diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2022-06-28 19:33:25 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2022-06-30 23:45:42 +0300 |
commit | f18067aa032a35e8a6cc990b5c250567d0f4d78f (patch) | |
tree | d7521c5a487952d2f9855ba7492943a6713b0516 /source | |
parent | a9696f04a012ce23ef419afe489378d1ce840638 (diff) |
EEVEE-Next: Add Film and RenderBuffers module
This modules handles renderpasses allocation and filling. Also handles
blitting to viewport framebuffer and render result reading.
Changes against the old implementation:
- the filling of the renderpasses happens all at once requiring
only 1 geometry pass.
- The filtering is optimized with weights precomputed on CPU and
reuse of neighboor pixels.
- Only one accumulation buffer for renderpasses (no ping-pong).
- Accumulation happens in one pass for every passes using a single
dispatch or fullscreen triangle pass.
TAA and history reprojection is not yet implemented.
AOVs support is present but with a 16 AOV limit for now.
Cryptomatte is not yet implemented.
Diffstat (limited to 'source')
35 files changed, 2346 insertions, 113 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt index 9cb3743dd02..f4af9e242d3 100644 --- a/source/blender/draw/CMakeLists.txt +++ b/source/blender/draw/CMakeLists.txt @@ -136,9 +136,12 @@ set(SRC engines/eevee/eevee_volumes.c engines/eevee_next/eevee_camera.cc engines/eevee_next/eevee_engine.cc + engines/eevee_next/eevee_film.cc engines/eevee_next/eevee_instance.cc engines/eevee_next/eevee_material.cc engines/eevee_next/eevee_pipeline.cc + engines/eevee_next/eevee_renderbuffers.cc + engines/eevee_next/eevee_sampling.cc engines/eevee_next/eevee_shader.cc engines/eevee_next/eevee_sync.cc engines/eevee_next/eevee_velocity.cc @@ -357,6 +360,9 @@ set(GLSL_SRC engines/eevee_next/shaders/eevee_attributes_lib.glsl engines/eevee_next/shaders/eevee_camera_lib.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 engines/eevee_next/shaders/eevee_geom_curves_vert.glsl engines/eevee_next/shaders/eevee_geom_gpencil_vert.glsl engines/eevee_next/shaders/eevee_geom_mesh_vert.glsl diff --git a/source/blender/draw/engines/eevee_next/eevee_camera.cc b/source/blender/draw/engines/eevee_next/eevee_camera.cc index e6d2e2db764..1f65f887d46 100644 --- a/source/blender/draw/engines/eevee_next/eevee_camera.cc +++ b/source/blender/draw/engines/eevee_next/eevee_camera.cc @@ -77,9 +77,10 @@ void Camera::init() void Camera::sync() { const Object *camera_eval = inst_.camera_eval_object; - CameraData &data = data_.current(); - data.filter_size = inst_.scene->r.gauss; + data_.swap(); + + CameraData &data = data_.current(); if (inst_.drw_view) { DRW_view_viewmat_get(inst_.drw_view, data.viewmat.ptr(), false); @@ -127,6 +128,10 @@ void Camera::sync() data.equirect_scale *= data.uv_scale; data.equirect_scale_inv = 1.0f / data.equirect_scale; +#else + data.fisheye_fov = data.fisheye_lens = -1.0f; + data.equirect_bias = float2(0.0f); + data.equirect_scale = float2(0.0f); #endif } else if (inst_.drw_view) { @@ -143,7 +148,7 @@ void Camera::sync() /* Detect changes in parameters. */ if (data_.current() != data_.previous()) { - // inst_.sampling.reset(); + inst_.sampling.reset(); } } diff --git a/source/blender/draw/engines/eevee_next/eevee_camera.hh b/source/blender/draw/engines/eevee_next/eevee_camera.hh index dfec738b1f3..3b3586190c4 100644 --- a/source/blender/draw/engines/eevee_next/eevee_camera.hh +++ b/source/blender/draw/engines/eevee_next/eevee_camera.hh @@ -61,8 +61,7 @@ inline bool operator==(const CameraData &a, const CameraData &b) return compare_m4m4(a.persmat.ptr(), b.persmat.ptr(), FLT_MIN) && (a.uv_scale == b.uv_scale) && (a.uv_bias == b.uv_bias) && (a.equirect_scale == b.equirect_scale) && (a.equirect_bias == b.equirect_bias) && (a.fisheye_fov == b.fisheye_fov) && - (a.fisheye_lens == b.fisheye_lens) && (a.filter_size == b.filter_size) && - (a.type == b.type); + (a.fisheye_lens == b.fisheye_lens) && (a.type == b.type); } inline bool operator!=(const CameraData &a, const CameraData &b) diff --git a/source/blender/draw/engines/eevee_next/eevee_defines.hh b/source/blender/draw/engines/eevee_next/eevee_defines.hh index f75ebd2bd13..1e7979b594e 100644 --- a/source/blender/draw/engines/eevee_next/eevee_defines.hh +++ b/source/blender/draw/engines/eevee_next/eevee_defines.hh @@ -43,3 +43,5 @@ /* Minimum visibility size. */ #define LIGHTPROBE_FILTER_VIS_GROUP_SIZE 16 + +#define FILM_GROUP_SIZE 16 diff --git a/source/blender/draw/engines/eevee_next/eevee_engine.cc b/source/blender/draw/engines/eevee_next/eevee_engine.cc index be0adfad568..37b4bde324e 100644 --- a/source/blender/draw/engines/eevee_next/eevee_engine.cc +++ b/source/blender/draw/engines/eevee_next/eevee_engine.cc @@ -12,6 +12,8 @@ #include "DRW_render.h" +#include "RE_pipeline.h" + #include "eevee_engine.h" /* Own include. */ #include "eevee_instance.hh" @@ -97,6 +99,8 @@ static void eevee_draw_scene(void *vedata) DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); ved->instance->draw_viewport(dfbl); STRNCPY(ved->info, ved->instance->info.c_str()); + /* Reset view for other following engines. */ + DRW_view_set_active(nullptr); } static void eevee_cache_init(void *vedata) @@ -144,7 +148,23 @@ static void eevee_render_to_image(void *UNUSED(vedata), if (!GPU_shader_storage_buffer_objects_support()) { return; } - UNUSED_VARS(engine, layer); + + eevee::Instance *instance = new eevee::Instance(); + + Render *render = engine->re; + Depsgraph *depsgraph = DRW_context_state_get()->depsgraph; + Object *camera_original_ob = RE_GetCamera(engine->re); + const char *viewname = RE_GetActiveRenderView(engine->re); + int size[2] = {engine->resolution_x, engine->resolution_y}; + + rctf view_rect; + rcti rect; + RE_GetViewPlane(render, &view_rect, &rect); + + instance->init(size, &rect, engine, depsgraph, nullptr, camera_original_ob, layer); + instance->render_frame(layer, viewname); + + delete instance; } static void eevee_render_update_passes(RenderEngine *engine, Scene *scene, ViewLayer *view_layer) diff --git a/source/blender/draw/engines/eevee_next/eevee_film.cc b/source/blender/draw/engines/eevee_next/eevee_film.cc new file mode 100644 index 00000000000..44737018c62 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_film.cc @@ -0,0 +1,579 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * A film is a fullscreen buffer (usually at output extent) + * that will be able to accumulate sample in any distorted camera_type + * using a pixel filter. + * + * Input needs to be jittered so that the filter converges to the right result. + */ + +#include "BLI_hash.h" +#include "BLI_rect.h" + +#include "GPU_framebuffer.h" +#include "GPU_texture.h" + +#include "DRW_render.h" +#include "RE_pipeline.h" + +#include "eevee_film.hh" +#include "eevee_instance.hh" + +namespace blender::eevee { + +ENUM_OPERATORS(eViewLayerEEVEEPassType, 1 << EEVEE_RENDER_PASS_MAX_BIT) + +/* -------------------------------------------------------------------- */ +/** \name Arbitrary Output Variables + * \{ */ + +void Film::init_aovs() +{ + Vector<ViewLayerAOV *> aovs; + + aovs_info.display_id = -1; + aovs_info.display_is_value = false; + aovs_info.value_len = aovs_info.color_len = 0; + + if (inst_.is_viewport()) { + /* Viewport case. */ + if (inst_.v3d->shading.render_pass == EEVEE_RENDER_PASS_AOV) { + /* AOV display, request only a single AOV. */ + ViewLayerAOV *aov = (ViewLayerAOV *)BLI_findstring( + &inst_.view_layer->aovs, inst_.v3d->shading.aov_name, offsetof(ViewLayerAOV, name)); + + if (aov == nullptr) { + /* AOV not found in view layer. */ + return; + } + + aovs.append(aov); + aovs_info.display_id = 0; + aovs_info.display_is_value = (aov->type == AOV_TYPE_VALUE); + } + else { + /* TODO(fclem): The realtime compositor could ask for several AOVs. */ + } + } + else { + /* Render case. */ + LISTBASE_FOREACH (ViewLayerAOV *, aov, &inst_.view_layer->aovs) { + aovs.append(aov); + } + } + + if (aovs.size() > AOV_MAX) { + inst_.info = "Error: Too many AOVs"; + return; + } + + for (ViewLayerAOV *aov : aovs) { + bool is_value = (aov->type == AOV_TYPE_VALUE); + uint &index = is_value ? aovs_info.value_len : aovs_info.color_len; + uint &hash = is_value ? aovs_info.hash_value[index] : aovs_info.hash_color[index]; + hash = BLI_hash_string(aov->name); + index++; + } +} + +float *Film::read_aov(ViewLayerAOV *aov) +{ + bool is_value = (aov->type == AOV_TYPE_VALUE); + Texture &accum_tx = is_value ? value_accum_tx_ : color_accum_tx_; + + Span<uint> aovs_hash(is_value ? aovs_info.hash_value : aovs_info.hash_color, + is_value ? aovs_info.value_len : aovs_info.color_len); + /* Find AOV index. */ + uint hash = BLI_hash_string(aov->name); + int aov_index = -1; + int i = 0; + for (uint candidate_hash : aovs_hash) { + if (candidate_hash == hash) { + aov_index = i; + break; + } + i++; + } + + accum_tx.ensure_layer_views(); + + int index = aov_index + (is_value ? data_.aov_value_id : data_.aov_color_id); + GPUTexture *pass_tx = accum_tx.layer_view(index); + + return (float *)GPU_texture_read(pass_tx, GPU_DATA_FLOAT, 0); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Mist Pass + * \{ */ + +void Film::sync_mist() +{ + const CameraData &cam = inst_.camera.data_get(); + const ::World *world = inst_.scene->world; + float mist_start = world ? world->miststa : cam.clip_near; + float mist_distance = world ? world->mistdist : fabsf(cam.clip_far - cam.clip_near); + int mist_type = world ? world->mistype : WO_MIST_LINEAR; + + switch (mist_type) { + case WO_MIST_QUADRATIC: + data_.mist_exponent = 2.0f; + break; + case WO_MIST_LINEAR: + data_.mist_exponent = 1.0f; + break; + case WO_MIST_INVERSE_QUADRATIC: + data_.mist_exponent = 0.5f; + break; + } + + data_.mist_scale = 1.0 / mist_distance; + data_.mist_bias = -mist_start / mist_distance; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name FilmData + * \{ */ + +inline bool operator==(const FilmData &a, const FilmData &b) +{ + return (a.extent == b.extent) && (a.offset == b.offset) && (a.filter_size == b.filter_size) && + (a.scaling_factor == b.scaling_factor); +} + +inline bool operator!=(const FilmData &a, const FilmData &b) +{ + return !(a == b); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Film + * \{ */ + +void Film::init(const int2 &extent, const rcti *output_rect) +{ + init_aovs(); + + { + /* Enable passes that need to be rendered. */ + eViewLayerEEVEEPassType render_passes; + + if (inst_.is_viewport()) { + /* Viewport Case. */ + render_passes = eViewLayerEEVEEPassType(inst_.v3d->shading.render_pass); + + if (inst_.overlays_enabled() || inst_.gpencil_engine_enabled) { + /* Overlays and Grease Pencil needs the depth for correct compositing. + * Using the render pass ensure we store the center depth. */ + render_passes |= EEVEE_RENDER_PASS_Z; + } + } + else { + /* Render Case. */ + render_passes = eViewLayerEEVEEPassType(inst_.view_layer->eevee.render_passes); + + render_passes |= EEVEE_RENDER_PASS_COMBINED; + +#define ENABLE_FROM_LEGACY(name_legacy, name_eevee) \ + SET_FLAG_FROM_TEST(render_passes, \ + (inst_.view_layer->passflag & SCE_PASS_##name_legacy) != 0, \ + EEVEE_RENDER_PASS_##name_eevee); + + ENABLE_FROM_LEGACY(Z, Z) + ENABLE_FROM_LEGACY(MIST, MIST) + ENABLE_FROM_LEGACY(NORMAL, NORMAL) + ENABLE_FROM_LEGACY(SHADOW, SHADOW) + ENABLE_FROM_LEGACY(AO, AO) + ENABLE_FROM_LEGACY(EMIT, EMIT) + ENABLE_FROM_LEGACY(ENVIRONMENT, ENVIRONMENT) + ENABLE_FROM_LEGACY(DIFFUSE_COLOR, DIFFUSE_COLOR) + ENABLE_FROM_LEGACY(GLOSSY_COLOR, SPECULAR_COLOR) + ENABLE_FROM_LEGACY(DIFFUSE_DIRECT, DIFFUSE_LIGHT) + ENABLE_FROM_LEGACY(GLOSSY_DIRECT, SPECULAR_LIGHT) + ENABLE_FROM_LEGACY(ENVIRONMENT, ENVIRONMENT) + +#undef ENABLE_FROM_LEGACY + } + + /* Filter obsolete passes. */ + render_passes &= ~(EEVEE_RENDER_PASS_UNUSED_8 | EEVEE_RENDER_PASS_BLOOM); + + /* TODO(@fclem): Can't we rely on depsgraph update notification? */ + if (assign_if_different(enabled_passes_, render_passes)) { + inst_.sampling.reset(); + } + } + { + rcti fallback_rect; + if (BLI_rcti_is_empty(output_rect)) { + BLI_rcti_init(&fallback_rect, 0, extent[0], 0, extent[1]); + output_rect = &fallback_rect; + } + + FilmData data = data_; + data.extent = int2(BLI_rcti_size_x(output_rect), BLI_rcti_size_y(output_rect)); + data.offset = int2(output_rect->xmin, output_rect->ymin); + data.filter_size = clamp_f(inst_.scene->r.gauss, 0.0f, 100.0f); + /* TODO(fclem): parameter hidden in experimental. + * We need to figure out LOD bias first in order to preserve texture crispiness. */ + data.scaling_factor = 1; + + FilmData &data_prev_ = data_; + if (assign_if_different(data_prev_, data)) { + inst_.sampling.reset(); + } + + const eViewLayerEEVEEPassType data_passes = EEVEE_RENDER_PASS_Z | EEVEE_RENDER_PASS_NORMAL | + EEVEE_RENDER_PASS_VECTOR; + const eViewLayerEEVEEPassType color_passes_1 = EEVEE_RENDER_PASS_DIFFUSE_LIGHT | + EEVEE_RENDER_PASS_SPECULAR_LIGHT | + EEVEE_RENDER_PASS_VOLUME_LIGHT | + EEVEE_RENDER_PASS_EMIT; + const eViewLayerEEVEEPassType color_passes_2 = EEVEE_RENDER_PASS_DIFFUSE_COLOR | + EEVEE_RENDER_PASS_SPECULAR_COLOR | + EEVEE_RENDER_PASS_ENVIRONMENT | + EEVEE_RENDER_PASS_MIST | + EEVEE_RENDER_PASS_SHADOW | EEVEE_RENDER_PASS_AO; + + data_.exposure = 1.0f /* TODO */; + data_.has_data = (enabled_passes_ & data_passes) != 0; + data_.any_render_pass_1 = (enabled_passes_ & color_passes_1) != 0; + data_.any_render_pass_2 = (enabled_passes_ & color_passes_2) != 0; + } + { + /* Set pass offsets. */ + + data_.display_id = aovs_info.display_id; + data_.display_is_value = aovs_info.display_is_value; + + /* Combined is in a separate buffer. */ + data_.combined_id = (enabled_passes_ & EEVEE_RENDER_PASS_COMBINED) ? 0 : -1; + /* Depth is in a separate buffer. */ + data_.depth_id = (enabled_passes_ & EEVEE_RENDER_PASS_Z) ? 0 : -1; + + data_.color_len = 0; + data_.value_len = 0; + + auto pass_index_get = [&](eViewLayerEEVEEPassType pass_type) { + bool is_value = pass_is_value(pass_type); + int index = (enabled_passes_ & pass_type) ? + (is_value ? data_.value_len : data_.color_len)++ : + -1; + if (inst_.is_viewport() && inst_.v3d->shading.render_pass == pass_type) { + data_.display_id = index; + data_.display_is_value = is_value; + } + return index; + }; + + data_.mist_id = pass_index_get(EEVEE_RENDER_PASS_MIST); + data_.normal_id = pass_index_get(EEVEE_RENDER_PASS_NORMAL); + data_.vector_id = pass_index_get(EEVEE_RENDER_PASS_VECTOR); + data_.diffuse_light_id = pass_index_get(EEVEE_RENDER_PASS_DIFFUSE_LIGHT); + data_.diffuse_color_id = pass_index_get(EEVEE_RENDER_PASS_DIFFUSE_COLOR); + data_.specular_light_id = pass_index_get(EEVEE_RENDER_PASS_SPECULAR_LIGHT); + data_.specular_color_id = pass_index_get(EEVEE_RENDER_PASS_SPECULAR_COLOR); + data_.volume_light_id = pass_index_get(EEVEE_RENDER_PASS_VOLUME_LIGHT); + data_.emission_id = pass_index_get(EEVEE_RENDER_PASS_EMIT); + data_.environment_id = pass_index_get(EEVEE_RENDER_PASS_ENVIRONMENT); + data_.shadow_id = pass_index_get(EEVEE_RENDER_PASS_SHADOW); + data_.ambient_occlusion_id = pass_index_get(EEVEE_RENDER_PASS_AO); + + data_.aov_color_id = data_.color_len; + data_.aov_value_id = data_.value_len; + + data_.aov_color_len = aovs_info.color_len; + data_.aov_value_len = aovs_info.value_len; + + data_.color_len += data_.aov_color_len; + data_.value_len += data_.aov_value_len; + } + { + /* TODO(fclem): Overscans. */ + + render_extent_ = math::divide_ceil(extent, int2(data_.scaling_factor)); + int2 weight_extent = inst_.camera.is_panoramic() ? data_.extent : int2(data_.scaling_factor); + + eGPUTextureFormat color_format = GPU_RGBA16F; + eGPUTextureFormat float_format = GPU_R16F; + eGPUTextureFormat weight_format = GPU_R32F; + eGPUTextureFormat depth_format = GPU_R32F; + + int reset = 0; + reset += depth_tx_.ensure_2d(depth_format, data_.extent); + reset += combined_tx_.current().ensure_2d(color_format, data_.extent); + reset += combined_tx_.next().ensure_2d(color_format, data_.extent); + /* Two layers, one for nearest sample weight and one for weight accumulation. */ + reset += weight_tx_.current().ensure_2d_array(weight_format, weight_extent, 2); + reset += weight_tx_.next().ensure_2d_array(weight_format, weight_extent, 2); + reset += color_accum_tx_.ensure_2d_array(color_format, + (data_.color_len > 0) ? data_.extent : int2(1), + (data_.color_len > 0) ? data_.color_len : 1); + reset += value_accum_tx_.ensure_2d_array(float_format, + (data_.value_len > 0) ? data_.extent : int2(1), + (data_.value_len > 0) ? data_.value_len : 1); + + if (reset > 0) { + inst_.sampling.reset(); + data_.use_history = 0; + data_.use_reprojection = 0; + + /* Avoid NaN in uninitialized texture memory making history blending dangerous. */ + color_accum_tx_.clear(float4(0.0f)); + value_accum_tx_.clear(float4(0.0f)); + combined_tx_.current().clear(float4(0.0f)); + weight_tx_.current().clear(float4(0.0f)); + depth_tx_.clear(float4(0.0f)); + } + } +} + +void Film::sync() +{ + /* We use a fragment shader for viewport because we need to output the depth. */ + bool use_compute = (inst_.is_viewport() == false); + + eShaderType shader = use_compute ? FILM_COMP : FILM_FRAG; + + /* TODO(fclem): Shader variation for panoramic & scaled resolution. */ + + RenderBuffers &rbuffers = inst_.render_buffers; + + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS; + accumulate_ps_ = DRW_pass_create("Film.Accumulate", state); + GPUShader *sh = inst_.shaders.static_shader_get(shader); + DRWShadingGroup *grp = DRW_shgroup_create(sh, accumulate_ps_); + DRW_shgroup_uniform_block_ref(grp, "film_buf", &data_); + DRW_shgroup_uniform_texture_ref(grp, "depth_tx", &rbuffers.depth_tx); + DRW_shgroup_uniform_texture_ref(grp, "combined_tx", &rbuffers.combined_tx); + DRW_shgroup_uniform_texture_ref(grp, "normal_tx", &rbuffers.normal_tx); + DRW_shgroup_uniform_texture_ref(grp, "vector_tx", &rbuffers.vector_tx); + DRW_shgroup_uniform_texture_ref(grp, "diffuse_light_tx", &rbuffers.diffuse_light_tx); + DRW_shgroup_uniform_texture_ref(grp, "diffuse_color_tx", &rbuffers.diffuse_color_tx); + DRW_shgroup_uniform_texture_ref(grp, "specular_light_tx", &rbuffers.specular_light_tx); + DRW_shgroup_uniform_texture_ref(grp, "specular_color_tx", &rbuffers.specular_color_tx); + DRW_shgroup_uniform_texture_ref(grp, "volume_light_tx", &rbuffers.volume_light_tx); + DRW_shgroup_uniform_texture_ref(grp, "emission_tx", &rbuffers.emission_tx); + DRW_shgroup_uniform_texture_ref(grp, "environment_tx", &rbuffers.environment_tx); + DRW_shgroup_uniform_texture_ref(grp, "shadow_tx", &rbuffers.shadow_tx); + DRW_shgroup_uniform_texture_ref(grp, "ambient_occlusion_tx", &rbuffers.ambient_occlusion_tx); + DRW_shgroup_uniform_texture_ref(grp, "aov_color_tx", &rbuffers.aov_color_tx); + DRW_shgroup_uniform_texture_ref(grp, "aov_value_tx", &rbuffers.aov_value_tx); + /* 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_tx_.current()); + DRW_shgroup_uniform_image_ref(grp, "out_weight_img", &weight_tx_.next()); + DRW_shgroup_uniform_image_ref(grp, "in_combined_img", &combined_tx_.current()); + 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_); + /* Sync with rendering passes. */ + DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH); + /* Sync with rendering passes. */ + DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS); + if (use_compute) { + int2 dispatch_size = math::divide_ceil(data_.extent, int2(FILM_GROUP_SIZE)); + DRW_shgroup_call_compute(grp, UNPACK2(dispatch_size), 1); + } + else { + DRW_shgroup_call_procedural_triangles(grp, nullptr, 1); + } +} + +void Film::end_sync() +{ + if (inst_.sampling.is_reset()) { + data_.use_history = 0; + } + + // if (camera.changed_type) { + // data_.use_reprojection = false; + // } + + aovs_info.push_update(); + + sync_mist(); +} + +float2 Film::pixel_jitter_get() const +{ + float2 jitter = inst_.sampling.rng_2d_get(SAMPLING_FILTER_U); + + if (data_.filter_size < M_SQRT1_2 && !inst_.camera.is_panoramic()) { + /* For filter size less than a pixel, change sampling strategy and use a uniform disk + * distribution covering the filter shape. This avoids putting samples in areas without any + * weights. */ + /* TODO(fclem): Importance sampling could be a better option here. */ + jitter = Sampling::sample_disk(jitter) * data_.filter_size; + } + else { + /* Jitter the size of a whole pixel. */ + jitter = jitter * 2.0f - 1.0f; + } + /* TODO(fclem): Mixed-resolution rendering: We need to offset to each of the target pixel covered + * by a render pixel, ideally, by choosing one randomly using another sampling dimension, or by + * repeating the same sample RNG sequence for each pixel offset. */ + return jitter; +} + +void Film::update_sample_table() +{ + data_.subpixel_offset = pixel_jitter_get(); + + int filter_size_ceil = ceilf(data_.filter_size); + float filter_size_sqr = square_f(data_.filter_size); + + data_.samples_len = 0; + if (data_.filter_size < 0.01f) { + /* Disable filtering. */ + data_.samples[0].texel = int2(0, 0); + data_.samples[0].weight = 1.0f; + data_.samples_weight_total = 1.0f; + data_.samples_len = 1; + } + /* NOTE: Threshold determined by hand until we don't hit the assert bellow. */ + else if (data_.filter_size < 2.20f) { + /* Small filter Size. */ + int closest_index = 0; + float closest_distance = FLT_MAX; + data_.samples_weight_total = 0.0f; + /* TODO(fclem): For optimization, could try Z-tile ordering. */ + for (int y = -filter_size_ceil; y <= filter_size_ceil; y++) { + for (int x = -filter_size_ceil; x <= filter_size_ceil; x++) { + float2 pixel_offset = float2(x, y) - data_.subpixel_offset; + float distance_sqr = math::length_squared(pixel_offset); + if (distance_sqr < filter_size_sqr) { + if (data_.samples_len >= FILM_PRECOMP_SAMPLE_MAX) { + BLI_assert_msg(0, "Precomputed sample table is too small."); + break; + } + FilmSample &sample = data_.samples[data_.samples_len]; + sample.texel = int2(x, y); + sample.weight = film_filter_weight(data_.filter_size, distance_sqr); + data_.samples_weight_total += sample.weight; + + if (distance_sqr < closest_distance) { + closest_distance = distance_sqr; + closest_index = data_.samples_len; + } + data_.samples_len++; + } + } + } + /* Put the closest one in first position. */ + if (closest_index != 0) { + SWAP(FilmSample, data_.samples[closest_index], data_.samples[0]); + } + } + else { + /* Large Filter Size. */ + MutableSpan<FilmSample> sample_table(data_.samples, FILM_PRECOMP_SAMPLE_MAX); + /* To avoid hitting driver TDR and slowing rendering too much we use random sampling. */ + /* TODO(fclem): This case needs more work. We could distribute the samples better to avoid + * loading the same pixel twice. */ + data_.samples_len = sample_table.size(); + data_.samples_weight_total = 0.0f; + + int i = 0; + for (FilmSample &sample : sample_table) { + /* TODO(fclem): Own RNG. */ + float2 random_2d = inst_.sampling.rng_2d_get(SAMPLING_FILTER_U); + /* This randomization makes sure we converge to the right result but also makes nearest + * neighbor filtering not converging rapidly. */ + random_2d.x = (random_2d.x + i) / float(FILM_PRECOMP_SAMPLE_MAX); + + float2 pixel_offset = math::floor(Sampling::sample_spiral(random_2d) * data_.filter_size); + sample.texel = int2(pixel_offset); + + float distance_sqr = math::length_squared(pixel_offset - data_.subpixel_offset); + sample.weight = film_filter_weight(data_.filter_size, distance_sqr); + data_.samples_weight_total += sample.weight; + i++; + } + } +} + +void Film::accumulate(const DRWView *view) +{ + if (inst_.is_viewport()) { + DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); + GPU_framebuffer_bind(dfbl->default_fb); + GPU_framebuffer_viewport_set(dfbl->default_fb, UNPACK2(data_.offset), UNPACK2(data_.extent)); + } + + update_sample_table(); + + data_.display_only = false; + data_.push_update(); + + DRW_view_set_active(view); + DRW_draw_pass(accumulate_ps_); + + combined_tx_.swap(); + weight_tx_.swap(); + + /* Use history after first sample. */ + if (data_.use_history == 0) { + data_.use_history = 1; + data_.use_reprojection = 1; + } +} + +void Film::display() +{ + BLI_assert(inst_.is_viewport()); + + /* Acquire dummy render buffers for correct binding. They will not be used. */ + inst_.render_buffers.acquire(int2(1), (void *)this); + + DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); + GPU_framebuffer_bind(dfbl->default_fb); + GPU_framebuffer_viewport_set(dfbl->default_fb, UNPACK2(data_.offset), UNPACK2(data_.extent)); + + data_.display_only = true; + data_.push_update(); + + DRW_view_set_active(nullptr); + DRW_draw_pass(accumulate_ps_); + + inst_.render_buffers.release(); + + /* IMPORTANT: Do not swap! No accumulation has happened. */ +} + +float *Film::read_pass(eViewLayerEEVEEPassType pass_type) +{ + + bool is_value = pass_is_value(pass_type); + Texture &accum_tx = (pass_type == EEVEE_RENDER_PASS_COMBINED) ? + combined_tx_.current() : + (pass_type == EEVEE_RENDER_PASS_Z) ? + depth_tx_ : + (is_value ? value_accum_tx_ : color_accum_tx_); + + accum_tx.ensure_layer_views(); + + int index = pass_id_get(pass_type); + GPUTexture *pass_tx = accum_tx.layer_view(index); + + GPU_memory_barrier(GPU_BARRIER_TEXTURE_UPDATE); + + return (float *)GPU_texture_read(pass_tx, GPU_DATA_FLOAT, 0); +} + +/** \} */ + +} // namespace blender::eevee diff --git a/source/blender/draw/engines/eevee_next/eevee_film.hh b/source/blender/draw/engines/eevee_next/eevee_film.hh new file mode 100644 index 00000000000..7ffbd4e45c6 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_film.hh @@ -0,0 +1,187 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * The film class handles accumulation of samples with any distorted camera_type + * using a pixel filter. Inputs needs to be jittered so that the filter converges to the right + * result. + */ + +#pragma once + +#include "DRW_render.h" + +#include "eevee_shader_shared.hh" + +namespace blender::eevee { + +class Instance; + +/* -------------------------------------------------------------------- */ +/** \name Film + * \{ */ + +class Film { + public: + /** Stores indirection table of AOVs based on their name hash and their type. */ + AOVsInfoDataBuf aovs_info; + + private: + Instance &inst_; + + /** Main accumulation textures containing every render-pass except depth and combined. */ + Texture color_accum_tx_; + Texture value_accum_tx_; + /** Depth accumulation texture. Separated because using a different format. */ + Texture depth_tx_; + /** Combined "Color" buffer. Double buffered to allow re-projection. */ + SwapChain<Texture, 2> combined_tx_; + /** Weight buffers. Double buffered to allow updating it during accumulation. */ + SwapChain<Texture, 2> weight_tx_; + /** Extent used by the render buffers when rendering the main views. */ + int2 render_extent_ = int2(-1); + + DRWPass *accumulate_ps_ = nullptr; + + FilmDataBuf data_; + + eViewLayerEEVEEPassType enabled_passes_ = eViewLayerEEVEEPassType(0); + + public: + Film(Instance &inst) : inst_(inst){}; + ~Film(){}; + + void init(const int2 &full_extent, const rcti *output_rect); + + void sync(); + void end_sync(); + + /** Accumulate the newly rendered sample contained in #RenderBuffers and blit to display. */ + void accumulate(const DRWView *view); + + /** Blit to display. No rendered sample needed. */ + void display(); + + float *read_pass(eViewLayerEEVEEPassType pass_type); + float *read_aov(ViewLayerAOV *aov); + + int2 render_extent_get() const + { + return render_extent_; + } + + float2 pixel_jitter_get() const; + + eViewLayerEEVEEPassType enabled_passes_get() const + { + return enabled_passes_; + } + + static bool pass_is_value(eViewLayerEEVEEPassType pass_type) + { + switch (pass_type) { + case EEVEE_RENDER_PASS_Z: + case EEVEE_RENDER_PASS_MIST: + case EEVEE_RENDER_PASS_SHADOW: + case EEVEE_RENDER_PASS_AO: + return true; + default: + return false; + } + } + + /* Returns layer offset in the accumulation texture. -1 if the pass is not enabled. */ + int pass_id_get(eViewLayerEEVEEPassType pass_type) const + { + switch (pass_type) { + case EEVEE_RENDER_PASS_COMBINED: + return data_.combined_id; + case EEVEE_RENDER_PASS_Z: + return data_.depth_id; + case EEVEE_RENDER_PASS_MIST: + return data_.mist_id; + case EEVEE_RENDER_PASS_NORMAL: + return data_.normal_id; + case EEVEE_RENDER_PASS_DIFFUSE_LIGHT: + return data_.diffuse_light_id; + case EEVEE_RENDER_PASS_DIFFUSE_COLOR: + return data_.diffuse_color_id; + case EEVEE_RENDER_PASS_SPECULAR_LIGHT: + return data_.specular_light_id; + case EEVEE_RENDER_PASS_SPECULAR_COLOR: + return data_.specular_color_id; + case EEVEE_RENDER_PASS_VOLUME_LIGHT: + return data_.volume_light_id; + case EEVEE_RENDER_PASS_EMIT: + return data_.emission_id; + case EEVEE_RENDER_PASS_ENVIRONMENT: + return data_.environment_id; + case EEVEE_RENDER_PASS_SHADOW: + return data_.shadow_id; + case EEVEE_RENDER_PASS_AO: + return data_.ambient_occlusion_id; + case EEVEE_RENDER_PASS_CRYPTOMATTE: + return -1; /* TODO */ + case EEVEE_RENDER_PASS_VECTOR: + return data_.vector_id; + default: + return -1; + } + } + + static const char *pass_to_render_pass_name(eViewLayerEEVEEPassType pass_type) + { + switch (pass_type) { + case EEVEE_RENDER_PASS_COMBINED: + return RE_PASSNAME_COMBINED; + case EEVEE_RENDER_PASS_Z: + return RE_PASSNAME_Z; + case EEVEE_RENDER_PASS_MIST: + return RE_PASSNAME_MIST; + case EEVEE_RENDER_PASS_NORMAL: + return RE_PASSNAME_NORMAL; + case EEVEE_RENDER_PASS_DIFFUSE_LIGHT: + return RE_PASSNAME_DIFFUSE_DIRECT; + case EEVEE_RENDER_PASS_DIFFUSE_COLOR: + return RE_PASSNAME_DIFFUSE_COLOR; + case EEVEE_RENDER_PASS_SPECULAR_LIGHT: + return RE_PASSNAME_GLOSSY_DIRECT; + case EEVEE_RENDER_PASS_SPECULAR_COLOR: + return RE_PASSNAME_GLOSSY_COLOR; + case EEVEE_RENDER_PASS_VOLUME_LIGHT: + return RE_PASSNAME_VOLUME_LIGHT; + case EEVEE_RENDER_PASS_EMIT: + return RE_PASSNAME_EMIT; + case EEVEE_RENDER_PASS_ENVIRONMENT: + return RE_PASSNAME_ENVIRONMENT; + case EEVEE_RENDER_PASS_SHADOW: + return RE_PASSNAME_SHADOW; + case EEVEE_RENDER_PASS_AO: + return RE_PASSNAME_AO; + case EEVEE_RENDER_PASS_CRYPTOMATTE: + BLI_assert_msg(0, "Cryptomatte is not implemented yet."); + return ""; /* TODO */ + case EEVEE_RENDER_PASS_VECTOR: + return RE_PASSNAME_VECTOR; + default: + BLI_assert(0); + return ""; + } + } + + private: + void init_aovs(); + void sync_mist(); + + /** + * Precompute sample weights if they are uniform across the whole film extent. + */ + void update_sample_table(); +}; + +/** \} */ + +} // namespace blender::eevee diff --git a/source/blender/draw/engines/eevee_next/eevee_instance.cc b/source/blender/draw/engines/eevee_next/eevee_instance.cc index 606630bcdef..5fa5628515f 100644 --- a/source/blender/draw/engines/eevee_next/eevee_instance.cc +++ b/source/blender/draw/engines/eevee_next/eevee_instance.cc @@ -17,6 +17,7 @@ #include "DNA_ID.h" #include "DNA_lightprobe_types.h" #include "DNA_modifier_types.h" +#include "RE_pipeline.h" #include "eevee_instance.hh" @@ -43,7 +44,7 @@ void Instance::init(const int2 &output_res, const View3D *v3d_, const RegionView3D *rv3d_) { - UNUSED_VARS(light_probe_, output_rect); + UNUSED_VARS(light_probe_); render = render_; depsgraph = depsgraph_; camera_orig_object = camera_object_; @@ -56,7 +57,10 @@ void Instance::init(const int2 &output_res, update_eval_members(); - main_view.init(output_res); + sampling.init(scene); + camera.init(); + film.init(output_res, output_rect); + main_view.init(); } void Instance::set_time(float time) @@ -90,9 +94,14 @@ void Instance::begin_sync() materials.begin_sync(); velocity.begin_sync(); + gpencil_engine_enabled = false; + + render_buffers.sync(); pipelines.sync(); main_view.sync(); world.sync(); + camera.sync(); + film.sync(); } void Instance::object_sync(Object *ob) @@ -146,13 +155,36 @@ void Instance::object_sync(Object *ob) ob_handle.reset_recalc_flag(); } +/* Wrapper to use with DRW_render_object_iter. */ +void Instance::object_sync_render(void *instance_, + Object *ob, + RenderEngine *engine, + Depsgraph *depsgraph) +{ + UNUSED_VARS(engine, depsgraph); + Instance &inst = *reinterpret_cast<Instance *>(instance_); + inst.object_sync(ob); +} + void Instance::end_sync() { velocity.end_sync(); + sampling.end_sync(); + film.end_sync(); } void Instance::render_sync() { + DRW_cache_restart(); + + begin_sync(); + DRW_render_object_iter(this, render, depsgraph, object_sync_render); + end_sync(); + + DRW_render_instance_buffer_finish(); + /* Also we weed to have a correct fbo bound for DRW_hair_update */ + // GPU_framebuffer_bind(); + // DRW_hair_update(); } /** \} */ @@ -167,6 +199,18 @@ void Instance::render_sync() **/ void Instance::render_sample() { + if (sampling.finished()) { + film.display(); + return; + } + + /* Motion blur may need to do re-sync after a certain number of sample. */ + if (!is_viewport() && sampling.do_render_sync()) { + render_sync(); + } + + sampling.step(); + main_view.render(); } @@ -178,7 +222,36 @@ void Instance::render_sample() void Instance::render_frame(RenderLayer *render_layer, const char *view_name) { - UNUSED_VARS(render_layer, view_name); + while (!sampling.finished()) { + this->render_sample(); + /* TODO(fclem) print progression. */ + } + + /* Read Results. */ + eViewLayerEEVEEPassType pass_bits = film.enabled_passes_get(); + for (auto i : IndexRange(EEVEE_RENDER_PASS_MAX_BIT)) { + eViewLayerEEVEEPassType pass_type = eViewLayerEEVEEPassType(pass_bits & (1 << i)); + if (pass_type == 0) { + continue; + } + + const char *pass_name = Film::pass_to_render_pass_name(pass_type); + RenderPass *rp = RE_pass_find_by_name(render_layer, pass_name, view_name); + if (rp) { + float *result = film.read_pass(pass_type); + if (result) { + std::cout << "read " << pass_name << std::endl; + BLI_mutex_lock(&render->update_render_passes_mutex); + /* WORKAROUND: We use texture read to avoid using a framebuffer to get the render result. + * However, on some implementation, we need a buffer with a few extra bytes for the read to + * happen correctly (see GLTexture::read()). So we need a custom memory allocation. */ + /* Avoid memcpy(), replace the pointer directly. */ + MEM_SAFE_FREE(rp->rect); + rp->rect = result; + BLI_mutex_unlock(&render->update_render_passes_mutex); + } + } + } } void Instance::draw_viewport(DefaultFramebufferList *dfbl) @@ -187,6 +260,10 @@ void Instance::draw_viewport(DefaultFramebufferList *dfbl) render_sample(); velocity.step_swap(); + if (!sampling.finished_viewport()) { + DRW_viewport_request_redraw(); + } + if (materials.queued_shaders_count > 0) { std::stringstream ss; ss << "Compiling Shaders " << materials.queued_shaders_count; diff --git a/source/blender/draw/engines/eevee_next/eevee_instance.hh b/source/blender/draw/engines/eevee_next/eevee_instance.hh index 84be59fc5f0..f47d4f20363 100644 --- a/source/blender/draw/engines/eevee_next/eevee_instance.hh +++ b/source/blender/draw/engines/eevee_next/eevee_instance.hh @@ -16,8 +16,11 @@ #include "DRW_render.h" #include "eevee_camera.hh" +#include "eevee_film.hh" #include "eevee_material.hh" #include "eevee_pipeline.hh" +#include "eevee_renderbuffers.hh" +#include "eevee_sampling.hh" #include "eevee_shader.hh" #include "eevee_sync.hh" #include "eevee_view.hh" @@ -38,7 +41,10 @@ class Instance { MaterialModule materials; PipelineModule pipelines; VelocityModule velocity; + Sampling sampling; Camera camera; + Film film; + RenderBuffers render_buffers; MainView main_view; World world; @@ -57,6 +63,9 @@ class Instance { const View3D *v3d; const RegionView3D *rv3d; + /** True if the grease pencil engine might be running. */ + bool gpencil_engine_enabled; + /* Info string displayed at the top of the render / viewport. */ std::string info = ""; @@ -67,7 +76,10 @@ class Instance { materials(*this), pipelines(*this), velocity(*this), + sampling(*this), camera(*this), + film(*this), + render_buffers(*this), main_view(*this), world(*this){}; ~Instance(){}; @@ -92,12 +104,17 @@ class Instance { void draw_viewport(DefaultFramebufferList *dfbl); - bool is_viewport(void) + bool is_viewport() const + { + return render == nullptr; + } + + bool overlays_enabled() const { - return !DRW_state_is_scene_render(); + return (!v3d) || ((v3d->flag & V3D_HIDE_OVERLAYS) == 0); } - bool use_scene_lights(void) const + bool use_scene_lights() const { return (!v3d) || ((v3d->shading.type == OB_MATERIAL) && @@ -107,7 +124,7 @@ class Instance { } /* Light the scene using the selected HDRI in the viewport shading pop-over. */ - bool use_studio_light(void) const + bool use_studio_light() const { return (v3d) && (((v3d->shading.type == OB_MATERIAL) && ((v3d->shading.flag & V3D_SHADING_SCENE_WORLD) == 0)) || @@ -116,6 +133,10 @@ class Instance { } private: + static void object_sync_render(void *instance_, + Object *ob, + RenderEngine *engine, + Depsgraph *depsgraph); void render_sample(); void mesh_sync(Object *ob, ObjectHandle &ob_handle); diff --git a/source/blender/draw/engines/eevee_next/eevee_material.cc b/source/blender/draw/engines/eevee_next/eevee_material.cc index 1676c89d679..b3161a67092 100644 --- a/source/blender/draw/engines/eevee_next/eevee_material.cc +++ b/source/blender/draw/engines/eevee_next/eevee_material.cc @@ -195,7 +195,7 @@ MaterialPass MaterialModule::material_pass_get(::Material *blender_mat, BLI_assert(GPU_material_status(matpass.gpumat) == GPU_MAT_SUCCESS); if (GPU_material_recalc_flag_get(matpass.gpumat)) { - // inst_.sampling.reset(); + inst_.sampling.reset(); } if ((pipeline_type == MAT_PIPE_DEFERRED) && diff --git a/source/blender/draw/engines/eevee_next/eevee_pipeline.cc b/source/blender/draw/engines/eevee_next/eevee_pipeline.cc index 33853eba06c..7b3cfbf5899 100644 --- a/source/blender/draw/engines/eevee_next/eevee_pipeline.cc +++ b/source/blender/draw/engines/eevee_next/eevee_pipeline.cc @@ -24,6 +24,8 @@ namespace blender::eevee { void WorldPipeline::sync(GPUMaterial *gpumat) { + RenderBuffers &rbufs = inst_.render_buffers; + DRWState state = DRW_STATE_WRITE_COLOR; world_ps_ = DRW_pass_create("World", state); @@ -34,6 +36,19 @@ void WorldPipeline::sync(GPUMaterial *gpumat) DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, world_ps_); DRW_shgroup_uniform_texture(grp, "utility_tx", inst_.pipelines.utility_tx); DRW_shgroup_call_obmat(grp, DRW_cache_fullscreen_quad_get(), camera_mat.ptr()); + /* 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. Cleared by background (even if bad practice). */ + 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); + /* To allow opaque pass rendering over it. */ + DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS); } void WorldPipeline::render() @@ -83,6 +98,7 @@ void ForwardPipeline::sync() DRWShadingGroup *ForwardPipeline::material_opaque_add(::Material *blender_mat, GPUMaterial *gpumat) { + RenderBuffers &rbufs = inst_.render_buffers; DRWPass *pass = (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) ? opaque_culled_ps_ : opaque_ps_; // LightModule &lights = inst_.lights; // LightProbeModule &lightprobes = inst_.lightprobes; @@ -97,6 +113,18 @@ DRWShadingGroup *ForwardPipeline::material_opaque_add(::Material *blender_mat, G // DRW_shgroup_uniform_texture_ref(grp, "lightprobe_grid_tx", lightprobes.grid_tx_ref_get()); // DRW_shgroup_uniform_texture_ref(grp, "lightprobe_cube_tx", lightprobes.cube_tx_ref_get()); DRW_shgroup_uniform_texture(grp, "utility_tx", inst_.pipelines.utility_tx); + /* 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); + /* TODO(fclem): Make this only needed if material uses it ... somehow. */ // if (true) { // DRW_shgroup_uniform_texture_ref( diff --git a/source/blender/draw/engines/eevee_next/eevee_renderbuffers.cc b/source/blender/draw/engines/eevee_next/eevee_renderbuffers.cc new file mode 100644 index 00000000000..6e30ba989df --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_renderbuffers.cc @@ -0,0 +1,96 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * A film is a fullscreen buffer (usually at output extent) + * that will be able to accumulate sample in any distorted camera_type + * using a pixel filter. + * + * Input needs to be jittered so that the filter converges to the right result. + */ + +#include "BLI_rect.h" + +#include "GPU_framebuffer.h" +#include "GPU_texture.h" + +#include "DRW_render.h" + +#include "eevee_film.hh" +#include "eevee_instance.hh" + +namespace blender::eevee { + +void RenderBuffers::sync() +{ + depth_tx.sync(); + combined_tx.sync(); + + normal_tx.sync(); + vector_tx.sync(); + diffuse_light_tx.sync(); + diffuse_color_tx.sync(); + specular_light_tx.sync(); + specular_color_tx.sync(); + volume_light_tx.sync(); + emission_tx.sync(); + environment_tx.sync(); + shadow_tx.sync(); + ambient_occlusion_tx.sync(); +} + +void RenderBuffers::acquire(int2 extent, void *owner) +{ + auto pass_extent = [&](eViewLayerEEVEEPassType pass_bit) -> int2 { + /* Use dummy texture for disabled passes. Allows correct bindings. */ + return (inst_.film.enabled_passes_get() & pass_bit) ? extent : int2(1); + }; + + eGPUTextureFormat color_format = GPU_RGBA16F; + eGPUTextureFormat float_format = GPU_R16F; + + /* Depth and combined are always needed. */ + depth_tx.acquire(extent, GPU_DEPTH24_STENCIL8, owner); + combined_tx.acquire(extent, color_format, owner); + + normal_tx.acquire(pass_extent(EEVEE_RENDER_PASS_NORMAL), color_format, owner); + vector_tx.acquire(pass_extent(EEVEE_RENDER_PASS_VECTOR), color_format, owner); + diffuse_light_tx.acquire(pass_extent(EEVEE_RENDER_PASS_DIFFUSE_LIGHT), color_format, owner); + diffuse_color_tx.acquire(pass_extent(EEVEE_RENDER_PASS_DIFFUSE_COLOR), color_format, owner); + specular_light_tx.acquire(pass_extent(EEVEE_RENDER_PASS_SPECULAR_LIGHT), color_format, owner); + specular_color_tx.acquire(pass_extent(EEVEE_RENDER_PASS_SPECULAR_COLOR), color_format, owner); + volume_light_tx.acquire(pass_extent(EEVEE_RENDER_PASS_VOLUME_LIGHT), color_format, owner); + emission_tx.acquire(pass_extent(EEVEE_RENDER_PASS_EMIT), color_format, owner); + environment_tx.acquire(pass_extent(EEVEE_RENDER_PASS_ENVIRONMENT), color_format, owner); + shadow_tx.acquire(pass_extent(EEVEE_RENDER_PASS_SHADOW), float_format, owner); + ambient_occlusion_tx.acquire(pass_extent(EEVEE_RENDER_PASS_AO), float_format, owner); + + const AOVsInfoData &aovs = inst_.film.aovs_info; + aov_color_tx.ensure_2d_array( + color_format, (aovs.color_len > 0) ? extent : int2(1), max_ii(1, aovs.color_len)); + aov_value_tx.ensure_2d_array( + float_format, (aovs.value_len > 0) ? extent : int2(1), max_ii(1, aovs.value_len)); +} + +void RenderBuffers::release() +{ + depth_tx.release(); + combined_tx.release(); + + normal_tx.release(); + vector_tx.release(); + diffuse_light_tx.release(); + diffuse_color_tx.release(); + specular_light_tx.release(); + specular_color_tx.release(); + volume_light_tx.release(); + emission_tx.release(); + environment_tx.release(); + shadow_tx.release(); + ambient_occlusion_tx.release(); +} + +} // namespace blender::eevee diff --git a/source/blender/draw/engines/eevee_next/eevee_renderbuffers.hh b/source/blender/draw/engines/eevee_next/eevee_renderbuffers.hh new file mode 100644 index 00000000000..8c91fed2f0f --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_renderbuffers.hh @@ -0,0 +1,57 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2022 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * Render buffers are textures that are filled during a view rendering. + * Their content is then added to the accumulation buffers of the film class. + * They are short lived and can be reused when doing multi view rendering. + */ + +#pragma once + +#include "DRW_render.h" + +#include "eevee_shader_shared.hh" + +namespace blender::eevee { + +class Instance; + +class RenderBuffers { + public: + TextureFromPool depth_tx; + TextureFromPool combined_tx; + + // TextureFromPool mist_tx; /* Derived from depth_tx during accumulation. */ + TextureFromPool normal_tx; + TextureFromPool vector_tx; + TextureFromPool diffuse_light_tx; + TextureFromPool diffuse_color_tx; + TextureFromPool specular_light_tx; + TextureFromPool specular_color_tx; + TextureFromPool volume_light_tx; + TextureFromPool emission_tx; + TextureFromPool environment_tx; + TextureFromPool shadow_tx; + TextureFromPool ambient_occlusion_tx; + // TextureFromPool cryptomatte_tx; /* TODO */ + /* TODO(fclem): Use texture from pool once they support texture array. */ + Texture aov_color_tx; + Texture aov_value_tx; + + private: + Instance &inst_; + + public: + RenderBuffers(Instance &inst) : inst_(inst){}; + + void sync(); + /* Acquires (also ensures) the render buffer before rendering to them. */ + void acquire(int2 extent, void *owner); + void release(); +}; + +} // namespace blender::eevee diff --git a/source/blender/draw/engines/eevee_next/eevee_sampling.cc b/source/blender/draw/engines/eevee_next/eevee_sampling.cc new file mode 100644 index 00000000000..493fff53919 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_sampling.cc @@ -0,0 +1,264 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * Random number generator, contains persistent state and sample count logic. + */ + +#include "BLI_rand.h" + +#include "eevee_instance.hh" +#include "eevee_sampling.hh" + +namespace blender::eevee { + +/* -------------------------------------------------------------------- */ +/** \name Sampling + * \{ */ + +void Sampling::init(const Scene *scene) +{ + sample_count_ = inst_.is_viewport() ? scene->eevee.taa_samples : scene->eevee.taa_render_samples; + + if (sample_count_ == 0) { + BLI_assert(inst_.is_viewport()); + sample_count_ = infinite_sample_count_; + } + + motion_blur_steps_ = !inst_.is_viewport() ? scene->eevee.motion_blur_steps : 1; + sample_count_ = divide_ceil_u(sample_count_, motion_blur_steps_); + + if (scene->eevee.flag & SCE_EEVEE_DOF_JITTER) { + if (sample_count_ == infinite_sample_count_) { + /* Special case for viewport continuous rendering. We clamp to a max sample + * to avoid the jittered dof never converging. */ + dof_ring_count_ = 6; + } + else { + dof_ring_count_ = sampling_web_ring_count_get(dof_web_density_, sample_count_); + } + dof_sample_count_ = sampling_web_sample_count_get(dof_web_density_, dof_ring_count_); + /* Change total sample count to fill the web pattern entirely. */ + sample_count_ = divide_ceil_u(sample_count_, dof_sample_count_) * dof_sample_count_; + } + else { + dof_ring_count_ = 0; + dof_sample_count_ = 1; + } + + /* Only multiply after to have full the full DoF web pattern for each time steps. */ + sample_count_ *= motion_blur_steps_; +} + +void Sampling::end_sync() +{ + if (reset_) { + viewport_sample_ = 0; + if (inst_.is_viewport()) { + interactive_mode_ = true; + } + } + + if (interactive_mode_) { + int interactive_sample_count = min_ii(interactive_sample_max_, sample_count_); + + if (viewport_sample_ < interactive_sample_count) { + /* Loop over the same starting samples. */ + sample_ = sample_ % interactive_sample_count; + } + else { + /* Break out of the loop and resume normal pattern. */ + sample_ = interactive_sample_count; + interactive_mode_ = false; + } + } +} + +void Sampling::step() +{ + { + /* TODO(fclem) we could use some persistent states to speedup the computation. */ + double2 r, offset = {0, 0}; + /* Using 2,3 primes as per UE4 Temporal AA presentation. + * advances.realtimerendering.com/s2014/epic/TemporalAA.pptx (slide 14) */ + uint2 primes = {2, 3}; + BLI_halton_2d(primes, offset, sample_ + 1, r); + /* WORKAROUND: We offset the distribution to make the first sample (0,0). This way, we are + * assured that at least one of the samples inside the TAA rotation will match the one from the + * draw manager. This makes sure overlays are correctly composited in static scene. */ + data_.dimensions[SAMPLING_FILTER_U] = fractf(r[0] + (1.0 / 2.0)); + data_.dimensions[SAMPLING_FILTER_V] = fractf(r[1] + (2.0 / 3.0)); + /* TODO de-correlate. */ + data_.dimensions[SAMPLING_TIME] = r[0]; + data_.dimensions[SAMPLING_CLOSURE] = r[1]; + data_.dimensions[SAMPLING_RAYTRACE_X] = r[0]; + } + { + double2 r, offset = {0, 0}; + uint2 primes = {5, 7}; + BLI_halton_2d(primes, offset, sample_ + 1, r); + data_.dimensions[SAMPLING_LENS_U] = r[0]; + data_.dimensions[SAMPLING_LENS_V] = r[1]; + /* TODO de-correlate. */ + data_.dimensions[SAMPLING_LIGHTPROBE] = r[0]; + data_.dimensions[SAMPLING_TRANSPARENCY] = r[1]; + } + { + /* Using leaped Halton sequence so we can reused the same primes as lens. */ + double3 r, offset = {0, 0, 0}; + uint64_t leap = 11; + uint3 primes = {5, 4, 7}; + BLI_halton_3d(primes, offset, sample_ * leap, r); + data_.dimensions[SAMPLING_SHADOW_U] = r[0]; + data_.dimensions[SAMPLING_SHADOW_V] = r[1]; + data_.dimensions[SAMPLING_SHADOW_W] = r[2]; + /* TODO de-correlate. */ + data_.dimensions[SAMPLING_RAYTRACE_U] = r[0]; + data_.dimensions[SAMPLING_RAYTRACE_V] = r[1]; + data_.dimensions[SAMPLING_RAYTRACE_W] = r[2]; + } + { + /* Using leaped Halton sequence so we can reused the same primes. */ + double2 r, offset = {0, 0}; + uint64_t leap = 5; + uint2 primes = {2, 3}; + BLI_halton_2d(primes, offset, sample_ * leap, r); + data_.dimensions[SAMPLING_SHADOW_X] = r[0]; + data_.dimensions[SAMPLING_SHADOW_Y] = r[1]; + /* TODO de-correlate. */ + data_.dimensions[SAMPLING_SSS_U] = r[0]; + data_.dimensions[SAMPLING_SSS_V] = r[1]; + } + + data_.push_update(); + + viewport_sample_++; + sample_++; + + std::cout << sample_ << " " << viewport_sample_ << std::endl; + + reset_ = false; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Sampling patterns + * \{ */ + +float3 Sampling::sample_ball(const float3 &rand) +{ + float3 sample; + sample.z = rand.x * 2.0f - 1.0f; /* cos theta */ + + float r = sqrtf(fmaxf(0.0f, 1.0f - square_f(sample.z))); /* sin theta */ + + float omega = rand.y * 2.0f * M_PI; + sample.x = r * cosf(omega); + sample.y = r * sinf(omega); + + sample *= sqrtf(sqrtf(rand.z)); + return sample; +} + +float2 Sampling::sample_disk(const float2 &rand) +{ + float omega = rand.y * 2.0f * M_PI; + return sqrtf(rand.x) * float2(cosf(omega), sinf(omega)); +} + +float2 Sampling::sample_spiral(const float2 &rand) +{ + /* Fibonacci spiral. */ + float omega = M_PI * (1.0f + sqrtf(5.0f)) * rand.x; + float r = sqrtf(rand.x); + /* Random rotation. */ + omega += rand.y * 2.0f * M_PI; + return r * float2(cosf(omega), sinf(omega)); +} + +void Sampling::dof_disk_sample_get(float *r_radius, float *r_theta) const +{ + if (dof_ring_count_ == 0) { + *r_radius = *r_theta = 0.0f; + return; + } + + int s = sample_ - 1; + int ring = 0; + int ring_sample_count = 1; + int ring_sample = 1; + + s = s * (dof_web_density_ - 1); + s = s % dof_sample_count_; + + /* Choosing sample to we get faster convergence. + * The issue here is that we cannot map a low descripency sequence to this sampling pattern + * because the same sample could be choosen twice in relatively short intervals. */ + /* For now just use an ascending sequence with an offset. This gives us relatively quick + * initial coverage and relatively high distance between samples. */ + /* TODO(fclem) We can try to order samples based on a LDS into a table to avoid duplicates. + * The drawback would be some memory consumption and init time. */ + int samples_passed = 1; + while (s >= samples_passed) { + ring++; + ring_sample_count = ring * dof_web_density_; + ring_sample = s - samples_passed; + ring_sample = (ring_sample + 1) % ring_sample_count; + samples_passed += ring_sample_count; + } + + *r_radius = ring / (float)dof_ring_count_; + *r_theta = 2.0f * M_PI * ring_sample / (float)ring_sample_count; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Sampling patterns + * \{ */ + +/* Creates a discrete cumulative distribution function table from a given curvemapping. + * Output cdf vector is expected to already be sized according to the wanted resolution. */ +void Sampling::cdf_from_curvemapping(const CurveMapping &curve, Vector<float> &cdf) +{ + BLI_assert(cdf.size() > 1); + cdf[0] = 0.0f; + /* Actual CDF evaluation. */ + for (int u : cdf.index_range()) { + float x = (float)(u + 1) / (float)(cdf.size() - 1); + cdf[u + 1] = cdf[u] + BKE_curvemapping_evaluateF(&curve, 0, x); + } + /* Normalize the CDF. */ + for (int u : cdf.index_range()) { + cdf[u] /= cdf.last(); + } + /* Just to make sure. */ + cdf.last() = 1.0f; +} + +/* Inverts a cumulative distribution function. + * Output vector is expected to already be sized according to the wanted resolution. */ +void Sampling::cdf_invert(Vector<float> &cdf, Vector<float> &inverted_cdf) +{ + for (int u : inverted_cdf.index_range()) { + float x = (float)u / (float)(inverted_cdf.size() - 1); + for (int i : cdf.index_range()) { + if (i == cdf.size() - 1) { + inverted_cdf[u] = 1.0f; + } + else if (cdf[i] >= x) { + float t = (x - cdf[i]) / (cdf[i + 1] - cdf[i]); + inverted_cdf[u] = ((float)i + t) / (float)(cdf.size() - 1); + break; + } + } + } +} + +/** \} */ + +} // namespace blender::eevee diff --git a/source/blender/draw/engines/eevee_next/eevee_sampling.hh b/source/blender/draw/engines/eevee_next/eevee_sampling.hh new file mode 100644 index 00000000000..d956c61f2b2 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/eevee_sampling.hh @@ -0,0 +1,172 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2021 Blender Foundation. + */ + +/** \file + * \ingroup eevee + * + * Random number generator, contains persistent state and sample count logic. + */ + +#pragma once + +#include "BKE_colortools.h" +#include "BLI_system.h" +#include "BLI_vector.hh" +#include "DNA_scene_types.h" +#include "DRW_render.h" + +#include "eevee_shader_shared.hh" + +namespace blender::eevee { + +class Instance; + +class Sampling { + private: + Instance &inst_; + + /* Number of samples in the first ring of jittered depth of field. */ + constexpr static uint64_t dof_web_density_ = 6; + /* High number of sample for viewport infinite rendering. */ + constexpr static uint64_t infinite_sample_count_ = 0xFFFFFFu; + /* During interactive rendering, loop over the first few samples. */ + constexpr static uint64_t interactive_sample_max_ = 8; + + /** 0 based current sample. */ + uint64_t sample_ = 0; + /** Target sample count. */ + uint64_t sample_count_ = 64; + /** Number of ring in the web pattern of the jittered Depth of Field. */ + uint64_t dof_ring_count_ = 0; + /** Number of samples in the web pattern of the jittered Depth of Field. */ + uint64_t dof_sample_count_ = 1; + /** Motion blur steps. */ + uint64_t motion_blur_steps_ = 1; + /** Increases if the view and the scene is static. */ + int64_t viewport_sample_ = 0; + /** Tag to reset sampling for the next sample. */ + bool reset_ = false; + /** + * Switch between interactive and static accumulation. + * In interactive mode, image stability is prioritized over quality. + */ + bool interactive_mode_ = false; + + SamplingDataBuf data_; + + public: + Sampling(Instance &inst) : inst_(inst){}; + ~Sampling(){}; + + void init(const Scene *scene); + void end_sync(); + void step(); + + /* Viewport Only: Function to call to notify something in the scene changed. + * This will reset accumulation. Do not call after end_sync() or during sample rendering. */ + void reset() + { + reset_ = true; + } + + /* Viewport Only: true if an update happened in the scene and accumulation needs reset. */ + bool is_reset() const + { + return reset_; + } + + void bind_resources(DRWShadingGroup *grp) + { + DRW_shgroup_storage_block_ref(grp, "sampling_buf", &data_); + } + + /* Returns a pseudo random number in [0..1] range. Each dimension are de-correlated. */ + float rng_get(eSamplingDimension dimension) const + { + return data_.dimensions[dimension]; + } + + /* Returns a pseudo random number in [0..1] range. Each dimension are de-correlated. */ + float2 rng_2d_get(eSamplingDimension starting_dimension) const + { + return *reinterpret_cast<const float2 *>(&data_.dimensions[starting_dimension]); + } + + /* Returns a pseudo random number in [0..1] range. Each dimension are de-correlated. */ + float3 rng_3d_get(eSamplingDimension starting_dimension) const + { + return *reinterpret_cast<const float3 *>(&data_.dimensions[starting_dimension]); + } + + /* Returns true if rendering has finished. */ + bool finished() const + { + return (sample_ >= sample_count_ - 1); + } + + /* Returns true if viewport smoothing and sampling has finished. */ + bool finished_viewport() const + { + return finished() && (viewport_sample_ >= interactive_sample_max_); + } + + /* Return true if we are starting a new motion blur step. We need to run sync again since + * depsgraph was updated by MotionBlur::step(). */ + bool do_render_sync() const + { + return ((sample_ % (sample_count_ / motion_blur_steps_)) == 0); + } + + /** + * Special ball distribution: + * Point are distributed in a way that when they are orthogonally + * projected into any plane, the resulting distribution is (close to) + * a uniform disc distribution. + * \a rand is 3 random float in the [0..1] range. + * Returns point in a ball of radius 1 and centered on the origin. + */ + static float3 sample_ball(const float3 &rand); + + /** + * Uniform disc distribution. + * \a rand is 2 random float in the [0..1] range. + * Returns point in a disk of radius 1 and centered on the origin. + */ + static float2 sample_disk(const float2 &rand); + + /** + * Uniform disc distribution using fibonacci spiral sampling. + * \a rand is 2 random float in the [0..1] range. + * Returns point in a disk of radius 1 and centered on the origin. + */ + static float2 sample_spiral(const float2 &rand); + + /** + * Special RNG for depth of field. + * Returns \a radius and \a theta angle offset to apply to the web sampling pattern. + */ + void dof_disk_sample_get(float *r_radius, float *r_theta) const; + + /** + * Returns sample count inside the jittered depth of field web pattern. + */ + uint64_t dof_ring_count_get() const + { + return dof_ring_count_; + } + + /** + * Returns sample count inside the jittered depth of field web pattern. + */ + uint64_t dof_sample_count_get() const + { + return dof_sample_count_; + } + + /* Cumulative Distribution Function Utils. */ + static void cdf_from_curvemapping(const CurveMapping &curve, Vector<float> &cdf); + static void cdf_invert(Vector<float> &cdf, Vector<float> &inverted_cdf); +}; + +} // namespace blender::eevee diff --git a/source/blender/draw/engines/eevee_next/eevee_shader.cc b/source/blender/draw/engines/eevee_next/eevee_shader.cc index 09aa97e49e9..f5d4af2914e 100644 --- a/source/blender/draw/engines/eevee_next/eevee_shader.cc +++ b/source/blender/draw/engines/eevee_next/eevee_shader.cc @@ -78,6 +78,10 @@ ShaderModule::~ShaderModule() const char *ShaderModule::static_shader_create_info_name_get(eShaderType shader_type) { switch (shader_type) { + case FILM_FRAG: + return "eevee_film_frag"; + case FILM_COMP: + return "eevee_film_comp"; case VELOCITY_RESOLVE: return "eevee_velocity_resolve"; /* To avoid compiler warning about missing case. */ @@ -161,7 +165,6 @@ void ShaderModule::material_create_info_ammend(GPUMaterial *gpumat, GPUCodegenOu } } info.vertex_inputs_.clear(); - info.additional_info("draw_curves_infos"); break; case MAT_GEOM_WORLD: /** diff --git a/source/blender/draw/engines/eevee_next/eevee_shader.hh b/source/blender/draw/engines/eevee_next/eevee_shader.hh index 0f42e880a10..7a0867820af 100644 --- a/source/blender/draw/engines/eevee_next/eevee_shader.hh +++ b/source/blender/draw/engines/eevee_next/eevee_shader.hh @@ -26,7 +26,10 @@ namespace blender::eevee { /* Keep alphabetical order and clean prefix. */ enum eShaderType { - VELOCITY_RESOLVE = 0, + FILM_FRAG = 0, + FILM_COMP, + + VELOCITY_RESOLVE, MAX_SHADER_TYPE, }; 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 eb409f076f3..4168171ab07 100644 --- a/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh +++ b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh @@ -12,7 +12,7 @@ # include "BLI_memory_utils.hh" # include "DRW_gpu_wrapper.hh" -// # include "eevee_defines.hh" +# include "eevee_defines.hh" # include "GPU_shader_shared.h" @@ -28,6 +28,63 @@ using draw::TextureFromPool; #define UBO_MIN_MAX_SUPPORTED_SIZE 1 << 14 /* -------------------------------------------------------------------- */ +/** \name Sampling + * \{ */ + +enum eSamplingDimension : uint32_t { + SAMPLING_FILTER_U = 0u, + SAMPLING_FILTER_V = 1u, + SAMPLING_LENS_U = 2u, + SAMPLING_LENS_V = 3u, + SAMPLING_TIME = 4u, + SAMPLING_SHADOW_U = 5u, + SAMPLING_SHADOW_V = 6u, + SAMPLING_SHADOW_W = 7u, + SAMPLING_SHADOW_X = 8u, + SAMPLING_SHADOW_Y = 9u, + SAMPLING_CLOSURE = 10u, + SAMPLING_LIGHTPROBE = 11u, + SAMPLING_TRANSPARENCY = 12u, + SAMPLING_SSS_U = 13u, + SAMPLING_SSS_V = 14u, + SAMPLING_RAYTRACE_U = 15u, + SAMPLING_RAYTRACE_V = 16u, + SAMPLING_RAYTRACE_W = 17u, + SAMPLING_RAYTRACE_X = 18u +}; + +/** + * IMPORTANT: Make sure the array can contain all sampling dimensions. + * Also note that it needs to be multiple of 4. + */ +#define SAMPLING_DIMENSION_COUNT 20 + +/* NOTE(fclem): Needs to be used in StorageBuffer because of arrays of scalar. */ +struct SamplingData { + /** Array containing random values from Low Discrepency Sequence in [0..1) range. */ + float dimensions[SAMPLING_DIMENSION_COUNT]; +}; +BLI_STATIC_ASSERT_ALIGN(SamplingData, 16) + +/* Returns total sample count in a web pattern of the given size. */ +static inline int sampling_web_sample_count_get(int web_density, int ring_count) +{ + return ((ring_count * ring_count + ring_count) / 2) * web_density + 1; +} + +/* Returns lowest possible ring count that contains at least sample_count samples. */ +static inline int sampling_web_ring_count_get(int web_density, int sample_count) +{ + /* Inversion of web_sample_count_get(). */ + float x = 2.0f * (float(sample_count) - 1.0f) / float(web_density); + /* Solving polynomial. We only search positive solution. */ + float discriminant = 1.0f + 4.0f * x; + return int(ceilf(0.5f * (sqrtf(discriminant) - 1.0f))); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ /** \name Camera * \{ */ @@ -65,15 +122,137 @@ struct CameraData { /** Clipping distances. */ float clip_near; float clip_far; - /** Film pixel filter radius. */ - float filter_size; eCameraType type; + + int _pad0; }; BLI_STATIC_ASSERT_ALIGN(CameraData, 16) /** \} */ /* -------------------------------------------------------------------- */ +/** \name Film + * \{ */ + +#define FILM_PRECOMP_SAMPLE_MAX 16 + +struct FilmSample { + int2 texel; + float weight; + /** Used for accumulation. */ + float weight_sum_inv; +}; +BLI_STATIC_ASSERT_ALIGN(FilmSample, 16) + +struct FilmData { + /** Size of the film in pixels. */ + int2 extent; + /** Offset of the film in the full-res frame, in pixels. */ + int2 offset; + /** Subpixel offset applied to the window matrix. + * NOTE: In final film pixel unit. + * NOTE: Positive values makes the view translate in the negative axes direction. + * NOTE: The origin is the center of the lower left film pixel of the area covered by a render + * pixel if using scaled resolution rendering. + */ + float2 subpixel_offset; + /** Is true if history is valid and can be sampled. Bypass history to resets accumulation. */ + bool1 use_history; + /** Is true if combined buffer is valid and can be re-projected to reduce variance. */ + bool1 use_reprojection; + /** Is true if accumulation of non-filtered passes is needed. */ + bool1 has_data; + /** Is true if accumulation of filtered passes is needed. */ + bool1 any_render_pass_1; + bool1 any_render_pass_2; + int _pad0, _pad1; + /** Output counts per type. */ + int color_len, value_len; + /** Index in color_accum_img or value_accum_img of each pass. -1 if pass is not enabled. */ + int mist_id; + int normal_id; + int vector_id; + int diffuse_light_id; + int diffuse_color_id; + int specular_light_id; + int specular_color_id; + int volume_light_id; + int emission_id; + int environment_id; + int shadow_id; + int ambient_occlusion_id; + /** Not indexed but still not -1 if enabled. */ + int depth_id; + int combined_id; + /** Id of the render-pass to be displayed. -1 for combined. */ + int display_id; + /** True if the render-pass to be displayed is from the value accum buffer. */ + bool1 display_is_value; + /** True if we bypass the accumulation and directly output the accumulation buffer. */ + bool1 display_only; + /** Start of AOVs and number of aov. */ + int aov_color_id, aov_color_len; + int aov_value_id, aov_value_len; + /** Settings to render mist pass */ + float mist_scale, mist_bias, mist_exponent; + /** Scene exposure used for better noise reduction. */ + float exposure; + /** Scaling factor for scaled resolution rendering. */ + int scaling_factor; + /** Film pixel filter radius. */ + float filter_size; + /** Precomputed samples. First in the table is the closest one. The rest is unordered. */ + int samples_len; + /** Sum of the weights of all samples in the sample table. */ + float samples_weight_total; + FilmSample samples[FILM_PRECOMP_SAMPLE_MAX]; +}; +BLI_STATIC_ASSERT_ALIGN(FilmData, 16) + +static inline float film_filter_weight(float filter_size, float sample_distance_sqr) +{ +#if 1 /* Faster */ + /* Gaussian fitted to Blackman-Harris. */ + float r = sample_distance_sqr / (filter_size * filter_size); + const float sigma = 0.284; + const float fac = -0.5 / (sigma * sigma); + float weight = expf(fac * r); +#else + /* Blackman-Harris filter. */ + float r = M_2PI * saturate(0.5 + sqrtf(sample_distance_sqr) / (2.0 * filter_size)); + float weight = 0.35875 - 0.48829 * cosf(r) + 0.14128 * cosf(2.0 * r) - 0.01168 * cosf(3.0 * r); +#endif + return weight; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Arbitrary Output Variables + * \{ */ + +/* Theoretical max is 128 as we are using texture array and VRAM usage. + * However, the output_aov() function perform a linear search inside all the hashes. + * If we find a way to avoid this we could bump this number up. */ +#define AOV_MAX 16 + +/* NOTE(fclem): Needs to be used in StorageBuffer because of arrays of scalar. */ +struct AOVsInfoData { + uint hash_value[AOV_MAX]; + uint hash_color[AOV_MAX]; + /* Length of used data. */ + uint color_len; + uint value_len; + /** Id of the AOV to be displayed (from the start of the AOV array). -1 for combined. */ + int display_id; + /** True if the AOV to be displayed is from the value accum buffer. */ + bool1 display_is_value; +}; +BLI_STATIC_ASSERT_ALIGN(AOVsInfoData, 16) + +/** \} */ + +/* -------------------------------------------------------------------- */ /** \name VelocityModule * \{ */ @@ -178,10 +357,13 @@ float4 utility_tx_sample(sampler2DArray util_tx, float2 uv, float layer) #ifdef __cplusplus +using AOVsInfoDataBuf = draw::StorageBuffer<AOVsInfoData>; using CameraDataBuf = draw::UniformBuffer<CameraData>; +using FilmDataBuf = draw::UniformBuffer<FilmData>; +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 VelocityGeometryBuf = draw::StorageArrayBuffer<float4, 16, true>; } // namespace blender::eevee #endif diff --git a/source/blender/draw/engines/eevee_next/eevee_sync.cc b/source/blender/draw/engines/eevee_next/eevee_sync.cc index 42af251d770..e2d4b0ac1c2 100644 --- a/source/blender/draw/engines/eevee_next/eevee_sync.cc +++ b/source/blender/draw/engines/eevee_next/eevee_sync.cc @@ -47,7 +47,7 @@ ObjectHandle &SyncModule::sync_object(Object *ob) const int recalc_flags = ID_RECALC_COPY_ON_WRITE | ID_RECALC_TRANSFORM | ID_RECALC_SHADING | ID_RECALC_GEOMETRY; if ((eevee_dd.recalc & recalc_flags) != 0) { - // inst_.sampling.reset(); + inst_.sampling.reset(); UNUSED_VARS(inst_); } @@ -63,7 +63,7 @@ WorldHandle &SyncModule::sync_world(::World *world) const int recalc_flags = ID_RECALC_ALL; if ((eevee_dd.recalc & recalc_flags) != 0) { - // inst_.sampling.reset(); + inst_.sampling.reset(); } return eevee_dd; } @@ -253,7 +253,10 @@ static void gpencil_stroke_sync(bGPDlayer *UNUSED(gpl), void SyncModule::sync_gpencil(Object *ob, ObjectHandle &ob_handle) { /* TODO(fclem): Waiting for a user option to use the render engine instead of gpencil engine. */ - return; + if (true) { + inst_.gpencil_engine_enabled = true; + return; + } gpIterData iter(inst_, ob, ob_handle); @@ -280,7 +283,12 @@ static void shgroup_curves_call(MaterialPass &matpass, if (matpass.shgrp == nullptr) { return; } - DRW_shgroup_hair_create_sub(ob, part_sys, modifier_data, matpass.shgrp, matpass.gpumat); + if (part_sys != nullptr) { + DRW_shgroup_hair_create_sub(ob, part_sys, modifier_data, matpass.shgrp, matpass.gpumat); + } + else { + DRW_shgroup_curves_create_sub(ob, matpass.shgrp, matpass.gpumat); + } } void SyncModule::sync_curves(Object *ob, ObjectHandle &ob_handle, ModifierData *modifier_data) diff --git a/source/blender/draw/engines/eevee_next/eevee_velocity.cc b/source/blender/draw/engines/eevee_next/eevee_velocity.cc index ceae9df44d0..4bd0af8204e 100644 --- a/source/blender/draw/engines/eevee_next/eevee_velocity.cc +++ b/source/blender/draw/engines/eevee_next/eevee_velocity.cc @@ -162,7 +162,7 @@ bool VelocityModule::step_object_sync(Object *ob, } /* TODO(@fclem): Reset sampling here? Should ultimately be covered by depsgraph update tags. */ - // inst_.sampling.reset(); + inst_.sampling.reset(); return true; } @@ -264,7 +264,7 @@ void VelocityModule::end_sync() } if (deleted_obj.size() > 0) { - // inst_.sampling.reset(); + inst_.sampling.reset(); } for (auto key : deleted_obj) { diff --git a/source/blender/draw/engines/eevee_next/eevee_view.cc b/source/blender/draw/engines/eevee_next/eevee_view.cc index e21342c5ef6..f4dba47721d 100644 --- a/source/blender/draw/engines/eevee_next/eevee_view.cc +++ b/source/blender/draw/engines/eevee_next/eevee_view.cc @@ -34,17 +34,19 @@ void ShadingView::init() // mb_.init(); } -void ShadingView::sync(int2 render_extent_) +void ShadingView::sync() { + int2 render_extent = inst_.film.render_extent_get(); + if (false /* inst_.camera.is_panoramic() */) { - int64_t render_pixel_count = render_extent_.x * (int64_t)render_extent_.y; + int64_t render_pixel_count = render_extent.x * (int64_t)render_extent.y; /* Divide pixel count between the 6 views. Rendering to a square target. */ extent_[0] = extent_[1] = ceilf(sqrtf(1 + (render_pixel_count / 6))); /* TODO(@fclem): Clip unused views here. */ is_enabled_ = true; } else { - extent_ = render_extent_; + extent_ = render_extent; /* Only enable -Z view. */ is_enabled_ = (StringRefNull(name_) == "negZ_view"); } @@ -54,31 +56,23 @@ void ShadingView::sync(int2 render_extent_) } /* Create views. */ - // const CameraData &data = inst_.camera.data_get(); + const CameraData &cam = inst_.camera.data_get(); float4x4 viewmat, winmat; const float(*viewmat_p)[4] = viewmat.ptr(), (*winmat_p)[4] = winmat.ptr(); -#if 0 if (false /* inst_.camera.is_panoramic() */) { /* TODO(@fclem) Over-scans. */ /* For now a mandatory 5% over-scan for DoF. */ - float side = data.clip_near * 1.05f; - float near = data.clip_near; - float far = data.clip_far; + float side = cam.clip_near * 1.05f; + float near = cam.clip_near; + float far = cam.clip_far; perspective_m4(winmat.ptr(), -side, side, -side, side, near, far); - viewmat = face_matrix_ * data.viewmat; + viewmat = face_matrix_ * cam.viewmat; } else { - viewmat_p = data.viewmat.ptr(); - winmat_p = data.winmat.ptr(); + viewmat_p = cam.viewmat.ptr(); + winmat_p = cam.winmat.ptr(); } -#else - /* TEMP */ - UNUSED_VARS(face_matrix_); - const DRWView *default_view = DRW_view_default_get(); - DRW_view_winmat_get(default_view, winmat.ptr(), false); - DRW_view_viewmat_get(default_view, viewmat.ptr(), false); -#endif main_view_ = DRW_view_create(viewmat_p, winmat_p, nullptr, nullptr, nullptr); sub_view_ = DRW_view_create_sub(main_view_, viewmat_p, winmat_p); @@ -93,7 +87,6 @@ void ShadingView::sync(int2 render_extent_) // inst_.hiz_front.view_sync(extent_); // inst_.gbuffer.view_sync(extent_); - combined_tx_.sync(); postfx_tx_.sync(); } @@ -108,22 +101,18 @@ void ShadingView::render() * With this, we can reuse the same texture across views. */ DrawEngineType *owner = (DrawEngineType *)name_; - DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - - depth_tx_.ensure_2d(GPU_DEPTH24_STENCIL8, extent_); - combined_tx_.acquire(extent_, GPU_RGBA16F, owner); + RenderBuffers &rbufs = inst_.render_buffers; + rbufs.acquire(extent_, owner); velocity_.acquire(extent_); - // combined_fb_.ensure(GPU_ATTACHMENT_TEXTURE(depth_tx_), GPU_ATTACHMENT_TEXTURE(combined_tx_)); - // prepass_fb_.ensure(GPU_ATTACHMENT_TEXTURE(depth_tx_), - // GPU_ATTACHMENT_TEXTURE(velocity_.view_vectors_get())); - combined_fb_.ensure(GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_TEXTURE(dtxl->color)); - prepass_fb_.ensure(GPU_ATTACHMENT_TEXTURE(dtxl->depth), + combined_fb_.ensure(GPU_ATTACHMENT_TEXTURE(rbufs.depth_tx), + GPU_ATTACHMENT_TEXTURE(rbufs.combined_tx)); + prepass_fb_.ensure(GPU_ATTACHMENT_TEXTURE(rbufs.depth_tx), GPU_ATTACHMENT_TEXTURE(velocity_.view_vectors_get())); update_view(); DRW_stats_group_start(name_); - // DRW_view_set_active(render_view_); + DRW_view_set_active(render_view_); float4 clear_velocity(VELOCITY_INVALID); GPU_framebuffer_bind(prepass_fb_); @@ -142,31 +131,22 @@ void ShadingView::render() // inst_.lookdev.render_overlay(view_fb_); - inst_.pipelines.forward.render(render_view_, prepass_fb_, combined_fb_, depth_tx_, combined_tx_); + inst_.pipelines.forward.render( + render_view_, prepass_fb_, combined_fb_, rbufs.depth_tx, rbufs.combined_tx); // inst_.lights.debug_draw(view_fb_); // inst_.shadows.debug_draw(view_fb_); - // velocity_.resolve(depth_tx_); - velocity_.resolve(dtxl->depth); - - // if (inst_.render_passes.vector) { - // inst_.render_passes.vector->accumulate(velocity_.camera_vectors_get(), sub_view_); - // } + velocity_.resolve(rbufs.depth_tx); // GPUTexture *final_radiance_tx = render_post(combined_tx_); - // if (inst_.render_passes.combined) { - // inst_.render_passes.combined->accumulate(final_radiance_tx, sub_view_); - // } + inst_.film.accumulate(sub_view_); - // if (inst_.render_passes.depth) { - // inst_.render_passes.depth->accumulate(depth_tx_, sub_view_); - // } + rbufs.release(); DRW_stats_group_end(); - combined_tx_.release(); postfx_tx_.release(); velocity_.release(); } @@ -197,11 +177,15 @@ void ShadingView::update_view() DRW_view_viewmat_get(main_view_, viewmat.ptr(), false); DRW_view_winmat_get(main_view_, winmat.ptr(), false); + /* TODO(fclem): Mixed-resolution rendering: We need to make sure we render with exactly the same + * distances between pixels to line up render samples and target pixels. + * So if the target resolution is not a multiple of the resolution divisor, we need to make the + * projection window bigger in the +X and +Y directions. */ + /* Anti-Aliasing / Super-Sampling jitter. */ - // float jitter_u = 2.0f * (inst_.sampling.rng_get(SAMPLING_FILTER_U) - 0.5f) / extent_[0]; - // float jitter_v = 2.0f * (inst_.sampling.rng_get(SAMPLING_FILTER_V) - 0.5f) / extent_[1]; + float2 jitter = inst_.film.pixel_jitter_get() / float2(extent_); - // window_translate_m4(winmat.ptr(), winmat.ptr(), jitter_u, jitter_v); + window_translate_m4(winmat.ptr(), winmat.ptr(), UNPACK2(jitter)); DRW_view_update_sub(sub_view_, viewmat.ptr(), winmat.ptr()); /* FIXME(fclem): The offset may be is noticeably large and the culling might make object pop diff --git a/source/blender/draw/engines/eevee_next/eevee_view.hh b/source/blender/draw/engines/eevee_next/eevee_view.hh index fb74412f557..30e06df9716 100644 --- a/source/blender/draw/engines/eevee_next/eevee_view.hh +++ b/source/blender/draw/engines/eevee_next/eevee_view.hh @@ -52,8 +52,6 @@ class ShadingView { Framebuffer prepass_fb_; Framebuffer combined_fb_; - Texture depth_tx_; - TextureFromPool combined_tx_; TextureFromPool postfx_tx_; /** Main views is created from the camera (or is from the viewport). It is not jittered. */ @@ -77,7 +75,7 @@ class ShadingView { void init(); - void sync(int2 render_extent_); + void sync(); void render(); @@ -94,7 +92,7 @@ class ShadingView { * * Container for all views needed to render the final image. * We might need up to 6 views for panoramic cameras. - * All views are always available but only enabled for if need. + * All views are always available but only enabled for if needed. * \{ */ class MainView { @@ -109,8 +107,6 @@ class MainView { ShadingView shading_views_4; ShadingView shading_views_5; #define shading_views_ (&shading_views_0) - /** Internal render size. */ - int render_extent_[2]; public: MainView(Instance &inst) @@ -123,15 +119,8 @@ class MainView { { } - void init(const int2 full_extent_) + void init() { - /* TODO(fclem) parameter hidden in experimental. We need to figure out mipmap bias to preserve - * texture crispiness. */ - float resolution_scale = 1.0f; - for (int i = 0; i < 2; i++) { - render_extent_[i] = max_ii(1, roundf(full_extent_[i] * resolution_scale)); - } - for (auto i : IndexRange(6)) { shading_views_[i].init(); } @@ -140,7 +129,7 @@ class MainView { void sync() { for (auto i : IndexRange(6)) { - shading_views_[i].sync(render_extent_); + shading_views_[i].sync(); } } diff --git a/source/blender/draw/engines/eevee_next/eevee_world.cc b/source/blender/draw/engines/eevee_next/eevee_world.cc index b9cb24fe30a..56cb0f127db 100644 --- a/source/blender/draw/engines/eevee_next/eevee_world.cc +++ b/source/blender/draw/engines/eevee_next/eevee_world.cc @@ -79,7 +79,7 @@ void World::sync() /* TODO(fclem) This should be detected to scene level. */ ::World *orig_world = (::World *)DEG_get_original_id(&bl_world->id); if (assign_if_different(prev_original_world, orig_world)) { - // inst_.sampling.reset(); + inst_.sampling.reset(); } bNodeTree *ntree = (bl_world->nodetree && bl_world->use_nodes) ? diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_film_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_film_comp.glsl new file mode 100644 index 00000000000..ce1f19edf53 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_film_comp.glsl @@ -0,0 +1,13 @@ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_film_lib.glsl) + +void main() +{ + ivec2 texel_film = ivec2(gl_GlobalInvocationID.xy); + /* Not used. */ + vec4 out_color; + float out_depth; + + film_process_data(texel_film, out_color, out_depth); +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_film_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_film_frag.glsl new file mode 100644 index 00000000000..6716c0f126e --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_film_frag.glsl @@ -0,0 +1,29 @@ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_film_lib.glsl) + +void main() +{ + ivec2 texel_film = ivec2(gl_FragCoord.xy); + float out_depth; + + if (film_buf.display_only) { + out_depth = imageLoad(depth_img, texel_film).r; + + if (film_buf.display_id == -1) { + out_color = imageLoad(in_combined_img, texel_film); + } + else if (film_buf.display_is_value) { + out_color.rgb = imageLoad(value_accum_img, ivec3(texel_film, film_buf.display_id)).rrr; + out_color.a = 1.0; + } + else { + out_color = imageLoad(color_accum_img, ivec3(texel_film, film_buf.display_id)); + } + } + else { + film_process_data(texel_film, out_color, out_depth); + } + + gl_FragDepth = get_depth_from_view_z(-out_depth); +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl new file mode 100644 index 00000000000..03af34f27ef --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl @@ -0,0 +1,387 @@ + +/** + * Film accumulation utils functions. + **/ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_camera_lib.glsl) + +/* Return scene linear Z depth from the camera or radial depth for panoramic cameras. */ +float film_depth_convert_to_scene(float depth) +{ + if (false /* Panoramic */) { + /* TODO */ + return 1.0; + } + return abs(get_view_z_from_depth(depth)); +} + +/* -------------------------------------------------------------------- */ +/** \name Filter + * \{ */ + +FilmSample film_sample_get(int sample_n, ivec2 texel_film) +{ +#ifdef PANORAMIC + /* TODO(fclem): Panoramic projection will be more complex. The samples will have to be retrieve + * at runtime, maybe by scanning a whole region. Offset and weight will have to be computed by + * reprojecting the incoming pixel data into film pixel space. */ +#else + +# ifdef SCALED_RENDERING + texel_film /= film_buf.scaling_factor; +# endif + + FilmSample film_sample = film_buf.samples[sample_n]; + film_sample.texel += texel_film; + /* Use extend on borders. */ + film_sample.texel = clamp(film_sample.texel, ivec2(0, 0), film_buf.extent - 1); + + /* TODO(fclem): Panoramic projection will need to compute the sample weight in the shader + * instead of precomputing it on CPU. */ +# ifdef SCALED_RENDERING + /* We need to compute the real distance and weight since a sample + * can be used by many final pixel. */ + vec2 offset = film_buf.subpixel_offset - vec2(texel_film % film_buf.scaling_factor); + film_sample.weight = film_filter_weight(film_buf.filter_size, len_squared(offset)); +# endif + +#endif /* PANORAMIC */ + + /* Always return a weight above 0 to avoid blind spots between samples. */ + film_sample.weight = max(film_sample.weight, 1e-6); + + return film_sample; +} + +/* Returns the combined weights of all samples affecting this film pixel. */ +float film_weight_accumulation(ivec2 texel_film) +{ +#if 0 /* TODO(fclem): Reference implementation, also needed for panoramic cameras. */ + float weight = 0.0; + for (int i = 0; i < film_buf.samples_len; i++) { + weight += film_sample_get(i, texel_film).weight; + } + return weight; +#endif + return film_buf.samples_weight_total; +} + +void film_sample_accum(FilmSample samp, int pass_id, sampler2D tex, inout vec4 accum) +{ + if (pass_id == -1) { + return; + } + accum += texelFetch(tex, samp.texel, 0) * samp.weight; +} + +void film_sample_accum(FilmSample samp, int pass_id, sampler2D tex, inout float accum) +{ + if (pass_id == -1) { + return; + } + accum += texelFetch(tex, samp.texel, 0).x * samp.weight; +} + +void film_sample_accum(FilmSample samp, int pass_id, sampler2DArray tex, inout vec4 accum) +{ + if (pass_id == -1) { + return; + } + accum += texelFetch(tex, ivec3(samp.texel, pass_id), 0) * samp.weight; +} + +void film_sample_accum(FilmSample samp, int pass_id, sampler2DArray tex, inout float accum) +{ + if (pass_id == -1) { + return; + } + accum += texelFetch(tex, ivec3(samp.texel, pass_id), 0).x * samp.weight; +} + +void film_sample_accum_mist(FilmSample samp, inout float accum) +{ + if (film_buf.mist_id == -1) { + return; + } + float depth = texelFetch(depth_tx, samp.texel, 0).x; + vec2 uv = (vec2(samp.texel) + 0.5) / textureSize(depth_tx, 0).xy; + vec3 vP = get_view_space_from_depth(uv, depth); + bool is_persp = ProjectionMatrix[3][3] == 0.0; + float mist = (is_persp) ? length(vP) : abs(vP.z); + /* Remap to 0..1 range. */ + mist = saturate(mist * film_buf.mist_scale + film_buf.mist_bias); + /* Falloff. */ + mist = pow(mist, film_buf.mist_exponent); + accum += mist * samp.weight; +} + +void film_sample_accum_combined(FilmSample samp, inout vec4 accum) +{ + if (film_buf.combined_id == -1) { + return; + } + vec4 color = texelFetch(combined_tx, samp.texel, 0); + /* Convert transmittance to opacity. */ + color.a = saturate(1.0 - color.a); + /* TODO(fclem) Pre-expose. */ + color.rgb = log2(1.0 + color.rgb); + + accum += color * samp.weight; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Load/Store Data + * \{ */ + +#define WEIGHT_lAYER_ACCUMULATION 0 +#define WEIGHT_lAYER_DISTANCE 1 + +/* Returns the distance used to store nearest interpolation data. */ +float film_distance_load(ivec2 texel) +{ + /* Repeat texture coordinates as the weight can be optimized to a small portion of the film. */ + texel = texel % imageSize(in_weight_img).xy; + + if (film_buf.use_history == false) { + return 1.0e16; + } + return imageLoad(in_weight_img, ivec3(texel, WEIGHT_lAYER_DISTANCE)).x; +} + +float film_weight_load(ivec2 texel) +{ + /* Repeat texture coordinates as the weight can be optimized to a small portion of the film. */ + texel = texel % imageSize(in_weight_img).xy; + + if (film_buf.use_history == false) { + return 0.0; + } + return imageLoad(in_weight_img, ivec3(texel, WEIGHT_lAYER_ACCUMULATION)).x; +} + +/* Return the motion in pixels. */ +void film_motion_load() +{ + // ivec2 texel_sample = film_sample_get(0, texel_film, distance_sample); + // vec4 vector = texelFetch(vector_tx, texel_sample); + + // vector.xy *= film_buf.extent; +} + +/* Returns resolved final color. */ +void film_store_combined(FilmSample dst, vec4 color, inout vec4 display) +{ + if (film_buf.combined_id == -1) { + return; + } + + /* Could we assume safe color from earlier pass? */ + color = safe_color(color); + if (false) { + /* Re-projection using motion vectors. */ + // ivec2 texel_combined = texel_film + film_motion_load(texel_film); + // float weight_combined = film_weight_load(texel_combined); + } +#ifdef USE_NEIGHBORHOOD_CLAMPING + /* Only do that for combined pass as it has a non-negligeable performance impact. */ + // color = clamp_bbox(color, min, max); +#endif + + vec4 dst_color = imageLoad(in_combined_img, dst.texel); + + color = (dst_color * dst.weight + color) * dst.weight_sum_inv; + + /* TODO(fclem) undo Pre-expose. */ + // color.rgb = exp2(color.rgb) - 1.0; + + if (film_buf.display_id == -1) { + display = color; + } + imageStore(out_combined_img, dst.texel, color); +} + +void film_store_color(FilmSample dst, int pass_id, vec4 color, inout vec4 display) +{ + if (pass_id == -1) { + return; + } + + vec4 data_film = imageLoad(color_accum_img, ivec3(dst.texel, pass_id)); + + color = (data_film * dst.weight + color) * dst.weight_sum_inv; + + if (film_buf.display_id == pass_id) { + display = color; + } + imageStore(color_accum_img, ivec3(dst.texel, pass_id), color); +} + +void film_store_value(FilmSample dst, int pass_id, float value, inout vec4 display) +{ + if (pass_id == -1) { + return; + } + + float data_film = imageLoad(value_accum_img, ivec3(dst.texel, pass_id)).x; + + value = (data_film * dst.weight + value) * dst.weight_sum_inv; + + if (film_buf.display_id == pass_id) { + display = vec4(value, value, value, 1.0); + } + imageStore(value_accum_img, ivec3(dst.texel, pass_id), vec4(value)); +} + +/* Nearest sample variant. Always stores the data. */ +void film_store_data(ivec2 texel_film, int pass_id, vec4 data_sample, inout vec4 display) +{ + if (pass_id == -1) { + return; + } + + if (film_buf.display_id == pass_id) { + display = data_sample; + } + imageStore(color_accum_img, ivec3(texel_film, pass_id), data_sample); +} + +void film_store_depth(ivec2 texel_film, float value, out float out_depth) +{ + if (film_buf.depth_id == -1) { + return; + } + + out_depth = film_depth_convert_to_scene(value); + + imageStore(depth_img, texel_film, vec4(out_depth)); +} + +void film_store_distance(ivec2 texel, float value) +{ + imageStore(out_weight_img, ivec3(texel, WEIGHT_lAYER_DISTANCE), vec4(value)); +} + +void film_store_weight(ivec2 texel, float value) +{ + imageStore(out_weight_img, ivec3(texel, WEIGHT_lAYER_ACCUMULATION), vec4(value)); +} + +/** \} */ + +/** NOTE: out_depth is scene linear depth from the camera origin. */ +void film_process_data(ivec2 texel_film, out vec4 out_color, out float out_depth) +{ + out_color = vec4(0.0); + out_depth = 0.0; + + float weight_accum = film_weight_accumulation(texel_film); + float film_weight = film_weight_load(texel_film); + float weight_sum = film_weight + weight_accum; + film_store_weight(texel_film, weight_sum); + + FilmSample dst; + dst.texel = texel_film; + dst.weight = film_weight; + dst.weight_sum_inv = 1.0 / weight_sum; + + /* NOTE: We split the accumulations into separate loops to avoid using too much registers and + * maximize occupancy. */ + + if (film_buf.has_data) { + float film_weight = film_distance_load(texel_film); + + /* Get sample closest to target texel. It is always sample 0. */ + FilmSample film_sample = film_sample_get(0, texel_film); + + if (film_sample.weight < film_weight) { + float depth = texelFetch(depth_tx, film_sample.texel, 0).x; + vec4 normal = texelFetch(normal_tx, film_sample.texel, 0); + vec4 vector = texelFetch(vector_tx, film_sample.texel, 0); + + film_store_depth(texel_film, depth, out_depth); + film_store_data(texel_film, film_buf.normal_id, normal, out_color); + film_store_data(texel_film, film_buf.vector_id, vector, out_color); + film_store_distance(texel_film, film_sample.weight); + } + else { + out_depth = imageLoad(depth_img, texel_film).r; + } + } + + if (film_buf.combined_id != -1) { + vec4 combined_accum = vec4(0.0); + + for (int i = 0; i < film_buf.samples_len; i++) { + FilmSample src = film_sample_get(i, texel_film); + film_sample_accum_combined(src, combined_accum); + } + film_store_combined(dst, combined_accum, out_color); + } + + if (film_buf.any_render_pass_1) { + vec4 diffuse_light_accum = vec4(0.0); + vec4 specular_light_accum = vec4(0.0); + vec4 volume_light_accum = vec4(0.0); + vec4 emission_accum = vec4(0.0); + + for (int i = 0; i < film_buf.samples_len; i++) { + FilmSample src = film_sample_get(i, texel_film); + film_sample_accum(src, film_buf.diffuse_light_id, diffuse_light_tx, diffuse_light_accum); + film_sample_accum(src, film_buf.specular_light_id, specular_light_tx, specular_light_accum); + film_sample_accum(src, film_buf.volume_light_id, volume_light_tx, volume_light_accum); + film_sample_accum(src, film_buf.emission_id, emission_tx, emission_accum); + } + film_store_color(dst, film_buf.diffuse_light_id, diffuse_light_accum, out_color); + film_store_color(dst, film_buf.specular_light_id, specular_light_accum, out_color); + film_store_color(dst, film_buf.volume_light_id, volume_light_accum, out_color); + film_store_color(dst, film_buf.emission_id, emission_accum, out_color); + } + + if (film_buf.any_render_pass_2) { + vec4 diffuse_color_accum = vec4(0.0); + vec4 specular_color_accum = vec4(0.0); + vec4 environment_accum = vec4(0.0); + float mist_accum = 0.0; + float shadow_accum = 0.0; + float ao_accum = 0.0; + + for (int i = 0; i < film_buf.samples_len; i++) { + FilmSample src = film_sample_get(i, texel_film); + film_sample_accum(src, film_buf.diffuse_color_id, diffuse_color_tx, diffuse_color_accum); + film_sample_accum(src, film_buf.specular_color_id, specular_color_tx, specular_color_accum); + film_sample_accum(src, film_buf.environment_id, environment_tx, environment_accum); + film_sample_accum(src, film_buf.shadow_id, shadow_tx, shadow_accum); + film_sample_accum(src, film_buf.ambient_occlusion_id, ambient_occlusion_tx, ao_accum); + film_sample_accum_mist(src, mist_accum); + } + film_store_color(dst, film_buf.diffuse_color_id, diffuse_color_accum, out_color); + film_store_color(dst, film_buf.specular_color_id, specular_color_accum, out_color); + film_store_color(dst, film_buf.environment_id, environment_accum, out_color); + film_store_value(dst, film_buf.shadow_id, shadow_accum, out_color); + film_store_value(dst, film_buf.ambient_occlusion_id, ao_accum, out_color); + film_store_value(dst, film_buf.mist_id, mist_accum, out_color); + } + + for (int aov = 0; aov < film_buf.aov_color_len; aov++) { + vec4 aov_accum = vec4(0.0); + + for (int i = 0; i < film_buf.samples_len; i++) { + FilmSample src = film_sample_get(i, texel_film); + film_sample_accum(src, aov, aov_color_tx, aov_accum); + } + film_store_color(dst, film_buf.aov_color_id + aov, aov_accum, out_color); + } + + for (int aov = 0; aov < film_buf.aov_value_len; aov++) { + float aov_accum = 0.0; + + for (int i = 0; i < film_buf.samples_len; i++) { + FilmSample src = film_sample_get(i, texel_film); + film_sample_accum(src, aov, aov_value_tx, aov_accum); + } + film_store_value(dst, film_buf.aov_value_id + aov, aov_accum, out_color); + } +} diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl index 0ccf06a9e14..71921d0477a 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl @@ -245,6 +245,20 @@ float F_eta(float a, float b) } void output_aov(vec4 color, float value, uint hash) { +#if defined(MAT_AOV_SUPPORT) && defined(GPU_FRAGMENT_SHADER) + for (int i = 0; i < AOV_MAX && i < aov_buf.color_len; i++) { + if (aov_buf.hash_color[i] == hash) { + imageStore(aov_color_img, ivec3(gl_FragCoord.xy, i), color); + return; + } + } + for (int i = 0; i < AOV_MAX && i < aov_buf.value_len; i++) { + if (aov_buf.hash_value[i] == hash) { + imageStore(aov_value_img, ivec3(gl_FragCoord.xy, i), vec4(value)); + return; + } + } +#endif } #ifdef EEVEE_MATERIAL_STUBS diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl index 143e88dbe68..48ced4e5374 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl @@ -53,21 +53,45 @@ void main() g_holdout = saturate(g_holdout); + vec3 diffuse_light = vec3(saturate(g_diffuse_data.N.z * 0.5 + 0.5)); + vec3 reflection_light = vec3(spec_light(g_reflection_data)); + vec3 refraction_light = vec3(saturate(g_refraction_data.N.z * 0.5 + 0.5)); + + g_diffuse_data.color *= g_diffuse_data.weight; + g_reflection_data.color *= g_reflection_data.weight; + g_refraction_data.color *= g_refraction_data.weight; + diffuse_light *= step(1e-5, g_diffuse_data.weight); + reflection_light *= step(1e-5, g_reflection_data.weight); + refraction_light *= step(1e-5, g_refraction_data.weight); + out_radiance.rgb = g_emission; - out_radiance.rgb += g_diffuse_data.color * g_diffuse_data.weight * - saturate(g_diffuse_data.N.z * 0.5 + 0.5); - out_radiance.rgb += g_reflection_data.color * g_reflection_data.weight * - spec_light(g_reflection_data); - out_radiance.rgb += g_refraction_data.color * g_refraction_data.weight * - saturate(g_refraction_data.N.z * 0.5 + 0.5); + out_radiance.rgb += g_diffuse_data.color * diffuse_light; + out_radiance.rgb += g_reflection_data.color * reflection_light; + out_radiance.rgb += g_refraction_data.color * refraction_light; out_radiance.a = 0.0; + vec3 specular_light = reflection_light + refraction_light; + vec3 specular_color = g_reflection_data.color + g_refraction_data.color; + + /* TODO(fclem): This feels way too complex for what is it. */ + bool has_any_bsdf_weight = g_diffuse_data.weight != 0.0 || g_reflection_data.weight != 0.0 || + g_refraction_data.weight != 0.0; + vec3 out_normal = has_any_bsdf_weight ? vec3(0.0) : g_data.N; + out_normal += g_diffuse_data.N * g_diffuse_data.weight; + out_normal += g_reflection_data.N * g_reflection_data.weight; + out_normal += g_refraction_data.N * g_refraction_data.weight; + out_normal = safe_normalize(out_normal); + + ivec2 out_texel = ivec2(gl_FragCoord.xy); + imageStore(rp_normal_img, out_texel, vec4(out_normal, 1.0)); + imageStore(rp_diffuse_light_img, out_texel, vec4(diffuse_light, 1.0)); + imageStore(rp_diffuse_color_img, out_texel, vec4(g_diffuse_data.color, 1.0)); + imageStore(rp_specular_light_img, out_texel, vec4(specular_light, 1.0)); + imageStore(rp_specular_color_img, out_texel, vec4(specular_color, 1.0)); + imageStore(rp_emission_img, out_texel, vec4(g_emission, 1.0)); + out_radiance.rgb *= 1.0 - g_holdout; out_transmittance.rgb = g_transmittance; out_transmittance.a = saturate(avg(g_transmittance)); - - /* Test */ - out_transmittance.a = 1.0 - out_transmittance.a; - out_radiance.a = 1.0 - out_radiance.a; } diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_world_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_world_frag.glsl index ac657afc922..b32c3c1c4eb 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_world_frag.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_world_frag.glsl @@ -24,6 +24,14 @@ void main() g_holdout = saturate(g_holdout); + ivec2 out_texel = ivec2(gl_FragCoord.xy); + imageStore(rp_normal_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0)); + imageStore(rp_diffuse_light_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0)); + imageStore(rp_diffuse_color_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0)); + imageStore(rp_specular_light_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0)); + imageStore(rp_specular_color_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0)); + imageStore(rp_emission_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0)); + out_background.rgb = safe_color(g_emission) * (1.0 - g_holdout); out_background.a = saturate(avg(g_transmittance)) * g_holdout; } diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_film_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_film_info.hh new file mode 100644 index 00000000000..eec7b8ae615 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_film_info.hh @@ -0,0 +1,44 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later */ + +#include "eevee_defines.hh" +#include "gpu_shader_create_info.hh" + +GPU_SHADER_CREATE_INFO(eevee_film) + .uniform_buf(1, "FilmData", "film_buf") + .sampler(0, ImageType::DEPTH_2D, "depth_tx") + .sampler(1, ImageType::FLOAT_2D, "combined_tx") + .sampler(2, ImageType::FLOAT_2D, "normal_tx") + .sampler(3, ImageType::FLOAT_2D, "vector_tx") + .sampler(4, ImageType::FLOAT_2D, "diffuse_light_tx") + .sampler(5, ImageType::FLOAT_2D, "diffuse_color_tx") + .sampler(6, ImageType::FLOAT_2D, "specular_light_tx") + .sampler(7, ImageType::FLOAT_2D, "specular_color_tx") + .sampler(8, ImageType::FLOAT_2D, "volume_light_tx") + .sampler(9, ImageType::FLOAT_2D, "emission_tx") + .sampler(10, ImageType::FLOAT_2D, "environment_tx") + .sampler(11, ImageType::FLOAT_2D, "shadow_tx") + .sampler(12, ImageType::FLOAT_2D, "ambient_occlusion_tx") + .sampler(13, ImageType::FLOAT_2D_ARRAY, "aov_color_tx") + .sampler(14, ImageType::FLOAT_2D_ARRAY, "aov_value_tx") + // .sampler(15, ImageType::FLOAT_2D, "cryptomatte_tx") /* TODO */ + .image(0, GPU_R32F, Qualifier::READ, ImageType::FLOAT_2D_ARRAY, "in_weight_img") + .image(1, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D_ARRAY, "out_weight_img") + .image(2, GPU_RGBA16F, Qualifier::READ, ImageType::FLOAT_2D, "in_combined_img") + .image(3, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_combined_img") + .image(4, GPU_R32F, Qualifier::READ_WRITE, ImageType::FLOAT_2D, "depth_img") + .image(5, GPU_RGBA16F, Qualifier::READ_WRITE, ImageType::FLOAT_2D_ARRAY, "color_accum_img") + .image(6, GPU_R16F, Qualifier::READ_WRITE, ImageType::FLOAT_2D_ARRAY, "value_accum_img") + .additional_info("eevee_shared") + .additional_info("draw_view"); + +GPU_SHADER_CREATE_INFO(eevee_film_frag) + .do_static_compilation(true) + .fragment_out(0, Type::VEC4, "out_color") + .fragment_source("eevee_film_frag.glsl") + .additional_info("draw_fullscreen", "eevee_film"); + +GPU_SHADER_CREATE_INFO(eevee_film_comp) + .do_static_compilation(true) + .local_group_size(FILM_GROUP_SIZE, FILM_GROUP_SIZE) + .compute_source("eevee_film_comp.glsl") + .additional_info("eevee_film"); diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh index d9a6b6efd0c..950164f5b86 100644 --- a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh +++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh @@ -70,6 +70,14 @@ GPU_SHADER_INTERFACE_INFO(eevee_surf_iface, "interp") #define image_out(slot, qualifier, format, name) \ image(slot, format, qualifier, ImageType::FLOAT_2D, name, Frequency::PASS) +#define image_array_out(slot, qualifier, format, name) \ + image(slot, format, qualifier, ImageType::FLOAT_2D_ARRAY, name, Frequency::PASS) + +GPU_SHADER_CREATE_INFO(eevee_aov_out) + .define("MAT_AOV_SUPPORT") + .image_array_out(6, Qualifier::WRITE, GPU_RGBA16F, "aov_color_img") + .image_array_out(7, Qualifier::WRITE, GPU_R16F, "aov_value_img") + .storage_buf(7, Qualifier::READ, "AOVsInfoData", "aov_buf"); GPU_SHADER_CREATE_INFO(eevee_surf_deferred) .vertex_out(eevee_surf_iface) @@ -89,27 +97,34 @@ GPU_SHADER_CREATE_INFO(eevee_surf_deferred) // .image_out(6, Qualifier::READ_WRITE, GPU_RGBA16F, "rpass_volume_light") /* TODO: AOVs maybe? */ .fragment_source("eevee_surf_deferred_frag.glsl") - // .additional_info("eevee_sampling_data", "eevee_utility_texture") + // .additional_info("eevee_aov_out", "eevee_sampling_data", "eevee_utility_texture") ; -#undef image_out - GPU_SHADER_CREATE_INFO(eevee_surf_forward) .auto_resource_location(true) .vertex_out(eevee_surf_iface) + /* Early fragment test is needed for render passes support for forward surfaces. */ + /* NOTE: This removes the possibility of using gl_FragDepth. */ + .early_fragment_test(true) .fragment_out(0, Type::VEC4, "out_radiance", DualBlend::SRC_0) .fragment_out(0, Type::VEC4, "out_transmittance", DualBlend::SRC_1) .fragment_source("eevee_surf_forward_frag.glsl") - // .additional_info("eevee_sampling_data", - // "eevee_lightprobe_data", - /* Optionally added depending on the material. */ - // "eevee_raytrace_data", - // "eevee_transmittance_data", - // "eevee_utility_texture", - // "eevee_light_data", - // "eevee_shadow_data" - // ) - ; + .image_out(0, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_normal_img") + .image_out(1, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_diffuse_light_img") + .image_out(2, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_diffuse_color_img") + .image_out(3, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_specular_light_img") + .image_out(4, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_specular_color_img") + .image_out(5, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_emission_img") + .additional_info("eevee_aov_out" + // "eevee_sampling_data", + // "eevee_lightprobe_data", + /* Optionally added depending on the material. */ + // "eevee_raytrace_data", + // "eevee_transmittance_data", + // "eevee_utility_texture", + // "eevee_light_data", + // "eevee_shadow_data" + ); GPU_SHADER_CREATE_INFO(eevee_surf_depth) .vertex_out(eevee_surf_iface) @@ -119,10 +134,20 @@ GPU_SHADER_CREATE_INFO(eevee_surf_depth) GPU_SHADER_CREATE_INFO(eevee_surf_world) .vertex_out(eevee_surf_iface) + .image_out(0, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_normal_img") + .image_out(1, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_diffuse_light_img") + .image_out(2, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_diffuse_color_img") + .image_out(3, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_specular_light_img") + .image_out(4, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_specular_color_img") + .image_out(5, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_emission_img") .fragment_out(0, Type::VEC4, "out_background") .fragment_source("eevee_surf_world_frag.glsl") - // .additional_info("eevee_utility_texture") - ; + .additional_info("eevee_aov_out" + //"eevee_utility_texture" + ); + +#undef image_out +#undef image_array_out /** \} */ diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_velocity_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_velocity_info.hh index a5f16363466..c6cbf9b1456 100644 --- a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_velocity_info.hh +++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_velocity_info.hh @@ -1,3 +1,4 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later */ #include "gpu_shader_create_info.hh" diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index d8ed74390f4..62d5537772a 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -25,6 +25,9 @@ set(INC # For theme color access. ../editors/include + # For *_info.hh includes. + ../draw/engines/eevee_next + # For node muting stuff. ../nodes @@ -445,6 +448,7 @@ 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_film_info.hh ../draw/engines/eevee_next/shaders/infos/eevee_material_info.hh ../draw/engines/eevee_next/shaders/infos/eevee_velocity_info.hh ../draw/engines/gpencil/shaders/infos/gpencil_info.hh diff --git a/source/blender/gpu/GPU_shader_shared_utils.h b/source/blender/gpu/GPU_shader_shared_utils.h index 474549d1f42..88bdad2bf76 100644 --- a/source/blender/gpu/GPU_shader_shared_utils.h +++ b/source/blender/gpu/GPU_shader_shared_utils.h @@ -41,6 +41,7 @@ # define floorf floor # define ceilf ceil # define sqrtf sqrt +# define expf exp # define float2 vec2 # define float3 vec3 diff --git a/source/blender/makesdna/DNA_layer_types.h b/source/blender/makesdna/DNA_layer_types.h index 4ee5f34fcde..0af50b2bd4f 100644 --- a/source/blender/makesdna/DNA_layer_types.h +++ b/source/blender/makesdna/DNA_layer_types.h @@ -35,6 +35,7 @@ typedef enum eViewLayerEEVEEPassType { EEVEE_RENDER_PASS_BLOOM = (1 << 14), EEVEE_RENDER_PASS_AOV = (1 << 15), EEVEE_RENDER_PASS_CRYPTOMATTE = (1 << 16), + EEVEE_RENDER_PASS_VECTOR = (1 << 17), } eViewLayerEEVEEPassType; #define EEVEE_RENDER_PASS_MAX_BIT 17 |