_bg.color_and_coc[1].a = coc4_bg[1]; + rect_bg.color_and_coc[2].a = coc4_bg[2]; + rect_bg.color_and_coc[3].a = coc4_bg[3]; + /* Apply weights. */ + rect_bg.color_and_coc[0].rgb = color_cache[LOCAL_OFFSET(0, 1)].rgb * bg_weights[0]; + rect_bg.color_and_coc[1].rgb = color_cache[LOCAL_OFFSET(1, 1)].rgb * bg_weights[1]; + rect_bg.color_and_coc[2].rgb = color_cache[LOCAL_OFFSET(1, 0)].rgb * bg_weights[2]; + rect_bg.color_and_coc[3].rgb = color_cache[LOCAL_OFFSET(0, 0)].rgb * bg_weights[3]; + + scatter_bg_list_buf[rect_id] = rect_bg; + } + } + } + } + + /* Remove scatter color from gather. */ + color_cache[LOCAL_INDEX].rgb *= 1.0 - do_scatter[LOCAL_INDEX]; + imageStore(inout_color_lod0_img, texel, color_cache[LOCAL_INDEX]); + + /* Recursive downsample. */ + for (uint i = 1u; i < DOF_MIP_MAX; i++) { + barrier(); + if (all(lessThan(gl_LocalInvocationID.xy, uvec2(1u << (DOF_MIP_MAX - 1u - i))))) { + uvec2 texel_local = gl_LocalInvocationID.xy << i; + + /* TODO(fclem): Could use wave shuffle intrinsics to avoid LDS as suggested by the paper. */ + vec4 coc4; + coc4.x = coc_cache[LOCAL_OFFSET(0, 1)]; + coc4.y = coc_cache[LOCAL_OFFSET(1, 1)]; + coc4.z = coc_cache[LOCAL_OFFSET(1, 0)]; + coc4.w = coc_cache[LOCAL_OFFSET(0, 0)]; + + vec4 colors[4]; + colors[0] = color_cache[LOCAL_OFFSET(0, 1)]; + colors[1] = color_cache[LOCAL_OFFSET(1, 1)]; + colors[2] = color_cache[LOCAL_OFFSET(1, 0)]; + colors[3] = color_cache[LOCAL_OFFSET(0, 0)]; + + vec4 weights = dof_bilateral_coc_weights(coc4); + weights *= dof_bilateral_color_weights(colors); + /* Normalize so that the sum is 1. */ + weights *= safe_rcp(sum(weights)); + + color_cache[LOCAL_INDEX] = weighted_sum_array(colors, weights); + coc_cache[LOCAL_INDEX] = dot(coc4, weights); + + ivec2 texel = ivec2(gl_WorkGroupID.xy * (gl_WorkGroupSize.xy >> i) + + gl_LocalInvocationID.xy); + + if (i == 1) { + imageStore(out_color_lod1_img, texel, color_cache[LOCAL_INDEX]); + imageStore(out_coc_lod1_img, texel, vec4(coc_cache[LOCAL_INDEX])); + } + else if (i == 2) { + imageStore(out_color_lod2_img, texel, color_cache[LOCAL_INDEX]); + imageStore(out_coc_lod2_img, texel, vec4(coc_cache[LOCAL_INDEX])); + } + else /* if (i == 3) */ { + imageStore(out_color_lod3_img, texel, color_cache[LOCAL_INDEX]); + imageStore(out_coc_lod3_img, texel, vec4(coc_cache[LOCAL_INDEX])); + } + } + } +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl new file mode 100644 index 00000000000..3bb89bd7e0f --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl @@ -0,0 +1,87 @@ + +/** + * Recombine Pass: Load separate convolution layer and composite with self + * slight defocus convolution and in-focus fields. + * + * The halfres gather methods are fast but lack precision for small CoC areas. + * To fix this we do a bruteforce gather to have a smooth transition between + * in-focus and defocus regions. + */ + +#pragma BLENDER_REQUIRE(eevee_depth_of_field_accumulator_lib.glsl) + +void main() +{ + vec2 frag_coord = vec2(gl_GlobalInvocationID.xy) + 0.5; + ivec2 tile_co = ivec2(frag_coord / float(DOF_TILES_SIZE * 2)); + CocTile coc_tile = dof_coc_tile_load(in_tiles_fg_img, in_tiles_bg_img, tile_co); + CocTilePrediction prediction = dof_coc_tile_prediction_get(coc_tile); + + vec4 out_color = vec4(0.0); + float weight = 0.0; + + vec4 layer_color; + float layer_weight; + + vec2 uv = frag_coord / vec2(textureSize(color_tx, 0)); + vec2 uv_halfres = (frag_coord * 0.5) / vec2(textureSize(color_bg_tx, 0)); + + if (!no_hole_fill_pass && prediction.do_hole_fill) { + layer_color = textureLod(color_hole_fill_tx, uv_halfres, 0.0); + layer_weight = textureLod(weight_hole_fill_tx, uv_halfres, 0.0).r; + out_color = layer_color * safe_rcp(layer_weight); + weight = float(layer_weight > 0.0); + } + + if (!no_background_pass && prediction.do_background) { + layer_color = textureLod(color_bg_tx, uv_halfres, 0.0); + layer_weight = textureLod(weight_bg_tx, uv_halfres, 0.0).r; + /* Always prefer background to hole_fill pass. */ + layer_color *= safe_rcp(layer_weight); + layer_weight = float(layer_weight > 0.0); + /* Composite background. */ + out_color = out_color * (1.0 - layer_weight) + layer_color; + weight = weight * (1.0 - layer_weight) + layer_weight; + /* Fill holes with the composited background. */ + out_color *= safe_rcp(weight); + weight = float(weight > 0.0); + } + + if (!no_slight_focus_pass && prediction.do_slight_focus) { + dof_slight_focus_gather(depth_tx, + color_tx, + bokeh_lut_tx, + coc_tile.fg_slight_focus_max_coc, + layer_color, + layer_weight); + /* Composite slight defocus. */ + out_color = out_color * (1.0 - layer_weight) + layer_color; + weight = weight * (1.0 - layer_weight) + layer_weight; + } + + if (!no_focus_pass && prediction.do_focus) { + layer_color = safe_color(textureLod(color_tx, uv, 0.0)); + layer_weight = 1.0; + /* Composite in focus. */ + out_color = out_color * (1.0 - layer_weight) + layer_color; + weight = weight * (1.0 - layer_weight) + layer_weight; + } + + if (!no_foreground_pass && prediction.do_foreground) { + layer_color = textureLod(color_fg_tx, uv_halfres, 0.0); + layer_weight = textureLod(weight_fg_tx, uv_halfres, 0.0).r; + /* Composite foreground. */ + out_color = out_color * (1.0 - layer_weight) + layer_color; + } + + /* Fix float precision issue in alpha compositing. */ + if (out_color.a > 0.99) { + out_color.a = 1.0; + } + + if (debug_resolve_perf && coc_tile.fg_slight_focus_max_coc >= 0.5) { + out_color.rgb *= vec3(1.0, 0.1, 0.1); + } + + imageStore(out_color_img, ivec2(gl_GlobalInvocationID.xy), out_color); +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_frag.glsl new file mode 100644 index 00000000000..cfb7fd2568b --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_frag.glsl @@ -0,0 +1,62 @@ + +/** + * Scatter pass: Use sprites to scatter the color of very bright pixel to have higher quality blur. + * + * We only scatter one quad per sprite and one sprite per 4 pixels to reduce vertex shader + * invocations and overdraw. + */ + +#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl) + +#define linearstep(p0, p1, v) (clamp(((v) - (p0)) / abs((p1) - (p0)), 0.0, 1.0)) + +void main() +{ + vec4 coc4 = vec4(interp.color_and_coc1.w, + interp.color_and_coc2.w, + interp.color_and_coc3.w, + interp.color_and_coc4.w); + vec4 shapes; + if (use_bokeh_lut) { + shapes = vec4(texture(bokeh_lut_tx, interp.rect_uv1).r, + texture(bokeh_lut_tx, interp.rect_uv2).r, + texture(bokeh_lut_tx, interp.rect_uv3).r, + texture(bokeh_lut_tx, interp.rect_uv4).r); + } + else { + shapes = vec4(length(interp.rect_uv1), + length(interp.rect_uv2), + length(interp.rect_uv3), + length(interp.rect_uv4)); + } + shapes *= interp.distance_scale; + /* Becomes signed distance field in pixel units. */ + shapes -= coc4; + /* Smooth the edges a bit to fade out the undersampling artifacts. */ + shapes = saturate(1.0 - linearstep(-0.8, 0.8, shapes)); + /* Outside of bokeh shape. Try to avoid overloading ROPs. */ + if (max_v4(shapes) == 0.0) { + discard; + } + + if (!no_scatter_occlusion) { + /* Works because target is the same size as occlusion_tx. */ + vec2 uv = gl_FragCoord.xy / vec2(textureSize(occlusion_tx, 0).xy); + vec2 occlusion_data = texture(occlusion_tx, uv).rg; + /* Fix tilling artifacts. (Slide 90) */ + const float correction_fac = 1.0 - DOF_FAST_GATHER_COC_ERROR; + /* Occlude the sprite with geometry from the same field using a chebychev test (slide 85). */ + float mean = occlusion_data.x; + float variance = occlusion_data.y; + shapes *= variance * safe_rcp(variance + sqr(max(coc4 * correction_fac - mean, 0.0))); + } + + out_color = (interp.color_and_coc1 * shapes[0] + interp.color_and_coc2 * shapes[1] + + interp.color_and_coc3 * shapes[2] + interp.color_and_coc4 * shapes[3]); + /* Do not accumulate alpha. This has already been accumulated by the gather pass. */ + out_color.a = 0.0; + + if (debug_scatter_perf) { + out_color.rgb = avg(out_color.rgb) * vec3(1.0, 0.0, 0.0); + } +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_vert.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_vert.glsl new file mode 100644 index 00000000000..d870496a06c --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_vert.glsl @@ -0,0 +1,45 @@ + +/** + * Scatter pass: Use sprites to scatter the color of very bright pixel to have higher quality blur. + * + * We only scatter one triangle per sprite and one sprite per 4 pixels to reduce vertex shader + * invocations and overdraw. + **/ + +#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl) + +void main() +{ + ScatterRect rect = scatter_list_buf[gl_InstanceID]; + + interp.color_and_coc1 = rect.color_and_coc[0]; + interp.color_and_coc2 = rect.color_and_coc[1]; + interp.color_and_coc3 = rect.color_and_coc[2]; + interp.color_and_coc4 = rect.color_and_coc[3]; + + vec2 uv = vec2(gl_VertexID & 1, gl_VertexID >> 1) * 2.0 - 1.0; + uv = uv * rect.half_extent; + + gl_Position = vec4(uv + rect.offset, 0.0, 1.0); + /* NDC range [-1..1]. */ + gl_Position.xy = (gl_Position.xy / vec2(textureSize(occlusion_tx, 0).xy)) * 2.0 - 1.0; + + if (use_bokeh_lut) { + /* Bias scale to avoid sampling at the texture's border. */ + interp.distance_scale = (float(DOF_BOKEH_LUT_SIZE) / float(DOF_BOKEH_LUT_SIZE - 1)); + vec2 uv_div = 1.0 / (interp.distance_scale * abs(rect.half_extent)); + interp.rect_uv1 = ((uv + quad_offsets[0]) * uv_div) * 0.5 + 0.5; + interp.rect_uv2 = ((uv + quad_offsets[1]) * uv_div) * 0.5 + 0.5; + interp.rect_uv3 = ((uv + quad_offsets[2]) * uv_div) * 0.5 + 0.5; + interp.rect_uv4 = ((uv + quad_offsets[3]) * uv_div) * 0.5 + 0.5; + /* Only for sampling. */ + interp.distance_scale *= max_v2(abs(rect.half_extent)); + } + else { + interp.distance_scale = 1.0; + interp.rect_uv1 = uv + quad_offsets[0]; + interp.rect_uv2 = uv + quad_offsets[1]; + interp.rect_uv3 = uv + quad_offsets[2]; + interp.rect_uv4 = uv + quad_offsets[3]; + } +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_setup_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_setup_comp.glsl new file mode 100644 index 00000000000..99fc42f5d98 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_setup_comp.glsl @@ -0,0 +1,68 @@ + +/** + * Setup pass: CoC and luma aware downsample to half resolution of the input scene color buffer. + * + * An addition to the downsample CoC, we output the maximum slight out of focus CoC to be + * sure we don't miss a pixel. + * + * Input: + * Full-resolution color & depth buffer + * Output: + * Half-resolution Color, signed CoC (out_coc.x), and max slight focus abs CoC (out_coc.y). + **/ + +#pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl) + +float dof_abs_max_slight_of_focus_coc(vec4 cocs) +{ + /* Clamp to 0.5 if full in defocus to differentiate full focus tiles with coc == 0.0. + * This enables an optimization in the resolve pass. */ + const vec4 threshold = vec4(dof_layer_threshold + dof_layer_offset); + cocs = abs(cocs); + bvec4 defocus = greaterThan(cocs, threshold); + bvec4 focus = lessThanEqual(cocs, vec4(0.5)); + if (any(defocus) && any(focus)) { + /* For the same reason as in the flatten pass. This is a case we cannot optimize for. */ + cocs = mix(cocs, vec4(dof_tile_mixed), focus); + cocs = mix(cocs, vec4(dof_tile_mixed), defocus); + } + else { + cocs = mix(cocs, vec4(dof_tile_focus), focus); + cocs = mix(cocs, vec4(dof_tile_defocus), defocus); + } + return max_v4(cocs); +} + +void main() +{ + vec2 fullres_texel_size = 1.0 / vec2(textureSize(color_tx, 0).xy); + /* Center uv around the 4 fullres pixels. */ + vec2 quad_center = vec2(gl_GlobalInvocationID.xy * 2 + 1) * fullres_texel_size; + + vec4 colors[4]; + vec4 cocs; + for (int i = 0; i < 4; i++) { + vec2 sample_uv = quad_center + quad_offsets[i] * fullres_texel_size; + /* NOTE: We use samplers without filtering. */ + colors[i] = safe_color(textureLod(color_tx, sample_uv, 0.0)); + cocs[i] = dof_coc_from_depth(dof_buf, sample_uv, textureLod(depth_tx, sample_uv, 0.0).r); + } + + cocs = clamp(cocs, -dof_buf.coc_abs_max, dof_buf.coc_abs_max); + + vec4 weights = dof_bilateral_coc_weights(cocs); + weights *= dof_bilateral_color_weights(colors); + /* Normalize so that the sum is 1. */ + weights *= safe_rcp(sum(weights)); + + ivec2 out_texel = ivec2(gl_GlobalInvocationID.xy); + vec4 out_color = weighted_sum_array(colors, weights); + imageStore(out_color_img, out_texel, out_color); + + vec2 out_coc; + out_coc.x = dot(cocs, weights); + out_coc.y = dof_abs_max_slight_of_focus_coc(cocs); + imageStore(out_coc_img, out_texel, out_coc.xyxy); +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_stabilize_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_stabilize_comp.glsl new file mode 100644 index 00000000000..ac371f76395 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_stabilize_comp.glsl @@ -0,0 +1,64 @@ + +/** + * Temporal Stabilization of the Depth of field input. + * Corresponds to the TAA pass in the paper. + * + * TODO: This pass needs a cleanup / improvement using much better TAA. + * + * Inputs: + * - Output of setup pass (halfres). + * Outputs: + * - Stabilized Color and CoC (halfres). + **/ + +#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl) + +float fast_luma(vec3 color) +{ + return (2.0 * color.g) + color.r + color.b; +} + +/* Lightweight version of neighborhood clamping found in TAA. */ +vec3 dof_neighborhood_clamping(vec3 color) +{ + vec2 texel_size = 1.0 / vec2(textureSize(color_tx, 0)); + vec2 uv = (vec2(gl_GlobalInvocationID.xy) + 0.5) * texel_size; + vec4 ofs = vec4(-1, 1, -1, 1) * texel_size.xxyy; + + /* Luma clamping. 3x3 square neighborhood. */ + float c00 = fast_luma(textureLod(color_tx, uv + ofs.xz, 0.0).rgb); + float c01 = fast_luma(textureLod(color_tx, uv + ofs.xz * vec2(1.0, 0.0), 0.0).rgb); + float c02 = fast_luma(textureLod(color_tx, uv + ofs.xw, 0.0).rgb); + + float c10 = fast_luma(textureLod(color_tx, uv + ofs.xz * vec2(0.0, 1.0), 0.0).rgb); + float c11 = fast_luma(color); + float c12 = fast_luma(textureLod(color_tx, uv + ofs.xw * vec2(0.0, 1.0), 0.0).rgb); + + float c20 = fast_luma(textureLod(color_tx, uv + ofs.yz, 0.0).rgb); + float c21 = fast_luma(textureLod(color_tx, uv + ofs.yz * vec2(1.0, 0.0), 0.0).rgb); + float c22 = fast_luma(textureLod(color_tx, uv + ofs.yw, 0.0).rgb); + + float avg_luma = avg8(c00, c01, c02, c10, c12, c20, c21, c22); + float max_luma = max8(c00, c01, c02, c10, c12, c20, c21, c22); + + float upper_bound = mix(max_luma, avg_luma, dof_buf.denoise_factor); + upper_bound = mix(c11, upper_bound, dof_buf.denoise_factor); + + float clamped_luma = min(upper_bound, c11); + + return color * clamped_luma * safe_rcp(c11); +} + +void main() +{ + vec2 uv = (vec2(gl_GlobalInvocationID.xy) + 0.5) / vec2(textureSize(color_tx, 0).xy); + vec4 out_color = textureLod(color_tx, uv, 0.0); + float out_coc = textureLod(coc_tx, uv, 0.0).r; + + out_color.rgb = dof_neighborhood_clamping(out_color.rgb); + /* TODO(fclem): Stabilize CoC. */ + + ivec2 out_texel = ivec2(gl_GlobalInvocationID.xy); + imageStore(out_color_img, out_texel, out_color); + imageStore(out_coc_img, out_texel, vec4(out_coc)); +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_tiles_dilate_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_tiles_dilate_comp.glsl new file mode 100644 index 00000000000..db99e9e4fba --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_tiles_dilate_comp.glsl @@ -0,0 +1,108 @@ + +/** + * Tile dilate pass: Takes the 8x8 Tiles buffer and converts dilates the tiles with large CoC to + * their neighborhood. This pass is repeated multiple time until the maximum CoC can be covered. + * + * Input & Output: + * - Separated foreground and background CoC. 1/8th of half-res resolution. So 1/16th of full-res. + **/ + +#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl) + +/* Error introduced by the random offset of the gathering kernel's center. */ +const float bluring_radius_error = 1.0 + 1.0 / (float(DOF_GATHER_RING_COUNT) + 0.5); +const float tile_to_fullres_factor = float(DOF_TILES_SIZE * 2); + +void main() +{ + ivec2 center_tile_pos = ivec2(gl_GlobalInvocationID.xy); + + CocTile ring_buckets[DOF_DILATE_RING_COUNT]; + + for (int ring = 0; ring < ring_count && ring < DOF_DILATE_RING_COUNT; ring++) { + ring_buckets[ring] = dof_coc_tile_init(); + + int ring_distance = ring + 1; + for (int sample_id = 0; sample_id < 4 * ring_distance; sample_id++) { + ivec2 offset = dof_square_ring_sample_offset(ring_distance, sample_id); + + offset *= ring_width_multiplier; + + for (int i = 0; i < 2; i++) { + ivec2 adj_tile_pos = center_tile_pos + ((i == 0) ? offset : -offset); + + CocTile adj_tile = dof_coc_tile_load(in_tiles_fg_img, in_tiles_bg_img, adj_tile_pos); + + if (DILATE_MODE_MIN_MAX) { + /* Actually gather the "absolute" biggest coc but keeping the sign. */ + ring_buckets[ring].fg_min_coc = min(ring_buckets[ring].fg_min_coc, adj_tile.fg_min_coc); + ring_buckets[ring].bg_max_coc = max(ring_buckets[ring].bg_max_coc, adj_tile.bg_max_coc); + + if (dilate_slight_focus) { + ring_buckets[ring].fg_slight_focus_max_coc = dof_coc_max_slight_focus( + ring_buckets[ring].fg_slight_focus_max_coc, adj_tile.fg_slight_focus_max_coc); + } + } + else { /* DILATE_MODE_MIN_ABS */ + ring_buckets[ring].fg_max_coc = max(ring_buckets[ring].fg_max_coc, adj_tile.fg_max_coc); + ring_buckets[ring].bg_min_coc = min(ring_buckets[ring].bg_min_coc, adj_tile.bg_min_coc); + + /* Should be tight as possible to reduce gather overhead (see slide 61). */ + float closest_neighbor_distance = length(max(abs(vec2(offset)) - 1.0, 0.0)) * + tile_to_fullres_factor; + + ring_buckets[ring].fg_max_intersectable_coc = max( + ring_buckets[ring].fg_max_intersectable_coc, + adj_tile.fg_max_intersectable_coc + closest_neighbor_distance); + ring_buckets[ring].bg_min_intersectable_coc = min( + ring_buckets[ring].bg_min_intersectable_coc, + adj_tile.bg_min_intersectable_coc + closest_neighbor_distance); + } + } + } + } + + /* Load center tile. */ + CocTile out_tile = dof_coc_tile_load(in_tiles_fg_img, in_tiles_bg_img, center_tile_pos); + + /* Dilate once. */ + if (dilate_slight_focus) { + out_tile.fg_slight_focus_max_coc = dof_coc_max_slight_focus( + out_tile.fg_slight_focus_max_coc, ring_buckets[0].fg_slight_focus_max_coc); + } + + for (int ring = 0; ring < ring_count && ring < DOF_DILATE_RING_COUNT; ring++) { + float ring_distance = float(ring + 1); + + ring_distance = (ring_distance * ring_width_multiplier - 1) * tile_to_fullres_factor; + + if (DILATE_MODE_MIN_MAX) { + /* NOTE(fclem): Unsure if both sides of the inequalities have the same unit. */ + if (-ring_buckets[ring].fg_min_coc * bluring_radius_error > ring_distance) { + out_tile.fg_min_coc = min(out_tile.fg_min_coc, ring_buckets[ring].fg_min_coc); + } + + if (ring_buckets[ring].bg_max_coc * bluring_radius_error > ring_distance) { + out_tile.bg_max_coc = max(out_tile.bg_max_coc, ring_buckets[ring].bg_max_coc); + } + } + else { /* DILATE_MODE_MIN_ABS */ + /* Find minimum absolute CoC radii that will be intersected for the previously + * computed maximum CoC values. */ + if (-out_tile.fg_min_coc * bluring_radius_error > ring_distance) { + out_tile.fg_max_coc = max(out_tile.fg_max_coc, ring_buckets[ring].fg_max_coc); + out_tile.fg_max_intersectable_coc = max(out_tile.fg_max_intersectable_coc, + ring_buckets[ring].fg_max_intersectable_coc); + } + + if (out_tile.bg_max_coc * bluring_radius_error > ring_distance) { + out_tile.bg_min_coc = min(out_tile.bg_min_coc, ring_buckets[ring].bg_min_coc); + out_tile.bg_min_intersectable_coc = min(out_tile.bg_min_intersectable_coc, + ring_buckets[ring].bg_min_intersectable_coc); + } + } + } + + ivec2 texel_out = ivec2(gl_GlobalInvocationID.xy); + dof_coc_tile_store(out_tiles_fg_img, out_tiles_bg_img, texel_out, out_tile); +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_tiles_flatten_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_tiles_flatten_comp.glsl new file mode 100644 index 00000000000..2a0787ec69f --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_tiles_flatten_comp.glsl @@ -0,0 +1,106 @@ + +/** + * Tile flatten pass: Takes the halfres CoC buffer and converts it to 8x8 tiles. + * + * Output min and max values for each tile and for both foreground & background. + * Also outputs min intersectable CoC for the background, which is the minimum CoC + * that comes from the background pixels. + * + * Input: + * - Half-resolution Circle of confusion. Out of setup pass. + * Output: + * - Separated foreground and background CoC. 1/8th of half-res resolution. So 1/16th of full-res. + */ + +#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl) + +/** + * In order to use atomic operations, we have to use uints. But this means having to deal with the + * negative number ourselves. Luckily, each ground have a nicely defined range of values we can + * remap to positive float. + */ +shared uint fg_min_coc; +shared uint fg_max_coc; +shared uint fg_max_intersectable_coc; +shared uint bg_min_coc; +shared uint bg_max_coc; +shared uint bg_min_intersectable_coc; + +shared uint fg_slight_focus_max_coc; +shared uint fg_slight_focus_flag; + +const uint slight_focus_flag_defocus = 1u; +const uint slight_focus_flag_focus = 2u; +const uint dof_tile_large_coc_uint = floatBitsToUint(dof_tile_large_coc); + +void main() +{ + if (all(equal(gl_LocalInvocationID.xy, uvec2(0)))) { + /* NOTE: Min/Max flipped because of inverted fg_coc sign. */ + fg_min_coc = floatBitsToUint(0.0); + fg_max_coc = dof_tile_large_coc_uint; + fg_max_intersectable_coc = dof_tile_large_coc_uint; + bg_min_coc = dof_tile_large_coc_uint; + bg_max_coc = floatBitsToUint(0.0); + bg_min_intersectable_coc = dof_tile_large_coc_uint; + /* Should be -1.0 but we want to avoid the sign bit in float representation. */ + fg_slight_focus_max_coc = floatBitsToUint(0.0); + fg_slight_focus_flag = 0u; + } + barrier(); + + ivec2 sample_texel = min(ivec2(gl_GlobalInvocationID.xy), textureSize(coc_tx, 0).xy - 1); + vec2 sample_data = texelFetch(coc_tx, sample_texel, 0).rg; + + float sample_coc = sample_data.x; + uint fg_coc = floatBitsToUint(max(-sample_coc, 0.0)); + /* NOTE: atomicMin/Max flipped because of inverted fg_coc sign. */ + atomicMax(fg_min_coc, fg_coc); + atomicMin(fg_max_coc, fg_coc); + atomicMin(fg_max_intersectable_coc, (sample_coc < 0.0) ? fg_coc : dof_tile_large_coc_uint); + + uint bg_coc = floatBitsToUint(max(sample_coc, 0.0)); + atomicMin(bg_min_coc, bg_coc); + atomicMax(bg_max_coc, bg_coc); + atomicMin(bg_min_intersectable_coc, (sample_coc > 0.0) ? bg_coc : dof_tile_large_coc_uint); + + /* Mimics logic of dof_coc_max_slight_focus(). */ + float sample_slight_focus_coc = sample_data.y; + if (sample_slight_focus_coc == dof_tile_defocus) { + atomicOr(fg_slight_focus_flag, slight_focus_flag_defocus); + } + else if (sample_slight_focus_coc == dof_tile_focus) { + atomicOr(fg_slight_focus_flag, slight_focus_flag_focus); + } + /* Add 1 in order to compare signed floats in [-1..1] range. */ + atomicMax(fg_slight_focus_max_coc, floatBitsToUint(sample_slight_focus_coc + 1.0)); + + barrier(); + + if (all(equal(gl_LocalInvocationID.xy, uvec2(0)))) { + if (fg_max_intersectable_coc == dof_tile_large_coc_uint) { + fg_max_intersectable_coc = floatBitsToUint(0.0); + } + + CocTile tile; + /* Foreground sign is flipped since we compare unsigned representation. */ + tile.fg_min_coc = -uintBitsToFloat(fg_min_coc); + tile.fg_max_coc = -uintBitsToFloat(fg_max_coc); + tile.fg_max_intersectable_coc = -uintBitsToFloat(fg_max_intersectable_coc); + tile.bg_min_coc = uintBitsToFloat(bg_min_coc); + tile.bg_max_coc = uintBitsToFloat(bg_max_coc); + tile.bg_min_intersectable_coc = uintBitsToFloat(bg_min_intersectable_coc); + + /* Mimics logic of dof_coc_max_slight_focus(). */ + if (fg_slight_focus_flag == (slight_focus_flag_defocus | slight_focus_flag_focus)) { + tile.fg_slight_focus_max_coc = dof_tile_mixed; + } + else { + /* Remove the 1 bias. */ + tile.fg_slight_focus_max_coc = uintBitsToFloat(fg_slight_focus_max_coc) - 1.0; + } + + ivec2 tile_co = ivec2(gl_WorkGroupID.xy); + dof_coc_tile_store(out_tiles_fg_img, out_tiles_bg_img, tile_co, tile); + } +} diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_depth_of_field_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_depth_of_field_info.hh new file mode 100644 index 00000000000..42a8c78a51d --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_depth_of_field_info.hh @@ -0,0 +1,248 @@ + +#include "eevee_defines.hh" +#include "gpu_shader_create_info.hh" + +/* -------------------------------------------------------------------- */ +/** \name Setup + * \{ */ + +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_bokeh_lut) + .do_static_compilation(true) + .local_group_size(DOF_BOKEH_LUT_SIZE, DOF_BOKEH_LUT_SIZE) + .additional_info("eevee_shared", "draw_view") + .uniform_buf(1, "DepthOfFieldData", "dof_buf") + .image(0, GPU_RG16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_gather_lut_img") + .image(1, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_scatter_lut_img") + .image(2, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_resolve_lut_img") + .compute_source("eevee_depth_of_field_bokeh_lut_comp.glsl"); + +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_setup) + .do_static_compilation(true) + .local_group_size(DOF_DEFAULT_GROUP_SIZE, DOF_DEFAULT_GROUP_SIZE) + .additional_info("eevee_shared", "draw_view") + .uniform_buf(1, "DepthOfFieldData", "dof_buf") + .sampler(0, ImageType::FLOAT_2D, "color_tx") + .sampler(1, ImageType::DEPTH_2D, "depth_tx") + .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img") + .image(1, GPU_RG16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_coc_img") + .compute_source("eevee_depth_of_field_setup_comp.glsl"); + +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_stabilize) + .do_static_compilation(true) + .local_group_size(DOF_DEFAULT_GROUP_SIZE, DOF_DEFAULT_GROUP_SIZE) + .additional_info("eevee_shared", "draw_view") + .uniform_buf(1, "DepthOfFieldData", "dof_buf") + .sampler(0, ImageType::DEPTH_2D, "coc_tx") + .sampler(1, ImageType::FLOAT_2D, "color_tx") + // .sampler(2, ImageType::FLOAT_2D, "velocity_tx") /* TODO: TAA with reprojection. */ + .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img") + .image(1, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_coc_img") + .compute_source("eevee_depth_of_field_stabilize_comp.glsl"); + +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_downsample) + .do_static_compilation(true) + .local_group_size(DOF_DEFAULT_GROUP_SIZE, DOF_DEFAULT_GROUP_SIZE) + .additional_info("eevee_shared", "draw_view") + .sampler(0, ImageType::FLOAT_2D, "color_tx") + .sampler(1, ImageType::FLOAT_2D, "coc_tx") + .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img") + .compute_source("eevee_depth_of_field_downsample_comp.glsl"); + +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_reduce) + .do_static_compilation(true) + .local_group_size(DOF_REDUCE_GROUP_SIZE, DOF_REDUCE_GROUP_SIZE) + .additional_info("eevee_shared", "draw_view") + .uniform_buf(1, "DepthOfFieldData", "dof_buf") + .sampler(0, ImageType::FLOAT_2D, "downsample_tx") + .storage_buf(0, Qualifier::WRITE, "ScatterRect", "scatter_fg_list_buf[]") + .storage_buf(1, Qualifier::WRITE, "ScatterRect", "scatter_bg_list_buf[]") + .storage_buf(2, Qualifier::READ_WRITE, "DrawCommand", "scatter_fg_indirect_buf") + .storage_buf(3, Qualifier::READ_WRITE, "DrawCommand", "scatter_bg_indirect_buf") + .image(0, GPU_RGBA16F, Qualifier::READ_WRITE, ImageType::FLOAT_2D, "inout_color_lod0_img") + .image(1, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_lod1_img") + .image(2, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_lod2_img") + .image(3, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_lod3_img") + .image(4, GPU_R16F, Qualifier::READ, ImageType::FLOAT_2D, "in_coc_lod0_img") + .image(5, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_coc_lod1_img") + .image(6, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_coc_lod2_img") + .image(7, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_coc_lod3_img") + .compute_source("eevee_depth_of_field_reduce_comp.glsl"); + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Circle-Of-Confusion Tiles + * \{ */ + +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_tiles_flatten) + .do_static_compilation(true) + .local_group_size(DOF_TILES_FLATTEN_GROUP_SIZE, DOF_TILES_FLATTEN_GROUP_SIZE) + .additional_info("eevee_shared", "draw_view") + .sampler(0, ImageType::FLOAT_2D, "coc_tx") + .image(2, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_tiles_fg_img") + .image(3, GPU_R11F_G11F_B10F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_tiles_bg_img") + .compute_source("eevee_depth_of_field_tiles_flatten_comp.glsl"); + +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_tiles_dilate) + .additional_info("eevee_shared", "draw_view", "eevee_depth_of_field_tiles_common") + .local_group_size(DOF_TILES_DILATE_GROUP_SIZE, DOF_TILES_DILATE_GROUP_SIZE) + .image(2, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_tiles_fg_img") + .image(3, GPU_R11F_G11F_B10F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_tiles_bg_img") + .push_constant(Type::INT, "ring_count") + .push_constant(Type::INT, "ring_width_multiplier") + .push_constant(Type::BOOL, "dilate_slight_focus") + .compute_source("eevee_depth_of_field_tiles_dilate_comp.glsl"); + +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_tiles_dilate_minabs) + .do_static_compilation(true) + .define("DILATE_MODE_MIN_MAX", "false") + .additional_info("eevee_depth_of_field_tiles_dilate"); + +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_tiles_dilate_minmax) + .do_static_compilation(true) + .define("DILATE_MODE_MIN_MAX", "true") + .additional_info("eevee_depth_of_field_tiles_dilate"); + +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_tiles_common) + .image(0, GPU_RGBA16F, Qualifier::READ, ImageType::FLOAT_2D, "in_tiles_fg_img") + .image(1, GPU_R11F_G11F_B10F, Qualifier::READ, ImageType::FLOAT_2D, "in_tiles_bg_img"); + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Variations + * \{ */ + +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_no_lut) + .define("DOF_BOKEH_TEXTURE", "false") + /** + * WORKAROUND(@fclem): This is to keep the code as is for now. The bokeh_lut_tx is referenced + * even if not used after optimisation. But we don't want to include it in the create infos. + */ + .define("bokeh_lut_tx", "color_tx"); + +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_lut) + .define("DOF_BOKEH_TEXTURE", "true") + .sampler(5, ImageType::FLOAT_2D, "bokeh_lut_tx"); + +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_background).define("DOF_FOREGROUND_PASS", "false"); +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_foreground).define("DOF_FOREGROUND_PASS", "true"); +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_hq).define("DOF_SLIGHT_FOCUS_DENSITY", "4"); +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_lq).define("DOF_SLIGHT_FOCUS_DENSITY", "2"); + +#define EEVEE_DOF_FINAL_VARIATION(name, ...) \ + GPU_SHADER_CREATE_INFO(name).additional_info(__VA_ARGS__).do_static_compilation(true); + +#define EEVEE_DOF_LUT_VARIATIONS(prefix, ...) \ + EEVEE_DOF_FINAL_VARIATION(prefix##_lut, "eevee_depth_of_field_lut", __VA_ARGS__) \ + EEVEE_DOF_FINAL_VARIATION(prefix, "eevee_depth_of_field_no_lut", __VA_ARGS__) + +#define EEVEE_DOF_GROUND_VARIATIONS(name, ...) \ + EEVEE_DOF_LUT_VARIATIONS(name##_background, "eevee_depth_of_field_background", __VA_ARGS__) \ + EEVEE_DOF_LUT_VARIATIONS(name##_foreground, "eevee_depth_of_field_foreground", __VA_ARGS__) + +#define EEVEE_DOF_HQ_VARIATIONS(name, ...) \ + EEVEE_DOF_LUT_VARIATIONS(name##_hq, "eevee_depth_of_field_hq", __VA_ARGS__) \ + EEVEE_DOF_LUT_VARIATIONS(name##_lq, "eevee_depth_of_field_lq", __VA_ARGS__) + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Gather + * \{ */ + +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_gather_common) + .additional_info("eevee_shared", + "draw_view", + "eevee_depth_of_field_tiles_common", + "eevee_sampling_data") + .uniform_buf(2, "DepthOfFieldData", "dof_buf") + .local_group_size(DOF_GATHER_GROUP_SIZE, DOF_GATHER_GROUP_SIZE) + .sampler(0, ImageType::FLOAT_2D, "color_tx") + .sampler(1, ImageType::FLOAT_2D, "color_bilinear_tx") + .sampler(2, ImageType::FLOAT_2D, "coc_tx") + .image(2, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img") + .image(3, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_weight_img"); + +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_gather) + .image(4, GPU_RG16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_occlusion_img") + .compute_source("eevee_depth_of_field_gather_comp.glsl") + .additional_info("eevee_depth_of_field_gather_common"); + +EEVEE_DOF_GROUND_VARIATIONS(eevee_depth_of_field_gather, "eevee_depth_of_field_gather") + +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_hole_fill) + .do_static_compilation(true) + .compute_source("eevee_depth_of_field_hole_fill_comp.glsl") + .additional_info("eevee_depth_of_field_gather_common", "eevee_depth_of_field_no_lut"); + +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_filter) + .do_static_compilation(true) + .local_group_size(DOF_FILTER_GROUP_SIZE, DOF_FILTER_GROUP_SIZE) + .additional_info("eevee_shared") + .sampler(0, ImageType::FLOAT_2D, "color_tx") + .sampler(1, ImageType::FLOAT_2D, "weight_tx") + .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img") + .image(1, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_weight_img") + .compute_source("eevee_depth_of_field_filter_comp.glsl"); + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Scatter + * \{ */ + +GPU_SHADER_INTERFACE_INFO(eevee_depth_of_field_scatter_iface, "interp") + /** Colors, weights, and Circle of confusion radii for the 4 pixels to scatter. */ + .flat(Type::VEC4, "color_and_coc1") + .flat(Type::VEC4, "color_and_coc2") + .flat(Type::VEC4, "color_and_coc3") + .flat(Type::VEC4, "color_and_coc4") + /** Sprite pixel position with origin at sprite center. In pixels. */ + .no_perspective(Type::VEC2, "rect_uv1") + .no_perspective(Type::VEC2, "rect_uv2") + .no_perspective(Type::VEC2, "rect_uv3") + .no_perspective(Type::VEC2, "rect_uv4") + /** Scaling factor for the bokeh distance. */ + .flat(Type::FLOAT, "distance_scale"); + +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_scatter) + .do_static_compilation(true) + .additional_info("eevee_shared", "draw_view") + .sampler(0, ImageType::FLOAT_2D, "occlusion_tx") + .sampler(1, ImageType::FLOAT_2D, "bokeh_lut_tx") + .storage_buf(0, Qualifier::READ, "ScatterRect", "scatter_list_buf[]") + .fragment_out(0, Type::VEC4, "out_color") + .push_constant(Type::BOOL, "use_bokeh_lut") + .vertex_out(eevee_depth_of_field_scatter_iface) + .vertex_source("eevee_depth_of_field_scatter_vert.glsl") + .fragment_source("eevee_depth_of_field_scatter_frag.glsl"); + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Resolve + * \{ */ + +GPU_SHADER_CREATE_INFO(eevee_depth_of_field_resolve) + .define("DOF_RESOLVE_PASS", "true") + .local_group_size(DOF_RESOLVE_GROUP_SIZE, DOF_RESOLVE_GROUP_SIZE) + .additional_info("eevee_shared", + "draw_view", + "eevee_depth_of_field_tiles_common", + "eevee_sampling_data") + .uniform_buf(2, "DepthOfFieldData", "dof_buf") + .sampler(0, ImageType::DEPTH_2D, "depth_tx") + .sampler(1, ImageType::FLOAT_2D, "color_tx") + .sampler(2, ImageType::FLOAT_2D, "color_bg_tx") + .sampler(3, ImageType::FLOAT_2D, "color_fg_tx") + .sampler(4, ImageType::FLOAT_2D, "color_hole_fill_tx") + .sampler(7, ImageType::FLOAT_2D, "weight_bg_tx") + .sampler(8, ImageType::FLOAT_2D, "weight_fg_tx") + .sampler(9, ImageType::FLOAT_2D, "weight_hole_fill_tx") + .image(2, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img") + .compute_source("eevee_depth_of_field_resolve_comp.glsl"); + +EEVEE_DOF_HQ_VARIATIONS(eevee_depth_of_field_resolve, "eevee_depth_of_field_resolve") + +/** \} */ diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_motion_blur_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_motion_blur_info.hh index b01d1521c5e..e32020f2be6 100644 --- a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_motion_blur_info.hh +++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_motion_blur_info.hh @@ -1,4 +1,5 @@ +#include "eevee_defines.hh" #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(eevee_motion_blur_tiles_flatten) diff --git a/source/blender/draw/intern/DRW_gpu_wrapper.hh b/source/blender/draw/intern/DRW_gpu_wrapper.hh index 954d8c49f4c..ed00d24ce2a 100644 --- a/source/blender/draw/intern/DRW_gpu_wrapper.hh +++ b/source/blender/draw/intern/DRW_gpu_wrapper.hh @@ -183,7 +183,7 @@ class UniformCommon : public DataBuffer<T, len, false>, NonMovable, NonCopyable GPU_uniformbuf_free(ubo_); } - void push_update(void) + void push_update() { GPU_uniformbuf_update(ubo_, this->data_); } @@ -228,12 +228,17 @@ class StorageCommon : public DataBuffer<T, len, false>, NonMovable, NonCopyable GPU_storagebuf_free(ssbo_); } - void push_update(void) + void push_update() { BLI_assert(device_only == false); GPU_storagebuf_update(ssbo_, this->data_); } + void clear_to_zero() + { + GPU_storagebuf_clear_to_zero(ssbo_); + } + operator GPUStorageBuf *() const { return ssbo_; @@ -320,6 +325,7 @@ class StorageArrayBuffer : public detail::StorageCommon<T, len, device_only> { MEM_freeN(this->data_); } + /* Resize to \a new_size elements. */ void resize(int64_t new_size) { BLI_assert(new_size > 0); @@ -611,6 +617,11 @@ class Texture : NonCopyable { return GPU_texture_height(tx_); } + int pixel_count() const + { + return GPU_texture_width(tx_) * GPU_texture_height(tx_); + } + bool depth(void) const { return GPU_texture_depth(tx_); @@ -723,7 +734,7 @@ class Texture : NonCopyable { int3 size = this->size(); if (size != int3(w, h, d) || GPU_texture_format(tx_) != format || GPU_texture_cube(tx_) != cubemap || GPU_texture_array(tx_) != layered) { - GPU_TEXTURE_FREE_SAFE(tx_); + free(); } } if (tx_ == nullptr) { @@ -795,6 +806,15 @@ class TextureFromPool : public Texture, NonMovable { this->tx_ = nullptr; } + /** + * Swap the GPUTexture pointers of the two texture. + */ + static void swap(TextureFromPool &a, TextureFromPool &b) + { + SWAP(GPUTexture *, a.tx_, b.tx_); + SWAP(const char *, a.name_, b.name_); + } + /** Remove methods that are forbidden with this type of textures. */ bool ensure_1d(int, int, eGPUTextureFormat, float *) = delete; bool ensure_1d_array(int, int, int, eGPUTextureFormat, float *) = delete; @@ -879,45 +899,47 @@ class Framebuffer : NonCopyable { template<typename T, int64_t len> class SwapChain { private: + BLI_STATIC_ASSERT(len > 1, "A swap-chain needs more than 1 unit in length."); std::array<T, len> chain_; - int64_t index_ = 0; public: void swap() { - index_ = (index_ + 1) % len; + for (auto i : IndexRange(len - 1)) { + T::swap(chain_[i], chain_[(i + 1) % len]); + } } T ¤t() { - return chain_[index_]; + return chain_[0]; } T &previous() { /* Avoid modulo operation with negative numbers. */ - return chain_[(index_ + len - 1) % len]; + return chain_[(0 + len - 1) % len]; } T &next() { - return chain_[(index_ + 1) % len]; + return chain_[(0 + 1) % len]; } const T ¤t() const { - return chain_[index_]; + return chain_[0]; } const T &previous() const { /* Avoid modulo operation with negative numbers. */ - return chain_[(index_ + len - 1) % len]; + return chain_[(0 + len - 1) % len]; } const T &next() const { - return chain_[(index_ + 1) % len]; + return chain_[(0 + 1) % len]; } }; diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h index c2d26badc4c..2b2288f23cd 100644 --- a/source/blender/draw/intern/DRW_render.h +++ b/source/blender/draw/intern/DRW_render.h @@ -454,6 +454,10 @@ void DRW_shgroup_call_compute_indirect(DRWShadingGroup *shgroup, GPUStorageBuf * void DRW_shgroup_call_procedural_points(DRWShadingGroup *sh, Object *ob, uint point_count); void DRW_shgroup_call_procedural_lines(DRWShadingGroup *sh, Object *ob, uint line_count); void DRW_shgroup_call_procedural_triangles(DRWShadingGroup *sh, Object *ob, uint tri_count); +void DRW_shgroup_call_procedural_indirect(DRWShadingGroup *shgroup, + GPUPrimType primitive_type, + Object *ob, + GPUStorageBuf *indirect_buf); /** * \warning Only use with Shaders that have `IN_PLACE_INSTANCES` defined. * TODO: Should be removed. diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c index f846251c66b..4c0f025e934 100644 --- a/source/blender/draw/intern/draw_cache.c +++ b/source/blender/draw/intern/draw_cache.c @@ -90,6 +90,7 @@ static struct DRWShapeCache { GPUBatch *drw_procedural_verts; GPUBatch *drw_procedural_lines; GPUBatch *drw_procedural_tris; + GPUBatch *drw_procedural_tri_strips; GPUBatch *drw_cursor; GPUBatch *drw_cursor_only_circle; GPUBatch *drw_fullscreen_quad; @@ -208,6 +209,21 @@ GPUBatch *drw_cache_procedural_triangles_get(void) return SHC.drw_procedural_tris; } +GPUBatch *drw_cache_procedural_triangle_strips_get() +{ + if (!SHC.drw_procedural_tri_strips) { + /* TODO(fclem): get rid of this dummy VBO. */ + GPUVertFormat format = {0}; + GPU_vertformat_attr_add(&format, "dummy", GPU_COMP_F32, 1, GPU_FETCH_FLOAT); + GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); + GPU_vertbuf_data_alloc(vbo, 1); + + SHC.drw_procedural_tri_strips = GPU_batch_create_ex( + GPU_PRIM_TRI_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO); + } + return SHC.drw_procedural_tri_strips; +} + /** \} */ /* -------------------------------------------------------------------- */ diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h index 419b13edf1f..411123f00bf 100644 --- a/source/blender/draw/intern/draw_manager.h +++ b/source/blender/draw/intern/draw_manager.h @@ -188,6 +188,7 @@ typedef enum { DRW_CMD_DRAW_INSTANCE = 2, DRW_CMD_DRAW_INSTANCE_RANGE = 3, DRW_CMD_DRAW_PROCEDURAL = 4, + DRW_CMD_DRAW_INDIRECT = 5, /* Compute Commands. */ DRW_CMD_COMPUTE = 8, @@ -203,7 +204,7 @@ typedef enum { /* Needs to fit in 4bits */ } eDRWCommandType; -#define DRW_MAX_DRAW_CMD_TYPE DRW_CMD_DRAW_PROCEDURAL +#define DRW_MAX_DRAW_CMD_TYPE DRW_CMD_DRAW_INDIRECT typedef struct DRWCommandDraw { GPUBatch *batch; @@ -232,6 +233,12 @@ typedef struct DRWCommandDrawInstanceRange { uint inst_count; } DRWCommandDrawInstanceRange; +typedef struct DRWCommandDrawIndirect { + GPUBatch *batch; + DRWResourceHandle handle; + GPUStorageBuf *indirect_buf; +} DRWCommandDrawIndirect; + typedef struct DRWCommandCompute { int groups_x_len; int groups_y_len; @@ -286,6 +293,7 @@ typedef union DRWCommand { DRWCommandDrawInstance instance; DRWCommandDrawInstanceRange instance_range; DRWCommandDrawProcedural procedural; + DRWCommandDrawIndirect draw_indirect; DRWCommandCompute compute; DRWCommandComputeRef compute_ref; DRWCommandComputeIndirect compute_indirect; @@ -685,6 +693,7 @@ void drw_resource_buffer_finish(DRWData *vmempool); GPUBatch *drw_cache_procedural_points_get(void); GPUBatch *drw_cache_procedural_lines_get(void); GPUBatch *drw_cache_procedural_triangles_get(void); +GPUBatch *drw_cache_procedural_triangle_strips_get(void); void drw_uniform_attrs_pool_update(struct GHash *table, struct GPUUniformAttrList *key, diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c index 188d9114cd7..9392efcf92b 100644 --- a/source/blender/draw/intern/draw_manager_data.c +++ b/source/blender/draw/intern/draw_manager_data.c @@ -878,6 +878,17 @@ static void drw_command_draw_procedural(DRWShadingGroup *shgroup, cmd->vert_count = vert_count; } +static void drw_command_draw_indirect(DRWShadingGroup *shgroup, + GPUBatch *batch, + DRWResourceHandle handle, + GPUStorageBuf *indirect_buf) +{ + DRWCommandDrawIndirect *cmd = drw_command_create(shgroup, DRW_CMD_DRAW_INDIRECT); + cmd->batch = batch; + cmd->handle = handle; + cmd->indirect_buf = indirect_buf; +} + static void drw_command_set_select_id(DRWShadingGroup *shgroup, GPUVertBuf *buf, uint select_id) { /* Only one can be valid. */ @@ -1005,6 +1016,7 @@ void DRW_shgroup_call_compute_indirect(DRWShadingGroup *shgroup, GPUStorageBuf * drw_command_compute_indirect(shgroup, indirect_buf); } + void DRW_shgroup_barrier(DRWShadingGroup *shgroup, eGPUBarrier type) { BLI_assert(GPU_compute_shader_support()); @@ -1044,6 +1056,38 @@ void DRW_shgroup_call_procedural_triangles(DRWShadingGroup *shgroup, Object *ob, drw_shgroup_call_procedural_add_ex(shgroup, geom, ob, tri_count * 3); } +void DRW_shgroup_call_procedural_indirect(DRWShadingGroup *shgroup, + GPUPrimType primitive_type, + Object *ob, + GPUStorageBuf *indirect_buf) +{ + struct GPUBatch *geom = NULL; + switch (primitive_type) { + case GPU_PRIM_POINTS: + geom = drw_cache_procedural_points_get(); + break; + case GPU_PRIM_LINES: + geom = drw_cache_procedural_lines_get(); + break; + case GPU_PRIM_TRIS: + geom = drw_cache_procedural_triangles_get(); + break; + case GPU_PRIM_TRI_STRIP: + geom = drw_cache_procedural_triangle_strips_get(); + break; + default: + BLI_assert_msg(0, + "Unsupported primitive type in DRW_shgroup_call_procedural_indirect. Add new " + "one as needed."); + break; + } + if (G.f & G_FLAG_PICKSEL) { + drw_command_set_select_id(shgroup, NULL, DST.select_id); + } + DRWResourceHandle handle = drw_resource_handle(shgroup, ob ? ob->obmat : NULL, ob); + drw_command_draw_indirect(shgroup, geom, handle, indirect_buf); +} + void DRW_shgroup_call_instances(DRWShadingGroup *shgroup, Object *ob, struct GPUBatch *geom, diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c index e7e0e0ce41f..4dda0ceb2ef 100644 --- a/source/blender/draw/intern/draw_manager_exec.c +++ b/source/blender/draw/intern/draw_manager_exec.c @@ -318,6 +318,7 @@ void DRW_state_reset(void) DRW_state_reset_ex(DRW_STATE_DEFAULT); GPU_texture_unbind_all(); + GPU_texture_image_unbind_all(); GPU_uniformbuf_unbind_all(); GPU_storagebuf_unbind_all(); @@ -874,6 +875,25 @@ static void draw_call_single_do(DRWShadingGroup *shgroup, state->baseinst_loc); } +/* Not to be mistaken with draw_indirect_call which does batch many drawcalls together. This one + * only execute an indirect drawcall with user indirect buffer. */ +static void draw_call_indirect(DRWShadingGroup *shgroup, + DRWCommandsState *state, + GPUBatch *batch, + DRWResourceHandle handle, + GPUStorageBuf *indirect_buf) +{ + draw_call_batching_flush(shgroup, state); + draw_call_resource_bind(state, &handle); + + if (G.f & G_FLAG_PICKSEL) { + GPU_select_load_id(state->select_id); + } + + GPU_batch_set_shader(batch, shgroup->shader); + GPU_batch_draw_indirect(batch, indirect_buf); +} + static void draw_call_batching_start(DRWCommandsState *state) { state->neg_scale = false; @@ -970,6 +990,7 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state) /* Unbinding can be costly. Skip in normal condition. */ if (G.debug & G_DEBUG_GPU) { GPU_texture_unbind_all(); + GPU_texture_image_unbind_all(); GPU_uniformbuf_unbind_all(); GPU_storagebuf_unbind_all(); } @@ -996,12 +1017,13 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state) while ((cmd = draw_command_iter_step(&iter, &cmd_type))) { switch (cmd_type) { + case DRW_CMD_DRAW_PROCEDURAL: case DRW_CMD_DRWSTATE: case DRW_CMD_STENCIL: draw_call_batching_flush(shgroup, &state); break; case DRW_CMD_DRAW: - case DRW_CMD_DRAW_PROCEDURAL: + case DRW_CMD_DRAW_INDIRECT: case DRW_CMD_DRAW_INSTANCE: if (draw_call_is_culled(&cmd->instance.handle, DST.view_active)) { continue; @@ -1055,6 +1077,13 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state) 1, true); break; + case DRW_CMD_DRAW_INDIRECT: + draw_call_indirect(shgroup, + &state, + cmd->draw_indirect.batch, + cmd->draw_indirect.handle, + cmd->draw_indirect.indirect_buf); + break; case DRW_CMD_DRAW_INSTANCE: draw_call_single_do(shgroup, &state, diff --git a/source/blender/draw/intern/draw_shader_shared.h b/source/blender/draw/intern/draw_shader_shared.h index 266db22a84f..fbcc78e52f9 100644 --- a/source/blender/draw/intern/draw_shader_shared.h +++ b/source/blender/draw/intern/draw_shader_shared.h @@ -11,6 +11,9 @@ typedef struct ObjectMatrices ObjectMatrices; typedef struct ObjectInfos ObjectInfos; typedef struct VolumeInfos VolumeInfos; typedef struct CurvesInfos CurvesInfos; +typedef struct DrawCommand DrawCommand; +typedef struct DrawCommandIndexed DrawCommandIndexed; +typedef struct DispatchCommand DispatchCommand; #endif #define DRW_SHADER_SHARED_H @@ -98,3 +101,33 @@ BLI_STATIC_ASSERT_ALIGN(CurvesInfos, 16) #define OrcoTexCoFactors (drw_infos[resource_id].drw_OrcoTexCoFactors) #define ObjectInfo (drw_infos[resource_id].drw_Infos) #define ObjectColor (drw_infos[resource_id].drw_ObjectColor) + +/* Indirect commands structures. */ + +struct DrawCommand { + uint v_count; + uint i_count; + uint v_first; + uint i_first; +}; +BLI_STATIC_ASSERT_ALIGN(DrawCommand, 16) + +struct DrawCommandIndexed { + uint v_count; + uint i_count; + uint v_first; + uint base_index; + uint i_first; + uint _pad0; + uint _pad1; + uint _pad2; +}; +BLI_STATIC_ASSERT_ALIGN(DrawCommandIndexed, 16) + +struct DispatchCommand { + uint num_groups_x; + uint num_groups_y; + uint num_groups_z; + uint _pad0; +}; +BLI_STATIC_ASSERT_ALIGN(DispatchCommand, 16) diff --git a/source/blender/draw/intern/shaders/common_math_lib.glsl b/source/blender/draw/intern/shaders/common_math_lib.glsl index 51f3c890df8..e081a0243ca 100644 --- a/source/blender/draw/intern/shaders/common_math_lib.glsl +++ b/source/blender/draw/intern/shaders/common_math_lib.glsl @@ -116,8 +116,8 @@ bool flag_test(int flag, int val) { return (flag & val) != 0; } void set_flag_from_test(inout uint value, bool test, uint flag) { if (test) { value |= flag; } else { value &= ~flag; } } void set_flag_from_test(inout int value, bool test, int flag) { if (test) { value |= flag; } else { value &= ~flag; } } -#define weighted_sum(val0, val1, val2, val3, weights) ((val0 * weights[0] + val1 * weights[1] + val2 * weights[2] + val3 * weights[3]) * safe_rcp(sum(weights))); -#define weighted_sum_array(val, weights) ((val[0] * weights[0] + val[1] * weights[1] + val[2] * weights[2] + val[3] * weights[3]) * safe_rcp(sum(weights))); +#define weighted_sum(val0, val1, val2, val3, weights) ((val0 * weights[0] + val1 * weights[1] + val2 * weights[2] + val3 * weights[3]) * safe_rcp(sum(weights))) +#define weighted_sum_array(val, weights) ((val[0] * weights[0] + val[1] * weights[1] + val[2] * weights[2] + val[3] * weights[3]) * safe_rcp(sum(weights))) /* clang-format on */ diff --git a/source/blender/editors/include/ED_mesh.h b/source/blender/editors/include/ED_mesh.h index 9d7072ffbe1..8ecd1d850d1 100644 --- a/source/blender/editors/include/ED_mesh.h +++ b/source/blender/editors/include/ED_mesh.h @@ -555,16 +555,10 @@ void ED_mesh_uv_loop_reset_ex(struct Mesh *me, int layernum); bool ED_mesh_color_ensure(struct Mesh *me, const char *name); int ED_mesh_color_add( struct Mesh *me, const char *name, bool active_set, bool do_init, struct ReportList *reports); -bool ED_mesh_color_remove_index(struct Mesh *me, int n); -bool ED_mesh_color_remove_active(struct Mesh *me); -bool ED_mesh_color_remove_named(struct Mesh *me, const char *name); - -bool ED_mesh_sculpt_color_ensure(struct Mesh *me, const char *name); -int ED_mesh_sculpt_color_add( - struct Mesh *me, const char *name, bool active_set, bool do_init, struct ReportList *reports); -bool ED_mesh_sculpt_color_remove_index(struct Mesh *me, int n); -bool ED_mesh_sculpt_color_remove_active(struct Mesh *me); -bool ED_mesh_sculpt_color_remove_named(struct Mesh *me, const char *name); +int ED_mesh_sculpt_color_add(struct Mesh *me, + const char *name, + bool do_init, + struct ReportList *reports); void ED_mesh_report_mirror(struct wmOperator *op, int totmirr, int totfail); void ED_mesh_report_mirror_ex(struct wmOperator *op, int totmirr, int totfail, char selectmode); diff --git a/source/blender/editors/mesh/mesh_data.cc b/source/blender/editors/mesh/mesh_data.cc index 67834bf05ce..971fab1508e 100644 --- a/source/blender/editors/mesh/mesh_data.cc +++ b/source/blender/editors/mesh/mesh_data.cc @@ -444,44 +444,6 @@ bool ED_mesh_color_ensure(Mesh *me, const char *name) return (layer != nullptr); } -bool ED_mesh_color_remove_index(Mesh *me, const int n) -{ - CustomData *ldata = GET_CD_DATA(me, ldata); - CustomDataLayer *cdl; - int index; - - index = CustomData_get_layer_index_n(ldata, CD_PROP_BYTE_COLOR, n); - cdl = (index == -1) ? nullptr : &ldata->layers[index]; - - if (!cdl) { - return false; - } - - delete_customdata_layer(me, cdl); - DEG_id_tag_update(&me->id, 0); - WM_main_add_notifier(NC_GEOM | ND_DATA, me); - - return true; -} -bool ED_mesh_color_remove_active(Mesh *me) -{ - CustomData *ldata = GET_CD_DATA(me, ldata); - const int n = CustomData_get_active_layer(ldata, CD_PROP_BYTE_COLOR); - if (n != -1) { - return ED_mesh_color_remove_index(me, n); - } - return false; -} -bool ED_mesh_color_remove_named(Mesh *me, const char *name) -{ - CustomData *ldata = GET_CD_DATA(me, ldata); - const int n = CustomData_get_named_layer(ldata, CD_PROP_BYTE_COLOR, name); - if (n != -1) { - return ED_mesh_color_remove_index(me, n); - } - return false; -} - /*********************** General poll ************************/ static bool layers_poll(bContext *C) @@ -494,25 +456,7 @@ static bool layers_poll(bContext *C) /*********************** Sculpt Vertex colors operators ************************/ -static bool sculpt_vertex_color_remove_poll(bContext *C) -{ - if (!layers_poll(C)) { - return false; - } - - Object *ob = ED_object_context(C); - Mesh *me = static_cast<Mesh *>(ob->data); - CustomData *vdata = GET_CD_DATA(me, vdata); - const int active = CustomData_get_active_layer(vdata, CD_PROP_COLOR); - if (active != -1) { - return true; - } - - return false; -} - -int ED_mesh_sculpt_color_add( - Mesh *me, const char *name, const bool active_set, const bool do_init, ReportList *reports) +int ED_mesh_sculpt_color_add(Mesh *me, const char *name, const bool do_init, ReportList *reports) { /* NOTE: keep in sync with #ED_mesh_uv_add. */ @@ -536,7 +480,7 @@ int ED_mesh_sculpt_color_add( const int layernum_dst = CustomData_get_active_layer(&em->bm->vdata, CD_PROP_COLOR); BM_data_layer_copy(em->bm, &em->bm->vdata, CD_PROP_COLOR, layernum_dst, layernum); } - if (active_set || layernum == 0) { + if (layernum == 0) { CustomData_set_layer_active(&em->bm->vdata, CD_PROP_COLOR, layernum); } } @@ -559,7 +503,7 @@ int ED_mesh_sculpt_color_add( &me->vdata, CD_PROP_COLOR, CD_DEFAULT, nullptr, me->totvert, name); } - if (active_set || layernum == 0) { + if (layernum == 0) { CustomData_set_layer_active(&me->vdata, CD_PROP_COLOR, layernum); } @@ -572,58 +516,6 @@ int ED_mesh_sculpt_color_add( return layernum; } -bool ED_mesh_sculpt_color_ensure(Mesh *me, const char *name) -{ - BLI_assert(me->edit_mesh == nullptr); - - if (me->totvert && !CustomData_has_layer(&me->vdata, CD_PROP_COLOR)) { - CustomData_add_layer_named(&me->vdata, CD_PROP_COLOR, CD_DEFAULT, nullptr, me->totvert, name); - BKE_mesh_update_customdata_pointers(me, true); - } - - DEG_id_tag_update(&me->id, 0); - - return (me->mloopcol != nullptr); -} - -bool ED_mesh_sculpt_color_remove_index(Mesh *me, const int n) -{ - CustomData *vdata = GET_CD_DATA(me, vdata); - CustomDataLayer *cdl; - int index; - - index = CustomData_get_layer_index_n(vdata, CD_PROP_COLOR, n); - cdl = (index == -1) ? nullptr : &vdata->layers[index]; - - if (!cdl) { - return false; - } - - delete_customdata_layer(me, cdl); - DEG_id_tag_update(&me->id, 0); - WM_main_add_notifier(NC_GEOM | ND_DATA, me); - - return true; -} -bool ED_mesh_sculpt_color_remove_active(Mesh *me) -{ - CustomData *vdata = GET_CD_DATA(me, vdata); - const int n = CustomData_get_active_layer(vdata, CD_PROP_COLOR); - if (n != -1) { - return ED_mesh_sculpt_color_remove_index(me, n); - } - return false; -} -bool ED_mesh_sculpt_color_remove_named(Mesh *me, const char *name) -{ - CustomData *vdata = GET_CD_DATA(me, vdata); - const int n = CustomData_get_named_layer(vdata, CD_PROP_COLOR, name); - if (n != -1) { - return ED_mesh_sculpt_color_remove_index(me, n); - } - return false; -} - /*********************** UV texture operators ************************/ static bool uv_texture_remove_poll(bContext *C) @@ -709,135 +601,6 @@ void MESH_OT_uv_texture_remove(wmOperatorType *ot) ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO; } -/*********************** vertex color operators ************************/ - -static bool vertex_color_remove_poll(bContext *C) -{ - if (!layers_poll(C)) { - return false; - } - - Object *ob = ED_object_context(C); - Mesh *me = static_cast<Mesh *>(ob->data); - CustomData *ldata = GET_CD_DATA(me, ldata); - const int active = CustomData_get_active_layer(ldata, CD_PROP_BYTE_COLOR); - if (active != -1) { - return true; - } - - return false; -} - -static int mesh_vertex_color_add_exec(bContext *C, wmOperator *op) -{ - Object *ob = ED_object_context(C); - Mesh *me = static_cast<Mesh *>(ob->data); - - if (ED_mesh_color_add(me, nullptr, true, true, op->reports) == -1) { - return OPERATOR_CANCELLED; - } - - return OPERATOR_FINISHED; -} - -void MESH_OT_vertex_color_add(wmOperatorType *ot) -{ - /* identifiers */ - ot->name = "Add Vertex Color"; - ot->description = "Add vertex color layer"; - ot->idname = "MESH_OT_vertex_color_add"; - - /* api callbacks */ - ot->poll = layers_poll; - ot->exec = mesh_vertex_color_add_exec; - - /* flags */ - ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO; -} - -static int mesh_vertex_color_remove_exec(bContext *C, wmOperator *UNUSED(op)) -{ - Object *ob = ED_object_context(C); - Mesh *me = static_cast<Mesh *>(ob->data); - - if (!ED_mesh_color_remove_active(me)) { - return OPERATOR_CANCELLED; - } - - return OPERATOR_FINISHED; -} - -void MESH_OT_vertex_color_remove(wmOperatorType *ot) -{ - /* identifiers */ - ot->name = "Remove Vertex Color"; - ot->description = "Remove vertex color layer"; - ot->idname = "MESH_OT_vertex_color_remove"; - - /* api callbacks */ - ot->exec = mesh_vertex_color_remove_exec; - ot->poll = vertex_color_remove_poll; - - /* flags */ - ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO; -} - -/*********************** Sculpt Vertex Color Operators ************************/ - -static int mesh_sculpt_vertex_color_add_exec(bContext *C, wmOperator *op) -{ - Object *ob = ED_object_context(C); - Mesh *me = static_cast<Mesh *>(ob->data); - - if (ED_mesh_sculpt_color_add(me, nullptr, true, true, op->reports) == -1) { - return OPERATOR_CANCELLED; - } - - return OPERATOR_FINISHED; -} - -void MESH_OT_sculpt_vertex_color_add(wmOperatorType *ot) -{ - /* identifiers */ - ot->name = "Add Sculpt Vertex Color"; - ot->description = "Add vertex color layer"; - ot->idname = "MESH_OT_sculpt_vertex_color_add"; - - /* api callbacks */ - ot->poll = layers_poll; - ot->exec = mesh_sculpt_vertex_color_add_exec; - - /* flags */ - ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO; -} - -static int mesh_sculpt_vertex_color_remove_exec(bContext *C, wmOperator *UNUSED(op)) -{ - Object *ob = ED_object_context(C); - Mesh *me = static_cast<Mesh *>(ob->data); - - if (!ED_mesh_sculpt_color_remove_active(me)) { - return OPERATOR_CANCELLED; - } - - return OPERATOR_FINISHED; -} - -void MESH_OT_sculpt_vertex_color_remove(wmOperatorType *ot) -{ - /* identifiers */ - ot->name = "Remove Sculpt Vertex Color"; - ot->description = "Remove vertex color layer"; - ot->idname = "MESH_OT_sculpt_vertex_color_remove"; - - /* api callbacks */ - ot->exec = mesh_sculpt_vertex_color_remove_exec; - ot->poll = sculpt_vertex_color_remove_poll; - - /* flags */ - ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO; -} - /* *** CustomData clear functions, we need an operator for each *** */ static int mesh_customdata_clear_exec__internal(bContext *C, char htype, int type) diff --git a/source/blender/editors/mesh/mesh_intern.h b/source/blender/editors/mesh/mesh_intern.h index 303234df48c..7c8dbffeb31 100644 --- a/source/blender/editors/mesh/mesh_intern.h +++ b/source/blender/editors/mesh/mesh_intern.h @@ -308,10 +308,6 @@ void MESH_OT_mark_freestyle_face(struct wmOperatorType *ot); void MESH_OT_uv_texture_add(struct wmOperatorType *ot); void MESH_OT_uv_texture_remove(struct wmOperatorType *ot); -void MESH_OT_vertex_color_add(struct wmOperatorType *ot); -void MESH_OT_vertex_color_remove(struct wmOperatorType *ot); -void MESH_OT_sculpt_vertex_color_add(struct wmOperatorType *ot); -void MESH_OT_sculpt_vertex_color_remove(struct wmOperatorType *ot); void MESH_OT_customdata_mask_clear(struct wmOperatorType *ot); void MESH_OT_customdata_skin_add(struct wmOperatorType *ot); void MESH_OT_customdata_skin_clear(struct wmOperatorType *ot); diff --git a/source/blender/editors/mesh/mesh_ops.c b/source/blender/editors/mesh/mesh_ops.c index be7f60b0da0..b9e78740e3c 100644 --- a/source/blender/editors/mesh/mesh_ops.c +++ b/source/blender/editors/mesh/mesh_ops.c @@ -134,10 +134,6 @@ void ED_operatortypes_mesh(void) WM_operatortype_append(MESH_OT_uv_texture_add); WM_operatortype_append(MESH_OT_uv_texture_remove); - WM_operatortype_append(MESH_OT_vertex_color_add); - WM_operatortype_append(MESH_OT_vertex_color_remove); - WM_operatortype_append(MESH_OT_sculpt_vertex_color_add); - WM_operatortype_append(MESH_OT_sculpt_vertex_color_remove); WM_operatortype_append(MESH_OT_customdata_mask_clear); WM_operatortype_append(MESH_OT_customdata_skin_add); WM_operatortype_append(MESH_OT_customdata_skin_clear); diff --git a/source/blender/editors/object/object_add.cc b/source/blender/editors/object/object_add.cc index 55366348f38..acd7a8e3c13 100644 --- a/source/blender/editors/object/object_add.cc +++ b/source/blender/editors/object/object_add.cc @@ -3715,14 +3715,15 @@ static int duplicate_exec(bContext *C, wmOperator *op) } } CTX_DATA_END; - /* Sync the collection now, after everything is duplicated. */ BKE_layer_collection_resync_allow(); - BKE_main_collection_sync(bmain); if (source_bases_new_objects.is_empty()) { return OPERATOR_CANCELLED; } + /* Sync the collection now, after everything is duplicated. */ + BKE_main_collection_sync(bmain); + /* After sync we can get to the new Base data, process it here. */ for (const auto &item : source_bases_new_objects) { Object *ob_new = item.second; diff --git a/source/blender/editors/physics/dynamicpaint_ops.c b/source/blender/editors/physics/dynamicpaint_ops.c index e8ceb97ed7a..1ce90849a88 100644 --- a/source/blender/editors/physics/dynamicpaint_ops.c +++ b/source/blender/editors/physics/dynamicpaint_ops.c @@ -21,6 +21,7 @@ #include "DNA_object_types.h" #include "DNA_scene_types.h" +#include "BKE_attribute.h" #include "BKE_context.h" #include "BKE_deform.h" #include "BKE_dynamicpaint.h" @@ -233,7 +234,7 @@ static int output_toggle_exec(bContext *C, wmOperator *op) ED_mesh_color_add(ob->data, name, true, true, op->reports); } else { - ED_mesh_color_remove_named(ob->data, name); + BKE_id_attribute_remove(ob->data, name, NULL); } } /* Vertex Weight Layer */ diff --git a/source/blender/editors/sculpt_paint/sculpt_ops.c b/source/blender/editors/sculpt_paint/sculpt_ops.c index 35f9989143d..151eb7744ea 100644 --- a/source/blender/editors/sculpt_paint/sculpt_ops.c +++ b/source/blender/editors/sculpt_paint/sculpt_ops.c @@ -617,151 +617,6 @@ void SCULPT_geometry_preview_lines_update(bContext *C, SculptSession *ss, float ss->preview_vert_count = totpoints; } -static int vertex_to_loop_colors_exec(bContext *C, wmOperator *UNUSED(op)) -{ - Object *ob = CTX_data_active_object(C); - - ID *data; - data = ob->data; - if (data == NULL || ID_IS_LINKED(data) || ID_IS_OVERRIDE_LIBRARY(data)) { - return OPERATOR_CANCELLED; - } - - if (ob->type != OB_MESH) { - return OPERATOR_CANCELLED; - } - - Mesh *mesh = ob->data; - - const int mloopcol_layer_n = CustomData_get_active_layer(&mesh->ldata, CD_PROP_BYTE_COLOR); - if (mloopcol_layer_n == -1) { - return OPERATOR_CANCELLED; - } - MLoopCol *loopcols = CustomData_get_layer_n(&mesh->ldata, CD_PROP_BYTE_COLOR, mloopcol_layer_n); - - const int MPropCol_layer_n = CustomData_get_active_layer(&mesh->vdata, CD_PROP_COLOR); - if (MPropCol_layer_n == -1) { - return OPERATOR_CANCELLED; - } - const MPropCol *vertcols = CustomData_get_layer_n(&mesh->vdata, CD_PROP_COLOR, MPropCol_layer_n); - - const MLoop *loops = CustomData_get_layer(&mesh->ldata, CD_MLOOP); - const MPoly *polys = CustomData_get_layer(&mesh->pdata, CD_MPOLY); - - for (int i = 0; i < mesh->totpoly; i++) { - const MPoly *c_poly = &polys[i]; - for (int j = 0; j < c_poly->totloop; j++) { - int loop_index = c_poly->loopstart + j; - const MLoop *c_loop = &loops[c_poly->loopstart + j]; - float srgb_color[4]; - linearrgb_to_srgb_v4(srgb_color, vertcols[c_loop->v].color); - loopcols[loop_index].r = (char)(srgb_color[0] * 255); - loopcols[loop_index].g = (char)(srgb_color[1] * 255); - loopcols[loop_index].b = (char)(srgb_color[2] * 255); - loopcols[loop_index].a = (char)(srgb_color[3] * 255); - } - } - - DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY); - WM_event_add_notifier(C, NC_GEOM | ND_DATA, ob->data); - - return OPERATOR_FINISHED; -} - -static bool sculpt_colors_poll(bContext *C) -{ - if (!SCULPT_mode_poll(C)) { - return false; - } - - Object *ob = CTX_data_active_object(C); - - if (!ob->sculpt || !ob->sculpt->pbvh || BKE_pbvh_type(ob->sculpt->pbvh) != PBVH_FACES) { - return false; - } - - return SCULPT_has_colors(ob->sculpt); -} - -static void SCULPT_OT_vertex_to_loop_colors(wmOperatorType *ot) -{ - /* identifiers */ - ot->name = "Sculpt Vertex Color to Vertex Color"; - ot->description = "Copy the Sculpt Vertex Color to a regular color layer"; - ot->idname = "SCULPT_OT_vertex_to_loop_colors"; - - /* api callbacks */ - ot->poll = sculpt_colors_poll; - ot->exec = vertex_to_loop_colors_exec; - - ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO; -} - -static int loop_to_vertex_colors_exec(bContext *C, wmOperator *UNUSED(op)) -{ - Object *ob = CTX_data_active_object(C); - - ID *data; - data = ob->data; - if (data == NULL || ID_IS_LINKED(data) || ID_IS_OVERRIDE_LIBRARY(data)) { - return OPERATOR_CANCELLED; - } - - if (ob->type != OB_MESH) { - return OPERATOR_CANCELLED; - } - - Mesh *mesh = ob->data; - - const int mloopcol_layer_n = CustomData_get_active_layer(&mesh->ldata, CD_PROP_BYTE_COLOR); - if (mloopcol_layer_n == -1) { - return OPERATOR_CANCELLED; - } - const MLoopCol *loopcols = CustomData_get_layer_n( - &mesh->ldata, CD_PROP_BYTE_COLOR, mloopcol_layer_n); - - const int MPropCol_layer_n = CustomData_get_active_layer(&mesh->vdata, CD_PROP_COLOR); - if (MPropCol_layer_n == -1) { - return OPERATOR_CANCELLED; - } - MPropCol *vertcols = CustomData_get_layer_n(&mesh->vdata, CD_PROP_COLOR, MPropCol_layer_n); - - const MLoop *loops = CustomData_get_layer(&mesh->ldata, CD_MLOOP); - const MPoly *polys = CustomData_get_layer(&mesh->pdata, CD_MPOLY); - - for (int i = 0; i < mesh->totpoly; i++) { - const MPoly *c_poly = &polys[i]; - for (int j = 0; j < c_poly->totloop; j++) { - int loop_index = c_poly->loopstart + j; - const MLoop *c_loop = &loops[c_poly->loopstart + j]; - vertcols[c_loop->v].color[0] = (loopcols[loop_index].r / 255.0f); - vertcols[c_loop->v].color[1] = (loopcols[loop_index].g / 255.0f); - vertcols[c_loop->v].color[2] = (loopcols[loop_index].b / 255.0f); - vertcols[c_loop->v].color[3] = (loopcols[loop_index].a / 255.0f); - srgb_to_linearrgb_v4(vertcols[c_loop->v].color, vertcols[c_loop->v].color); - } - } - - DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY); - WM_event_add_notifier(C, NC_GEOM | ND_DATA, ob->data); - - return OPERATOR_FINISHED; -} - -static void SCULPT_OT_loop_to_vertex_colors(wmOperatorType *ot) -{ - /* identifiers */ - ot->name = "Vertex Color to Sculpt Vertex Color"; - ot->description = "Copy the active loop color layer to the vertex color"; - ot->idname = "SCULPT_OT_loop_to_vertex_colors"; - - /* api callbacks */ - ot->poll = sculpt_colors_poll; - ot->exec = loop_to_vertex_colors_exec; - - ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO; -} - static int sculpt_sample_color_invoke(bContext *C, wmOperator *op, const wmEvent *UNUSED(e)) { Sculpt *sd = CTX_data_tool_settings(C)->sculpt; @@ -1158,8 +1013,6 @@ void ED_operatortypes_sculpt(void) WM_operatortype_append(SCULPT_OT_project_line_gesture); WM_operatortype_append(SCULPT_OT_sample_color); - WM_operatortype_append(SCULPT_OT_loop_to_vertex_colors); - WM_operatortype_append(SCULPT_OT_vertex_to_loop_colors); WM_operatortype_append(SCULPT_OT_color_filter); WM_operatortype_append(SCULPT_OT_mask_by_color); WM_operatortype_append(SCULPT_OT_dyntopo_detail_size_edit); diff --git a/source/blender/editors/space_sequencer/sequencer_drag_drop.c b/source/blender/editors/space_sequencer/sequencer_drag_drop.c index f6561cf07b9..4796d80b3a0 100644 --- a/source/blender/editors/space_sequencer/sequencer_drag_drop.c +++ b/source/blender/editors/space_sequencer/sequencer_drag_drop.c @@ -51,7 +51,9 @@ typedef struct SeqDropCoords { float start_frame, channel; int strip_len, channel_len; + float playback_rate; bool in_use; + bool has_read_mouse_pos; bool is_intersecting; bool use_snapping; float snap_point_x; @@ -63,7 +65,7 @@ typedef struct SeqDropCoords { * preloading data on drag start. * Therefore we will for now use a global variable for this. */ -static SeqDropCoords g_drop_coords = {.in_use = false}; +static SeqDropCoords g_drop_coords = {.in_use = false, .has_read_mouse_pos = false}; static void generic_poll_operations(const wmEvent *event, uint8_t type) { @@ -82,31 +84,134 @@ static bool image_drop_poll(bContext *UNUSED(C), wmDrag *drag, const wmEvent *ev } } - return WM_drag_is_ID_type(drag, ID_IM); + if (WM_drag_is_ID_type(drag, ID_IM)) { + generic_poll_operations(event, TH_SEQ_IMAGE); + return true; + } + + return false; } -static bool movie_drop_poll(bContext *UNUSED(C), wmDrag *drag, const wmEvent *event) +static bool is_movie(wmDrag *drag) { if (drag->type == WM_DRAG_PATH) { - if (ELEM(drag->icon, 0, ICON_FILE_MOVIE, ICON_FILE_BLANK)) { /* Rule might not work? */ - generic_poll_operations(event, TH_SEQ_MOVIE); + if (ELEM(drag->icon, ICON_FILE_MOVIE, ICON_FILE_BLANK)) { /* Rule might not work? */ return true; } } + if (WM_drag_is_ID_type(drag, ID_MC)) { + return true; + } + return false; +} + +static bool movie_drop_poll(bContext *UNUSED(C), wmDrag *drag, const wmEvent *event) +{ + if (is_movie(drag)) { + generic_poll_operations(event, TH_SEQ_MOVIE); + return true; + } - return WM_drag_is_ID_type(drag, ID_MC); + return false; } -static bool sound_drop_poll(bContext *UNUSED(C), wmDrag *drag, const wmEvent *event) +static bool is_sound(wmDrag *drag) { if (drag->type == WM_DRAG_PATH) { if (ELEM(drag->icon, ICON_FILE_SOUND, ICON_FILE_BLANK)) { /* Rule might not work? */ - generic_poll_operations(event, TH_SEQ_AUDIO); return true; } } + if (WM_drag_is_ID_type(drag, ID_SO)) { + return true; + } + return false; +} - return WM_drag_is_ID_type(drag, ID_SO); +static bool sound_drop_poll(bContext *UNUSED(C), wmDrag *drag, const wmEvent *event) +{ + if (is_sound(drag)) { + generic_poll_operations(event, TH_SEQ_AUDIO); + return true; + } + + return false; +} + +static float update_overlay_strip_position_data(bContext *C, const int mval[2]) +{ + SeqDropCoords *coords = &g_drop_coords; + ARegion *region = CTX_wm_region(C); + Scene *scene = CTX_data_scene(C); + int hand; + View2D *v2d = ®ion->v2d; + + /* Update the position were we would place the strip if we complete the drag and drop action. + */ + UI_view2d_region_to_view(v2d, mval[0], mval[1], &coords->start_frame, &coords->channel); + coords->start_frame = roundf(coords->start_frame); + if (coords->channel < 1.0f) { + coords->channel = 1; + } + + float start_frame = coords->start_frame; + float end_frame; + float strip_len; + + if (coords->playback_rate != 0.0f) { + float scene_playback_rate = (float)scene->r.frs_sec / scene->r.frs_sec_base; + strip_len = coords->strip_len / (coords->playback_rate / scene_playback_rate); + } + else { + strip_len = coords->strip_len; + } + + end_frame = coords->start_frame + strip_len; + + if (coords->use_snapping) { + /* Do snapping via the existing transform code. */ + int snap_delta; + float snap_frame; + bool valid_snap; + + valid_snap = ED_transform_snap_sequencer_to_closest_strip_calc( + scene, region, start_frame, end_frame, &snap_delta, &snap_frame); + + if (valid_snap) { + /* We snapped onto something! */ + start_frame += snap_delta; + coords->start_frame = start_frame; + end_frame = start_frame + strip_len; + coords->snap_point_x = snap_frame; + } + else { + /* Nothing was snapped to, disable snap drawing. */ + coords->use_snapping = false; + } + } + + if (strip_len < 1) { + /* Only check if there is a strip already under the mouse cursor. */ + coords->is_intersecting = find_nearest_seq(scene, ®ion->v2d, &hand, mval); + } + else { + /* Check if there is a strip that would intersect with the new strip(s). */ + coords->is_intersecting = false; + Sequence dummy_seq = {.machine = coords->channel, + .start = coords->start_frame, + .len = coords->strip_len, + .speed_factor = 1.0f, + .media_playback_rate = coords->playback_rate, + .flag = SEQ_AUTO_PLAYBACK_RATE}; + Editing *ed = SEQ_editing_ensure(scene); + + for (int i = 0; i < coords->channel_len && !coords->is_intersecting; i++) { + coords->is_intersecting = SEQ_transform_test_overlap(scene, ed->seqbasep, &dummy_seq); + dummy_seq.machine++; + } + } + + return strip_len; } static void sequencer_drop_copy(bContext *C, wmDrag *drag, wmDropBox *drop) @@ -153,93 +258,77 @@ static void sequencer_drop_copy(bContext *C, wmDrag *drag, wmDropBox *drop) RNA_collection_add(drop->ptr, "files", &itemptr); RNA_string_set(&itemptr, "name", file); } - - if (g_drop_coords.in_use) { - RNA_int_set(drop->ptr, "frame_start", g_drop_coords.start_frame); - RNA_int_set(drop->ptr, "channel", g_drop_coords.channel); - RNA_boolean_set(drop->ptr, "overlap_shuffle_override", true); - } - else { - Scene *scene = CTX_data_scene(C); - Editing *ed = SEQ_editing_get(scene); - ListBase *seqbase = SEQ_active_seqbase_get(ed); - ListBase *channels = SEQ_channels_displayed_get(ed); - SpaceSeq *sseq = CTX_wm_space_seq(C); - - SeqCollection *strips = SEQ_query_rendered_strips( - scene, channels, seqbase, scene->r.cfra, sseq->chanshown); - - /* Get the top most strip channel that is in view.*/ - Sequence *seq; - int max_channel = -1; - SEQ_ITERATOR_FOREACH (seq, strips) { - max_channel = max_ii(seq->machine, max_channel); - } - - if (max_channel != -1) { - RNA_int_set(drop->ptr, "channel", max_channel); - } - SEQ_collection_free(strips); - } } -} -static void update_overlay_strip_poistion_data(bContext *C, const int mval[2]) -{ - SeqDropCoords *coords = &g_drop_coords; - ARegion *region = CTX_wm_region(C); - Scene *scene = CTX_data_scene(C); - int hand; - View2D *v2d = ®ion->v2d; + if (g_drop_coords.in_use) { + if (!g_drop_coords.has_read_mouse_pos) { + /* We didn't read the mouse position, so we need to do it manually here. */ + int xy[2]; + wmWindow *win = CTX_wm_window(C); + xy[0] = win->eventstate->xy[0]; + xy[1] = win->eventstate->xy[1]; + + ARegion *region = CTX_wm_region(C); + int mval[2]; + /* Convert mouse coordinates to region local coordinates. */ + mval[0] = xy[0] - region->winrct.xmin; + mval[1] = xy[1] - region->winrct.ymin; + + update_overlay_strip_position_data(C, mval); + } - /* Update the position were we would place the strip if we complete the drag and drop action. - */ - UI_view2d_region_to_view(v2d, mval[0], mval[1], &coords->start_frame, &coords->channel); - coords->start_frame = roundf(coords->start_frame); - if (coords->channel < 1.0f) { - coords->channel = 1; + RNA_int_set(drop->ptr, "frame_start", g_drop_coords.start_frame); + RNA_int_set(drop->ptr, "channel", g_drop_coords.channel); + RNA_boolean_set(drop->ptr, "overlap_shuffle_override", true); } + else { + /* We are dropped inside the preview region. Put the strip on top of the + * current displayed frame. */ + Scene *scene = CTX_data_scene(C); + Editing *ed = SEQ_editing_get(scene); + ListBase *seqbase = SEQ_active_seqbase_get(ed); + ListBase *channels = SEQ_channels_displayed_get(ed); + SpaceSeq *sseq = CTX_wm_space_seq(C); - float start_frame = coords->start_frame; - float end_frame = coords->start_frame + coords->strip_len; - - if (coords->use_snapping) { - /* Do snapping via the existing transform code. */ - int snap_delta; - float snap_frame; - bool valid_snap; - - valid_snap = ED_transform_snap_sequencer_to_closest_strip_calc( - scene, region, start_frame, end_frame, &snap_delta, &snap_frame); + SeqCollection *strips = SEQ_query_rendered_strips( + scene, channels, seqbase, scene->r.cfra, sseq->chanshown); - if (valid_snap) { - /* We snapped onto something! */ - start_frame += snap_delta; - coords->start_frame = start_frame; - end_frame = start_frame + coords->strip_len; - coords->snap_point_x = snap_frame; + /* Get the top most strip channel that is in view.*/ + Sequence *seq; + int max_channel = -1; + SEQ_ITERATOR_FOREACH (seq, strips) { + max_channel = max_ii(seq->machine, max_channel); } - else { - /* Nothing was snapped to, disable snap drawing. */ - coords->use_snapping = false; + + if (max_channel != -1) { + RNA_int_set(drop->ptr, "channel", max_channel); } + SEQ_collection_free(strips); } +} - if (coords->strip_len < 1) { - /* Only check if there is a strip already under the mouse cursor. */ - coords->is_intersecting = find_nearest_seq(scene, ®ion->v2d, &hand, mval); +static void get_drag_path(wmDrag *drag, char r_path[FILE_MAX]) +{ + ID *id = WM_drag_get_local_ID_or_import_from_asset(drag, 0); + /* ID dropped. */ + if (id != NULL) { + const ID_Type id_type = GS(id->name); + if (id_type == ID_IM) { + Image *ima = (Image *)id; + BLI_strncpy(r_path, ima->filepath, FILE_MAX); + } + else if (id_type == ID_MC) { + MovieClip *clip = (MovieClip *)id; + BLI_strncpy(r_path, clip->filepath, FILE_MAX); + } + else if (id_type == ID_SO) { + bSound *sound = (bSound *)id; + BLI_strncpy(r_path, sound->filepath, FILE_MAX); + } + BLI_path_abs(r_path, BKE_main_blendfile_path_from_global()); } else { - /* Check if there is a strip that would intersect with the new strip(s). */ - coords->is_intersecting = false; - Sequence dummy_seq = { - .machine = coords->channel, .start = coords->start_frame, .len = coords->strip_len}; - Editing *ed = SEQ_editing_ensure(scene); - - for (int i = 0; i < coords->channel_len && !coords->is_intersecting; i++) { - coords->is_intersecting = SEQ_transform_test_overlap(scene, ed->seqbasep, &dummy_seq); - dummy_seq.machine++; - } + BLI_strncpy(r_path, drag->path, FILE_MAX); } } @@ -256,7 +345,7 @@ static void draw_seq_in_view(bContext *C, wmWindow *UNUSED(win), wmDrag *drag, c mval[0] = xy[0] - region->winrct.xmin; mval[1] = xy[1] - region->winrct.ymin; - update_overlay_strip_poistion_data(C, mval); + float strip_len = update_overlay_strip_position_data(C, mval); GPU_matrix_push(); UI_view2d_view_ortho(®ion->v2d); @@ -280,7 +369,7 @@ static void draw_seq_in_view(bContext *C, wmWindow *UNUSED(win), wmDrag *drag, c /* Draw strips. The code here is taken from sequencer_draw. */ float x1 = coords->start_frame; - float x2 = coords->start_frame + coords->strip_len; + float x2 = coords->start_frame + floorf(strip_len); float strip_color[3]; uchar text_color[4] = {255, 255, 255, 255}; float pixelx = BLI_rctf_size_x(®ion->v2d.cur) / BLI_rcti_size_x(®ion->v2d.mask); @@ -354,21 +443,22 @@ static void draw_seq_in_view(bContext *C, wmWindow *UNUSED(win), wmDrag *drag, c const char *text_array[5]; char text_display[FILE_MAX]; char filename[FILE_MAX]; - char rel_path[FILE_MAX]; + char path[FILE_MAX]; char strip_duration_text[16]; int len_text_arr = 0; + get_drag_path(drag, path); + if (sseq->timeline_overlay.flag & SEQ_TIMELINE_SHOW_STRIP_NAME) { - BLI_split_file_part(drag->path, filename, FILE_MAX); + BLI_split_file_part(path, filename, FILE_MAX); text_array[len_text_arr++] = filename; } if (sseq->timeline_overlay.flag & SEQ_TIMELINE_SHOW_STRIP_SOURCE) { Main *bmain = CTX_data_main(C); - BLI_strncpy(rel_path, drag->path, FILE_MAX); - BLI_path_rel(rel_path, BKE_main_blendfile_path(bmain)); + BLI_path_rel(path, BKE_main_blendfile_path(bmain)); text_array[len_text_arr++] = text_sep; - text_array[len_text_arr++] = rel_path; + text_array[len_text_arr++] = path; } if (sseq->timeline_overlay.flag & SEQ_TIMELINE_SHOW_STRIP_DURATION) { @@ -442,6 +532,14 @@ static void prefetch_data_fn(void *custom_data, if (anim != NULL) { g_drop_coords.strip_len = IMB_anim_get_duration(anim, IMB_TC_NONE); + short frs_sec; + float frs_sec_base; + if (IMB_anim_get_fps(anim, &frs_sec, &frs_sec_base, true)) { + g_drop_coords.playback_rate = (float)frs_sec / frs_sec_base; + } + else { + g_drop_coords.playback_rate = 0; + } IMB_free_anim(anim); #ifdef WITH_AUDASPACE /* Try to load sound and see if the video has a sound channel. */ @@ -464,7 +562,7 @@ static void free_prefetch_data_fn(void *custom_data) MEM_freeN(job_data); } -static void start_audio_video_job(bContext *C, char *path, bool only_audio) +static void start_audio_video_job(bContext *C, wmDrag *drag, bool only_audio) { g_drop_coords.strip_len = 0; g_drop_coords.channel_len = 1; @@ -478,8 +576,8 @@ static void start_audio_video_job(bContext *C, char *path, bool only_audio) DropJobData *job_data = (DropJobData *)MEM_mallocN(sizeof(DropJobData), "SeqDragDropPreviewData"); + get_drag_path(drag, job_data->path); - BLI_strncpy(job_data->path, path, FILE_MAX); job_data->only_audio = only_audio; job_data->scene_fps = FPS; @@ -492,15 +590,15 @@ static void start_audio_video_job(bContext *C, char *path, bool only_audio) static void video_prefetch(bContext *C, wmDrag *drag) { - if (drag->type == WM_DRAG_PATH && ELEM(drag->icon, ICON_FILE_MOVIE, ICON_FILE_BLANK)) { - start_audio_video_job(C, drag->path, false); + if (is_movie(drag)) { + start_audio_video_job(C, drag, false); } } static void audio_prefetch(bContext *C, wmDrag *drag) { - if (drag->type == WM_DRAG_PATH && ELEM(drag->icon, ICON_FILE_SOUND, ICON_FILE_BLANK)) { - start_audio_video_job(C, drag->path, true); + if (is_sound(drag)) { + start_audio_video_job(C, drag, true); } } @@ -534,6 +632,7 @@ static void sequencer_drop_draw_deactivate(struct wmDropBox *drop, wmDrag *UNUSE SeqDropCoords *coords = drop->draw_data; if (coords) { coords->in_use = false; + coords->has_read_mouse_pos = false; drop->draw_data = NULL; } } diff --git a/source/blender/editors/uvedit/uvedit_intern.h b/source/blender/editors/uvedit/uvedit_intern.h index 04128cf378c..434bfbc64f9 100644 --- a/source/blender/editors/uvedit/uvedit_intern.h +++ b/source/blender/editors/uvedit/uvedit_intern.h @@ -14,9 +14,6 @@ struct Scene; struct SpaceImage; struct wmOperatorType; -/* geometric utilities */ -void uv_poly_copy_aspect(float uv_orig[][2], float uv[][2], float aspx, float aspy, int len); - /* find nearest */ typedef struct UvNearestHit { diff --git a/source/blender/editors/uvedit/uvedit_ops.c b/source/blender/editors/uvedit/uvedit_ops.c index 74a9989f550..5ebdfcec294 100644 --- a/source/blender/editors/uvedit/uvedit_ops.c +++ b/source/blender/editors/uvedit/uvedit_ops.c @@ -189,15 +189,6 @@ void uvedit_live_unwrap_update(SpaceImage *sima, Scene *scene, Object *obedit) /** \name Geometric Utilities * \{ */ -void uv_poly_copy_aspect(float uv_orig[][2], float uv[][2], float aspx, float aspy, int len) -{ - int i; - for (i = 0; i < len; i++) { - uv[i][0] = uv_orig[i][0] * aspx; - uv[i][1] = uv_orig[i][1] * aspy; - } -} - bool ED_uvedit_minmax_multi( const Scene *scene, Object **objects_edit, uint objects_len, float r_min[2], float r_max[2]) { diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index 2de0f4e470a..4157caf45d7 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -454,6 +454,7 @@ list(APPEND INC ${CMAKE_CURRENT_BINARY_DIR}) set(SRC_SHADER_CREATE_INFOS ../draw/engines/basic/shaders/infos/basic_depth_info.hh + ../draw/engines/eevee_next/shaders/infos/eevee_depth_of_field_info.hh ../draw/engines/eevee_next/shaders/infos/eevee_film_info.hh ../draw/engines/eevee_next/shaders/infos/eevee_material_info.hh ../draw/engines/eevee_next/shaders/infos/eevee_motion_blur_info.hh diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h index 7fad8dd23be..7ef2d81ac31 100644 --- a/source/blender/gpu/GPU_batch.h +++ b/source/blender/gpu/GPU_batch.h @@ -14,6 +14,7 @@ #include "GPU_index_buffer.h" #include "GPU_shader.h" +#include "GPU_storage_buffer.h" #include "GPU_uniform_buffer.h" #include "GPU_vertex_buffer.h" @@ -171,7 +172,13 @@ void GPU_batch_draw_instanced(GPUBatch *batch, int i_count); /** * This does not bind/unbind shader and does not call GPU_matrix_bind(). */ -void GPU_batch_draw_advanced(GPUBatch *, int v_first, int v_count, int i_first, int i_count); +void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_first, int i_count); + +/** + * Issue a draw call using GPU computed arguments. The argument are expected to be valid for the + * type of geometry drawn (index or non-indexed). + */ +void GPU_batch_draw_indirect(GPUBatch *batch, GPUStorageBuf *indirect_buf); #if 0 /* future plans */ diff --git a/source/blender/gpu/GPU_buffers.h b/source/blender/gpu/GPU_buffers.h index 10b700f563f..647917e21ca 100644 --- a/source/blender/gpu/GPU_buffers.h +++ b/source/blender/gpu/GPU_buffers.h @@ -22,6 +22,7 @@ struct CCGKey; struct DMFlagMat; struct GSet; struct TableGSet; +struct Mesh; struct MLoop; struct MLoopCol; struct MLoopTri; @@ -46,14 +47,12 @@ typedef struct GPU_PBVH_Buffers GPU_PBVH_Buffers; * * Threaded: do not call any functions that use OpenGL calls! */ -GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const struct MPoly *mpoly, - const struct MLoop *mloop, +GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const struct Mesh *mesh, + const struct MVert *vertices, const struct MLoopTri *looptri, - const bool *hide_vert, - const int *face_indices, const int *sculpt_face_sets, - int face_indices_len, - const struct Mesh *mesh); + const int *face_indices, + int face_indices_len); /** * Threaded: do not call any functions that use OpenGL calls! @@ -91,11 +90,8 @@ enum { */ void GPU_pbvh_mesh_buffers_update(PBVHGPUFormat *vbo_id, GPU_PBVH_Buffers *buffers, + const struct Mesh *mesh, const struct MVert *mvert, - const float (*vert_normals)[3], - const bool *hide_vert, - const CustomData *vdata, - const CustomData *ldata, const float *vmask, const int *sculpt_face_sets, const int face_sets_color_seed, diff --git a/source/blender/gpu/intern/gpu_batch.cc b/source/blender/gpu/intern/gpu_batch.cc index 1b34b6e6c69..0b47a7b2952 100644 --- a/source/blender/gpu/intern/gpu_batch.cc +++ b/source/blender/gpu/intern/gpu_batch.cc @@ -270,6 +270,15 @@ void GPU_batch_draw_advanced( batch->draw(v_first, v_count, i_first, i_count); } +void GPU_batch_draw_indirect(GPUBatch *gpu_batch, GPUStorageBuf *indirect_buf) +{ + BLI_assert(Context::get()->shader != nullptr); + BLI_assert(indirect_buf != nullptr); + Batch *batch = static_cast<Batch *>(gpu_batch); + + batch->draw_indirect(indirect_buf); +} + /** \} */ /* -------------------------------------------------------------------- */ diff --git a/source/blender/gpu/intern/gpu_batch_private.hh b/source/blender/gpu/intern/gpu_batch_private.hh index 23052f601d2..8ca19884fd7 100644 --- a/source/blender/gpu/intern/gpu_batch_private.hh +++ b/source/blender/gpu/intern/gpu_batch_private.hh @@ -29,6 +29,7 @@ class Batch : public GPUBatch { virtual ~Batch() = default; virtual void draw(int v_first, int v_count, int i_first, int i_count) = 0; + virtual void draw_indirect(GPUStorageBuf *indirect_buf) = 0; /* Convenience casts. */ IndexBuf *elem_() const diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c index 33322fe7988..0b954dbec5e 100644 --- a/source/blender/gpu/intern/gpu_buffers.c +++ b/source/blender/gpu/intern/gpu_buffers.c @@ -221,11 +221,8 @@ static bool gpu_pbvh_is_looptri_visible(const MLoopTri *lt, void GPU_pbvh_mesh_buffers_update(PBVHGPUFormat *vbo_id, GPU_PBVH_Buffers *buffers, + const Mesh *mesh, const MVert *mvert, - const float (*vert_normals)[3], - const bool *hide_vert, - const CustomData *vdata, - const CustomData *ldata, const float *vmask, const int *sculpt_face_sets, int face_sets_color_seed, @@ -235,23 +232,23 @@ void GPU_pbvh_mesh_buffers_update(PBVHGPUFormat *vbo_id, GPUAttrRef vcol_refs[MAX_GPU_ATTR]; GPUAttrRef cd_uvs[MAX_GPU_ATTR]; - Mesh me_query; - BKE_id_attribute_copy_domains_temp(ID_ME, vdata, NULL, ldata, NULL, NULL, &me_query.id); + const bool *hide_vert = (bool *)CustomData_get_layer_named( + &mesh->vdata, CD_PROP_BOOL, ".hide_vert"); - CustomDataLayer *actcol = BKE_id_attributes_active_color_get(&me_query.id); - eAttrDomain actcol_domain = actcol ? BKE_id_attribute_domain(&me_query.id, actcol) : + const CustomDataLayer *actcol = BKE_id_attributes_active_color_get(&mesh->id); + eAttrDomain actcol_domain = actcol ? BKE_id_attribute_domain(&mesh->id, actcol) : ATTR_DOMAIN_AUTO; - CustomDataLayer *rendercol = BKE_id_attributes_render_color_get(&me_query.id); + const CustomDataLayer *rendercol = BKE_id_attributes_render_color_get(&mesh->id); int totcol; if (update_flags & GPU_PBVH_BUFFERS_SHOW_VCOL) { totcol = gpu_pbvh_make_attr_offs(ATTR_DOMAIN_MASK_COLOR, CD_MASK_COLOR_ALL, - vdata, + &mesh->vdata, NULL, - ldata, + &mesh->ldata, NULL, vcol_refs, vbo_id->active_attrs_only, @@ -268,14 +265,14 @@ void GPU_pbvh_mesh_buffers_update(PBVHGPUFormat *vbo_id, CD_MASK_MLOOPUV, NULL, NULL, - ldata, + &mesh->ldata, NULL, cd_uvs, vbo_id->active_attrs_only, CD_MLOOPUV, ATTR_DOMAIN_CORNER, - get_active_layer(ldata, CD_MLOOPUV), - get_render_layer(ldata, CD_MLOOPUV)); + get_active_layer(&mesh->ldata, CD_MLOOPUV), + get_render_layer(&mesh->ldata, CD_MLOOPUV)); const bool show_mask = vmask && (update_flags & GPU_PBVH_BUFFERS_SHOW_MASK) != 0; const bool show_face_sets = sculpt_face_sets && @@ -309,7 +306,7 @@ void GPU_pbvh_mesh_buffers_update(PBVHGPUFormat *vbo_id, GPU_vertbuf_attr_get_raw_data(buffers->vert_buf, vbo_id->uv[uv_i], &uv_step); GPUAttrRef *ref = cd_uvs + uv_i; - CustomDataLayer *layer = ldata->layers + ref->layer_idx; + CustomDataLayer *layer = mesh->ldata.layers + ref->layer_idx; MLoopUV *muv = layer->data; for (uint i = 0; i < buffers->face_indices_len; i++) { @@ -335,7 +332,7 @@ void GPU_pbvh_mesh_buffers_update(PBVHGPUFormat *vbo_id, MLoopCol *mcol = NULL; GPUAttrRef *ref = vcol_refs + col_i; - const CustomData *cdata = ref->domain == ATTR_DOMAIN_POINT ? vdata : ldata; + const CustomData *cdata = ref->domain == ATTR_DOMAIN_POINT ? &mesh->vdata : &mesh->ldata; CustomDataLayer *layer = cdata->layers + ref->layer_idx; bool color_loops = ref->domain == ATTR_DOMAIN_CORNER; @@ -458,21 +455,25 @@ void GPU_pbvh_mesh_buffers_update(PBVHGPUFormat *vbo_id, buffers->mvert = mvert; } -GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const MPoly *mpoly, - const MLoop *mloop, +GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const Mesh *mesh, + const MVert *vertices, const MLoopTri *looptri, - const bool *hide_vert, - const int *face_indices, const int *sculpt_face_sets, - const int face_indices_len, - const struct Mesh *mesh) + const int *face_indices, + const int face_indices_len) { GPU_PBVH_Buffers *buffers; int i, tottri; int tot_real_edges = 0; + const MPoly *mpoly = mesh->mpoly; + const MLoop *mloop = mesh->mloop; + buffers = MEM_callocN(sizeof(GPU_PBVH_Buffers), "GPU_Buffers"); + const bool *hide_vert = (bool *)CustomData_get_layer_named( + &mesh->vdata, CD_PROP_BOOL, ".hide_vert"); + /* smooth or flat for all */ buffers->smooth = mpoly[looptri[face_indices[0]].poly].flag & ME_SMOOTH; diff --git a/source/blender/gpu/opengl/gl_backend.hh b/source/blender/gpu/opengl/gl_backend.hh index e425b87afe8..8646d94e2fd 100644 --- a/source/blender/gpu/opengl/gl_backend.hh +++ b/source/blender/gpu/opengl/gl_backend.hh @@ -133,11 +133,11 @@ class GLBackend : public GPUBackend { dynamic_cast<GLStorageBuf *>(indirect_buf)->bind_as(GL_DISPATCH_INDIRECT_BUFFER); /* This barrier needs to be here as it only work on the currently bound indirect buffer. */ - glMemoryBarrier(GL_DRAW_INDIRECT_BUFFER); + glMemoryBarrier(GL_COMMAND_BARRIER_BIT); glDispatchComputeIndirect((GLintptr)0); /* Unbind. */ - glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0); + glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0); } /* Render Frame Coordination */ diff --git a/source/blender/gpu/opengl/gl_batch.cc b/source/blender/gpu/opengl/gl_batch.cc index fde2a53bb0f..4ec86b98cbe 100644 --- a/source/blender/gpu/opengl/gl_batch.cc +++ b/source/blender/gpu/opengl/gl_batch.cc @@ -18,6 +18,7 @@ #include "gl_debug.hh" #include "gl_index_buffer.hh" #include "gl_primitive.hh" +#include "gl_storage_buffer.hh" #include "gl_vertex_array.hh" #include "gl_batch.hh" @@ -326,4 +327,27 @@ void GLBatch::draw(int v_first, int v_count, int i_first, int i_count) } } +void GLBatch::draw_indirect(GPUStorageBuf *indirect_buf) +{ + GL_CHECK_RESOURCES("Batch"); + + this->bind(0); + + dynamic_cast<GLStorageBuf *>(unwrap(indirect_buf))->bind_as(GL_DRAW_INDIRECT_BUFFER); + /* This barrier needs to be here as it only work on the currently bound indirect buffer. */ + glMemoryBarrier(GL_COMMAND_BARRIER_BIT); + + GLenum gl_type = to_gl(prim_type); + if (elem) { + const GLIndexBuf *el = this->elem_(); + GLenum index_type = to_gl(el->index_type_); + glDrawElementsIndirect(gl_type, index_type, (GLvoid *)nullptr); + } + else { + glDrawArraysIndirect(gl_type, (GLvoid *)nullptr); + } + /* Unbind. */ + glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0); +} + /** \} */ diff --git a/source/blender/gpu/opengl/gl_batch.hh b/source/blender/gpu/opengl/gl_batch.hh index 1a18572c683..bb53d9b31f1 100644 --- a/source/blender/gpu/opengl/gl_batch.hh +++ b/source/blender/gpu/opengl/gl_batch.hh @@ -93,6 +93,7 @@ class GLBatch : public Batch { public: void draw(int v_first, int v_count, int i_first, int i_count) override; + void draw_indirect(GPUStorageBuf *indirect_buf) override; void bind(int i_first); /* Convenience getters. */ diff --git a/source/blender/gpu/opengl/gl_state.cc b/source/blender/gpu/opengl/gl_state.cc index 8be4ac29af6..46422124112 100644 --- a/source/blender/gpu/opengl/gl_state.cc +++ b/source/blender/gpu/opengl/gl_state.cc @@ -563,14 +563,14 @@ void GLStateManager::image_bind(Texture *tex_, int unit) } images_[unit] = tex->tex_id_; formats_[unit] = to_gl_internal_format(tex->format_); - tex->is_bound_ = true; + tex->is_bound_image_ = true; dirty_image_binds_ |= 1ULL << unit; } void GLStateManager::image_unbind(Texture *tex_) { GLTexture *tex = static_cast<GLTexture *>(tex_); - if (!tex->is_bound_) { + if (!tex->is_bound_image_) { return; } @@ -581,7 +581,7 @@ void GLStateManager::image_unbind(Texture *tex_) dirty_image_binds_ |= 1ULL << i; } } - tex->is_bound_ = false; + tex->is_bound_image_ = false; } void GLStateManager::image_unbind_all() diff --git a/source/blender/gpu/opengl/gl_texture.cc b/source/blender/gpu/opengl/gl_texture.cc index cfb3184c4a5..2ce205353a3 100644 --- a/source/blender/gpu/opengl/gl_texture.cc +++ b/source/blender/gpu/opengl/gl_texture.cc @@ -40,6 +40,7 @@ GLTexture::~GLTexture() if (ctx != nullptr && is_bound_) { /* This avoid errors when the texture is still inside the bound texture array. */ ctx->state_manager->texture_unbind(this); + ctx->state_manager->image_unbind(this); } GLContext::tex_free(tex_id_); } diff --git a/source/blender/gpu/opengl/gl_texture.hh b/source/blender/gpu/opengl/gl_texture.hh index aeb9fc0e6b7..22c21d360c7 100644 --- a/source/blender/gpu/opengl/gl_texture.hh +++ b/source/blender/gpu/opengl/gl_texture.hh @@ -37,6 +37,8 @@ class GLTexture : public Texture { /** True if this texture is bound to at least one texture unit. */ /* TODO(fclem): How do we ensure thread safety here? */ bool is_bound_ = false; + /** Same as is_bound_ but for image slots. */ + bool is_bound_image_ = false; /** True if pixels in the texture have been initialized. */ bool has_pixels_ = false; diff --git a/source/blender/makesrna/intern/rna_mesh.c b/source/blender/makesrna/intern/rna_mesh.c index a331320a118..3557827aca0 100644 --- a/source/blender/makesrna/intern/rna_mesh.c +++ b/source/blender/makesrna/intern/rna_mesh.c @@ -1671,9 +1671,7 @@ static void rna_Mesh_vertex_color_remove(struct Mesh *me, ReportList *reports, CustomDataLayer *layer) { - if (ED_mesh_color_remove_named(me, layer->name) == false) { - BKE_reportf(reports, RPT_ERROR, "Vertex color '%s' not found", layer->name); - } + BKE_id_attribute_remove(&me->id, layer->name, reports); } static PointerRNA rna_Mesh_sculpt_vertex_color_new(struct Mesh *me, @@ -1684,7 +1682,7 @@ static PointerRNA rna_Mesh_sculpt_vertex_color_new(struct Mesh *me, PointerRNA ptr; CustomData *vdata; CustomDataLayer *cdl = NULL; - int index = ED_mesh_sculpt_color_add(me, name, false, do_init, reports); + int index = ED_mesh_sculpt_color_add(me, name, do_init, reports); if (index != -1) { vdata = rna_mesh_vdata_helper(me); @@ -1699,9 +1697,7 @@ static void rna_Mesh_sculpt_vertex_color_remove(struct Mesh *me, ReportList *reports, CustomDataLayer *layer) { - if (ED_mesh_sculpt_color_remove_named(me, layer->name) == false) { - BKE_reportf(reports, RPT_ERROR, "Sculpt vertex color '%s' not found", layer->name); - } + BKE_id_attribute_remove(&me->id, layer->name, reports); } # define DEFINE_CUSTOMDATA_PROPERTY_API( \ |