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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_effects.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c1116
1 files changed, 1045 insertions, 71 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 4191c21eea1..13d141bf4bf 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -32,29 +32,51 @@
#include "DNA_camera_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
+#include "DNA_world_types.h"
+#include "BKE_global.h" /* for G.debug_value */
#include "BKE_camera.h"
#include "BKE_object.h"
#include "BKE_animsys.h"
#include "BKE_screen.h"
+#include "DEG_depsgraph.h"
+
+#include "BLI_dynstr.h"
+#include "BLI_rand.h"
+
#include "eevee_private.h"
#include "GPU_texture.h"
+#include "GPU_framebuffer.h"
+
+#define SHADER_DEFINES \
+ "#define EEVEE_ENGINE\n" \
+ "#define MAX_PROBE " STRINGIFY(MAX_PROBE) "\n" \
+ "#define MAX_GRID " STRINGIFY(MAX_GRID) "\n" \
+ "#define MAX_PLANAR " STRINGIFY(MAX_PLANAR) "\n"
typedef struct EEVEE_LightProbeData {
short probe_id, shadow_id;
} EEVEE_LightProbeData;
-/* TODO Option */
-#define ENABLE_EFFECT_MOTION_BLUR 1
-#define ENABLE_EFFECT_BLOOM 1
-#define ENABLE_EFFECT_DOF 1
+/* SSR shader variations */
+enum {
+ SSR_SAMPLES = (1 << 0) | (1 << 1),
+ SSR_RESOLVE = (1 << 2),
+ SSR_FULL_TRACE = (1 << 3),
+ SSR_MAX_SHADER = (1 << 4),
+};
static struct {
/* Downsample Depth */
- struct GPUShader *minmaxz_downlevel_sh;
- struct GPUShader *minmaxz_downdepth_sh;
- struct GPUShader *minmaxz_copydepth_sh;
+ struct GPUShader *minz_downlevel_sh;
+ struct GPUShader *maxz_downlevel_sh;
+ struct GPUShader *minz_downdepth_sh;
+ struct GPUShader *maxz_downdepth_sh;
+ struct GPUShader *minz_downdepth_layer_sh;
+ struct GPUShader *maxz_downdepth_layer_sh;
+ struct GPUShader *minz_copydepth_sh;
+ struct GPUShader *maxz_copydepth_sh;
/* Motion Blur */
struct GPUShader *motion_blur_sh;
@@ -70,20 +92,57 @@ static struct {
struct GPUShader *dof_scatter_sh;
struct GPUShader *dof_resolve_sh;
- struct GPUTexture *minmmaxz_depth_src;
+ /* Volumetric */
+ struct GPUShader *volumetric_upsample_sh;
+
+ /* Screen Space Reflection */
+ struct GPUShader *ssr_sh[SSR_MAX_SHADER];
+
+ /* Simple Downsample */
+ struct GPUShader *downsample_sh;
+ struct GPUShader *downsample_cube_sh;
+
+ /* Ground Truth Ambient Occlusion */
+ struct GPUShader *gtao_sh;
+ struct GPUShader *gtao_debug_sh;
+
+ /* Temporal Anti Aliasing */
+ struct GPUShader *taa_resolve_sh;
+
+ /* Theses are just references, not actually allocated */
+ struct GPUTexture *depth_src;
+ struct GPUTexture *color_src;
+
+ int depth_src_layer;
+ float cube_texel_size;
} e_data = {NULL}; /* Engine data */
+extern char datatoc_ambient_occlusion_lib_glsl[];
+extern char datatoc_bsdf_common_lib_glsl[];
+extern char datatoc_bsdf_sampling_lib_glsl[];
+extern char datatoc_octahedron_lib_glsl[];
+extern char datatoc_effect_temporal_aa_glsl[];
+extern char datatoc_effect_ssr_frag_glsl[];
extern char datatoc_effect_minmaxz_frag_glsl[];
extern char datatoc_effect_motion_blur_frag_glsl[];
extern char datatoc_effect_bloom_frag_glsl[];
extern char datatoc_effect_dof_vert_glsl[];
extern char datatoc_effect_dof_geom_glsl[];
extern char datatoc_effect_dof_frag_glsl[];
+extern char datatoc_effect_downsample_frag_glsl[];
+extern char datatoc_effect_downsample_cube_frag_glsl[];
+extern char datatoc_effect_gtao_frag_glsl[];
+extern char datatoc_lightprobe_lib_glsl[];
+extern char datatoc_lightprobe_vert_glsl[];
+extern char datatoc_lightprobe_geom_glsl[];
+extern char datatoc_raytrace_lib_glsl[];
extern char datatoc_tonemap_frag_glsl[];
+extern char datatoc_volumetric_frag_glsl[];
static void eevee_motion_blur_camera_get_matrix_at_time(
- Scene *scene, ARegion *ar, RegionView3D *rv3d, View3D *v3d, Object *camera, float time, float r_mat[4][4])
+ const bContext *C, Scene *scene, ARegion *ar, RegionView3D *rv3d, View3D *v3d, Object *camera, float time, float r_mat[4][4])
{
+ EvaluationContext eval_ctx;
float obmat[4][4];
/* HACK */
@@ -92,12 +151,14 @@ static void eevee_motion_blur_camera_get_matrix_at_time(
memcpy(&camdata_cpy, camera->data, sizeof(camdata_cpy));
cam_cpy.data = &camdata_cpy;
+ CTX_data_eval_ctx(C, &eval_ctx);
+
/* Past matrix */
/* FIXME : This is a temporal solution that does not take care of parent animations */
/* Recalc Anim manualy */
BKE_animsys_evaluate_animdata(scene, &cam_cpy.id, cam_cpy.adt, time, ADT_RECALC_ALL);
BKE_animsys_evaluate_animdata(scene, &camdata_cpy.id, camdata_cpy.adt, time, ADT_RECALC_ALL);
- BKE_object_where_is_calc_time(scene, &cam_cpy, time);
+ BKE_object_where_is_calc_time(&eval_ctx, scene, &cam_cpy, time);
/* Compute winmat */
CameraParams params;
@@ -132,7 +193,47 @@ static void eevee_motion_blur_camera_get_matrix_at_time(
mul_m4_m4m4(r_mat, params.winmat, obmat);
}
-void EEVEE_effects_init(EEVEE_Data *vedata)
+static struct GPUShader *eevee_effects_ssr_shader_get(int options)
+{
+ if (e_data.ssr_sh[options] == NULL) {
+ DynStr *ds_frag = BLI_dynstr_new();
+ BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_bsdf_sampling_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_octahedron_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_lightprobe_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_ambient_occlusion_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_raytrace_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_effect_ssr_frag_glsl);
+ char *ssr_shader_str = BLI_dynstr_get_cstring(ds_frag);
+ BLI_dynstr_free(ds_frag);
+
+ int samples = (SSR_SAMPLES & options) + 1;
+
+ DynStr *ds_defines = BLI_dynstr_new();
+ BLI_dynstr_appendf(ds_defines, SHADER_DEFINES);
+ BLI_dynstr_appendf(ds_defines, "#define RAY_COUNT %d\n", samples);
+ if (options & SSR_RESOLVE) {
+ BLI_dynstr_appendf(ds_defines, "#define STEP_RESOLVE\n");
+ }
+ else {
+ BLI_dynstr_appendf(ds_defines, "#define STEP_RAYTRACE\n");
+ }
+ if (options & SSR_FULL_TRACE) {
+ BLI_dynstr_appendf(ds_defines, "#define FULLRES\n");
+ }
+ char *ssr_define_str = BLI_dynstr_get_cstring(ds_defines);
+ BLI_dynstr_free(ds_defines);
+
+ e_data.ssr_sh[options] = DRW_shader_create_fullscreen(ssr_shader_str, ssr_define_str);
+
+ MEM_freeN(ssr_shader_str);
+ MEM_freeN(ssr_define_str);
+ }
+
+ return e_data.ssr_sh[options];
+}
+
+void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_StorageList *stl = vedata->stl;
EEVEE_FramebufferList *fbl = vedata->fbl;
@@ -140,7 +241,7 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
EEVEE_EffectsInfo *effects;
const DRWContextState *draw_ctx = DRW_context_state_get();
- SceneLayer *scene_layer = draw_ctx->sl;
+ SceneLayer *scene_layer = draw_ctx->scene_layer;
Scene *scene = draw_ctx->scene;
View3D *v3d = draw_ctx->v3d;
RegionView3D *rv3d = draw_ctx->rv3d;
@@ -151,10 +252,45 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
/* Shaders */
if (!e_data.motion_blur_sh) {
- e_data.minmaxz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, NULL);
- e_data.minmaxz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define INPUT_DEPTH\n");
- e_data.minmaxz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define INPUT_DEPTH\n"
- "#define COPY_DEPTH\n");
+ DynStr *ds_frag = BLI_dynstr_new();
+ BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_ambient_occlusion_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_effect_gtao_frag_glsl);
+ char *frag_str = BLI_dynstr_get_cstring(ds_frag);
+ BLI_dynstr_free(ds_frag);
+
+ e_data.gtao_sh = DRW_shader_create_fullscreen(frag_str, NULL);
+ e_data.gtao_debug_sh = DRW_shader_create_fullscreen(frag_str, "#define DEBUG_AO\n");
+
+ MEM_freeN(frag_str);
+
+ e_data.taa_resolve_sh = DRW_shader_create_fullscreen(datatoc_effect_temporal_aa_glsl, NULL);
+
+ e_data.downsample_sh = DRW_shader_create_fullscreen(datatoc_effect_downsample_frag_glsl, NULL);
+ e_data.downsample_cube_sh = DRW_shader_create(datatoc_lightprobe_vert_glsl,
+ datatoc_lightprobe_geom_glsl,
+ datatoc_effect_downsample_cube_frag_glsl, NULL);
+
+ e_data.volumetric_upsample_sh = DRW_shader_create_fullscreen(datatoc_volumetric_frag_glsl, "#define STEP_UPSAMPLE\n");
+
+ e_data.minz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n");
+ e_data.maxz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n");
+ e_data.minz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n"
+ "#define INPUT_DEPTH\n");
+ e_data.maxz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n"
+ "#define INPUT_DEPTH\n");
+ e_data.minz_downdepth_layer_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n"
+ "#define LAYERED\n"
+ "#define INPUT_DEPTH\n");
+ e_data.maxz_downdepth_layer_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n"
+ "#define LAYERED\n"
+ "#define INPUT_DEPTH\n");
+ e_data.minz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n"
+ "#define INPUT_DEPTH\n"
+ "#define COPY_DEPTH\n");
+ e_data.maxz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n"
+ "#define INPUT_DEPTH\n"
+ "#define COPY_DEPTH\n");
e_data.motion_blur_sh = DRW_shader_create_fullscreen(datatoc_effect_motion_blur_frag_glsl, NULL);
@@ -190,8 +326,7 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
int enabled_effects = 0;
-#if ENABLE_EFFECT_MOTION_BLUR
- if (BKE_collection_engine_property_value_get_bool(props, "motion_blur_enable")) {
+ if (BKE_collection_engine_property_value_get_bool(props, "motion_blur_enable") && (draw_ctx->evil_C != NULL)) {
/* Update Motion Blur Matrices */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
float persmat[4][4];
@@ -199,7 +334,7 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
float delta = BKE_collection_engine_property_value_get_float(props, "motion_blur_shutter");
/* Current matrix */
- eevee_motion_blur_camera_get_matrix_at_time(scene, ar, rv3d, v3d, v3d->camera, ctime, effects->current_ndc_to_world);
+ eevee_motion_blur_camera_get_matrix_at_time(draw_ctx->evil_C, scene, ar, rv3d, v3d, v3d->camera, ctime, effects->current_ndc_to_world);
/* Viewport Matrix */
DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
@@ -208,7 +343,7 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
if (compare_m4m4(persmat, effects->current_ndc_to_world, 0.0001f)) {
/* Past matrix */
- eevee_motion_blur_camera_get_matrix_at_time(scene, ar, rv3d, v3d, v3d->camera, ctime - delta, effects->past_world_to_ndc);
+ eevee_motion_blur_camera_get_matrix_at_time(draw_ctx->evil_C, scene, ar, rv3d, v3d, v3d->camera, ctime - delta, effects->past_world_to_ndc);
#if 0 /* for future high quality blur */
/* Future matrix */
@@ -221,9 +356,7 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
}
}
}
-#endif /* ENABLE_EFFECT_MOTION_BLUR */
-#if ENABLE_EFFECT_BLOOM
if (BKE_collection_engine_property_value_get_bool(props, "bloom_enable")) {
/* Bloom */
int blitsize[2], texsize[2];
@@ -247,7 +380,9 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
float threshold = BKE_collection_engine_property_value_get_float(props, "bloom_threshold");
float knee = BKE_collection_engine_property_value_get_float(props, "bloom_knee");
float intensity = BKE_collection_engine_property_value_get_float(props, "bloom_intensity");
+ const float *color = BKE_collection_engine_property_value_get_float_array(props, "bloom_color");
float radius = BKE_collection_engine_property_value_get_float(props, "bloom_radius");
+ effects->bloom_clamp = BKE_collection_engine_property_value_get_float(props, "bloom_clamp");
/* determine the iteration count */
const float minDim = (float)MIN2(blitsize[0], blitsize[1]);
@@ -261,7 +396,8 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
effects->bloom_curve_threshold[1] = knee * 2.0f;
effects->bloom_curve_threshold[2] = 0.25f / max_ff(1e-5f, knee);
effects->bloom_curve_threshold[3] = threshold;
- effects->bloom_intensity = intensity;
+
+ mul_v3_v3fl(effects->bloom_color, color, intensity);
/* Downsample buffers */
copy_v2_v2_int(texsize, blitsize);
@@ -294,9 +430,7 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
enabled_effects |= EFFECT_BLOOM;
}
-#endif /* ENABLE_EFFECT_BLOOM */
-#if ENABLE_EFFECT_DOF
if (BKE_collection_engine_property_value_get_bool(props, "dof_enable")) {
/* Depth Of Field */
if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
@@ -375,7 +509,75 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
enabled_effects |= EFFECT_DOF;
}
}
-#endif /* ENABLE_EFFECT_DOF */
+
+ if (BKE_collection_engine_property_value_get_int(props, "taa_samples") != 1) {
+ float persmat[4][4], viewmat[4][4];
+
+ enabled_effects |= EFFECT_TAA | EFFECT_DOUBLE_BUFFER;
+
+ /* Until we support reprojection, we need to make sure
+ * that the history buffer contains correct information. */
+ bool view_is_valid = stl->g_data->valid_double_buffer;
+
+ view_is_valid = view_is_valid && (stl->g_data->view_updated == false);
+
+ effects->taa_total_sample = BKE_collection_engine_property_value_get_int(props, "taa_samples");
+ MAX2(effects->taa_total_sample, 0);
+
+ DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
+ DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW);
+ DRW_viewport_matrix_get(effects->overide_winmat, DRW_MAT_WIN);
+ view_is_valid = view_is_valid && compare_m4m4(persmat, effects->prev_drw_persmat, FLT_MIN);
+ copy_m4_m4(effects->prev_drw_persmat, persmat);
+
+ /* Prevent ghosting from probe data. */
+ view_is_valid = view_is_valid && (effects->prev_drw_support == DRW_state_draw_support());
+ effects->prev_drw_support = DRW_state_draw_support();
+
+ if (view_is_valid &&
+ ((effects->taa_total_sample == 0) ||
+ (effects->taa_current_sample < effects->taa_total_sample)))
+ {
+ effects->taa_current_sample += 1;
+
+ effects->taa_alpha = 1.0f / (float)(effects->taa_current_sample);
+
+ double ht_point[2];
+ double ht_offset[2] = {0.0, 0.0};
+ unsigned int ht_primes[2] = {2, 3};
+
+ BLI_halton_2D(ht_primes, ht_offset, effects->taa_current_sample - 1, ht_point);
+
+ window_translate_m4(
+ effects->overide_winmat, persmat,
+ ((float)(ht_point[0]) * 2.0f - 1.0f) / viewport_size[0],
+ ((float)(ht_point[1]) * 2.0f - 1.0f) / viewport_size[1]);
+
+ mul_m4_m4m4(effects->overide_persmat, effects->overide_winmat, viewmat);
+ invert_m4_m4(effects->overide_persinv, effects->overide_persmat);
+ invert_m4_m4(effects->overide_wininv, effects->overide_winmat);
+
+ DRW_viewport_matrix_override_set(effects->overide_persmat, DRW_MAT_PERS);
+ DRW_viewport_matrix_override_set(effects->overide_persinv, DRW_MAT_PERSINV);
+ DRW_viewport_matrix_override_set(effects->overide_winmat, DRW_MAT_WIN);
+ DRW_viewport_matrix_override_set(effects->overide_wininv, DRW_MAT_WININV);
+ }
+ else {
+ effects->taa_current_sample = 1;
+ }
+
+ DRWFboTexture tex_double_buffer = {&txl->depth_double_buffer, DRW_TEX_DEPTH_24};
+
+ DRW_framebuffer_init(&fbl->depth_double_buffer_fb, &draw_engine_eevee_type,
+ (int)viewport_size[0], (int)viewport_size[1],
+ &tex_double_buffer, 1);
+ }
+ else {
+ /* Cleanup to release memory */
+ DRW_TEXTURE_FREE_SAFE(txl->depth_double_buffer);
+ DRW_FRAMEBUFFER_FREE_SAFE(fbl->depth_double_buffer_fb);
+ }
+
effects->enabled_effects = enabled_effects;
@@ -389,21 +591,264 @@ void EEVEE_effects_init(EEVEE_Data *vedata)
&tex, 1);
}
- {
+ if (BKE_collection_engine_property_value_get_bool(props, "gtao_enable")) {
/* Ambient Occlusion*/
- stl->effects->ao_dist = BKE_collection_engine_property_value_get_float(props, "gtao_distance");
- stl->effects->ao_samples = BKE_collection_engine_property_value_get_int(props, "gtao_samples");
- stl->effects->ao_factor = BKE_collection_engine_property_value_get_float(props, "gtao_factor");
+ effects->enabled_effects |= EFFECT_GTAO;
+
+ effects->ao_dist = BKE_collection_engine_property_value_get_float(props, "gtao_distance");
+ effects->ao_factor = BKE_collection_engine_property_value_get_float(props, "gtao_factor");
+ effects->ao_quality = 1.0f - BKE_collection_engine_property_value_get_float(props, "gtao_quality");
+ effects->ao_samples = BKE_collection_engine_property_value_get_int(props, "gtao_samples");
+ effects->ao_samples_inv = 1.0f / effects->ao_samples;
+
+ effects->ao_settings = 1.0; /* USE_AO */
+ if (BKE_collection_engine_property_value_get_bool(props, "gtao_use_bent_normals")) {
+ effects->ao_settings += 2.0; /* USE_BENT_NORMAL */
+ }
+ if (BKE_collection_engine_property_value_get_bool(props, "gtao_denoise")) {
+ effects->ao_settings += 4.0; /* USE_DENOISE */
+ }
+
+ effects->ao_bounce_fac = (float)BKE_collection_engine_property_value_get_bool(props, "gtao_bounce");
+
+ effects->ao_texsize[0] = ((int)viewport_size[0]);
+ effects->ao_texsize[1] = ((int)viewport_size[1]);
+
+ /* Round up to multiple of 2 */
+ if ((effects->ao_texsize[0] & 0x1) != 0) {
+ effects->ao_texsize[0] += 1;
+ }
+ if ((effects->ao_texsize[1] & 0x1) != 0) {
+ effects->ao_texsize[1] += 1;
+ }
+
+ CLAMP(effects->ao_samples, 1, 32);
+
+ if (effects->hori_tex_layers != effects->ao_samples) {
+ DRW_TEXTURE_FREE_SAFE(txl->gtao_horizons);
+ }
+
+ if (txl->gtao_horizons == NULL) {
+ effects->hori_tex_layers = effects->ao_samples;
+ txl->gtao_horizons = DRW_texture_create_2D_array((int)viewport_size[0], (int)viewport_size[1], effects->hori_tex_layers, DRW_TEX_RG_8, 0, NULL);
+ }
+
+ DRWFboTexture tex = {&txl->gtao_horizons, DRW_TEX_RG_8, 0};
+
+ DRW_framebuffer_init(&fbl->gtao_fb, &draw_engine_eevee_type,
+ effects->ao_texsize[0], effects->ao_texsize[1],
+ &tex, 1);
+
+ if (G.debug_value == 6) {
+ DRWFboTexture tex_debug = {&stl->g_data->gtao_horizons_debug, DRW_TEX_RGBA_8, DRW_TEX_TEMP};
+
+ DRW_framebuffer_init(&fbl->gtao_debug_fb, &draw_engine_eevee_type,
+ (int)viewport_size[0], (int)viewport_size[1],
+ &tex_debug, 1);
+ }
+ }
+ else {
+ /* Cleanup */
+ DRW_TEXTURE_FREE_SAFE(txl->gtao_horizons);
+ DRW_FRAMEBUFFER_FREE_SAFE(fbl->gtao_fb);
+ effects->ao_settings = 0.0f;
}
/* MinMax Pyramid */
- /* TODO reduce precision */
- DRWFboTexture tex = {&stl->g_data->minmaxz, DRW_TEX_RG_32, DRW_TEX_MIPMAP | DRW_TEX_TEMP};
+ DRWFboTexture texmin = {&stl->g_data->minzbuffer, DRW_TEX_DEPTH_24, DRW_TEX_MIPMAP | DRW_TEX_TEMP};
- DRW_framebuffer_init(&fbl->minmaxz_fb, &draw_engine_eevee_type,
+ DRW_framebuffer_init(&fbl->downsample_fb, &draw_engine_eevee_type,
(int)viewport_size[0] / 2, (int)viewport_size[1] / 2,
- &tex, 1);
+ &texmin, 1);
+
+ /* Cannot define 2 depth texture for one framebuffer. So allocate ourself. */
+ if (txl->maxzbuffer == NULL) {
+ txl->maxzbuffer = DRW_texture_create_2D((int)viewport_size[0] / 2, (int)viewport_size[1] / 2, DRW_TEX_DEPTH_24, DRW_TEX_MIPMAP, NULL);
+ }
+
+ /* Compute Mipmap texel alignement. */
+ for (int i = 0; i < 10; ++i) {
+ float mip_size[2] = {viewport_size[0], viewport_size[1]};
+ for (int j = 0; j < i; ++j) {
+ mip_size[0] = floorf(fmaxf(1.0f, mip_size[0] / 2.0f));
+ mip_size[1] = floorf(fmaxf(1.0f, mip_size[1] / 2.0f));
+ }
+ stl->g_data->mip_ratio[i][0] = viewport_size[0] / (mip_size[0] * powf(2.0f, floorf(log2f(floorf(viewport_size[0] / mip_size[0])))));
+ stl->g_data->mip_ratio[i][1] = viewport_size[1] / (mip_size[1] * powf(2.0f, floorf(log2f(floorf(viewport_size[1] / mip_size[1])))));
+ }
+
+ if (BKE_collection_engine_property_value_get_bool(props, "volumetric_enable")) {
+ World *wo = scene->world;
+
+ /* TODO: this will not be the case if we support object volumetrics */
+ if ((wo != NULL) && (wo->use_nodes) && (wo->nodetree != NULL)) {
+ effects->enabled_effects |= EFFECT_VOLUMETRIC;
+
+ if (sldata->volumetrics == NULL) {
+ sldata->volumetrics = MEM_callocN(sizeof(EEVEE_VolumetricsInfo), "EEVEE_VolumetricsInfo");
+ }
+
+ EEVEE_VolumetricsInfo *volumetrics = sldata->volumetrics;
+ bool last_use_colored_transmit = volumetrics->use_colored_transmit; /* Save to compare */
+ volumetrics->integration_start = BKE_collection_engine_property_value_get_float(props, "volumetric_start");
+ volumetrics->integration_end = BKE_collection_engine_property_value_get_float(props, "volumetric_end");
+
+ if (DRW_viewport_is_persp_get()) {
+ /* Negate */
+ volumetrics->integration_start = -volumetrics->integration_start;
+ volumetrics->integration_end = -volumetrics->integration_end;
+ }
+ else {
+ const float clip_start = stl->g_data->viewvecs[0][2];
+ const float clip_end = stl->g_data->viewvecs[1][2];
+ volumetrics->integration_start = min_ff(volumetrics->integration_end, clip_start);
+ volumetrics->integration_end = max_ff(-volumetrics->integration_end, clip_end);
+ }
+
+ volumetrics->sample_distribution = BKE_collection_engine_property_value_get_float(props, "volumetric_sample_distribution");
+ volumetrics->integration_step_count = (float)BKE_collection_engine_property_value_get_int(props, "volumetric_samples");
+ volumetrics->shadow_step_count = (float)BKE_collection_engine_property_value_get_int(props, "volumetric_shadow_samples");
+ volumetrics->light_clamp = BKE_collection_engine_property_value_get_float(props, "volumetric_light_clamp");
+
+ /* Disable clamp if equal to 0. */
+ if (volumetrics->light_clamp == 0.0) {
+ volumetrics->light_clamp = FLT_MAX;
+ }
+
+ volumetrics->use_lights = BKE_collection_engine_property_value_get_bool(props, "volumetric_lights");
+ volumetrics->use_volume_shadows = BKE_collection_engine_property_value_get_bool(props, "volumetric_shadows");
+ volumetrics->use_colored_transmit = BKE_collection_engine_property_value_get_bool(props, "volumetric_colored_transmittance");
+
+ if (last_use_colored_transmit != volumetrics->use_colored_transmit) {
+ if (fbl->volumetric_fb != NULL) {
+ DRW_framebuffer_free(fbl->volumetric_fb);
+ fbl->volumetric_fb = NULL;
+ }
+ }
+
+ /* Integration result buffer(s) */
+ if (volumetrics->use_colored_transmit == false) {
+ /* Monocromatic transmittance in alpha */
+ DRWFboTexture tex_vol = {&stl->g_data->volumetric, DRW_TEX_RGBA_16, DRW_TEX_MIPMAP | DRW_TEX_FILTER | DRW_TEX_TEMP};
+
+ DRW_framebuffer_init(&fbl->volumetric_fb, &draw_engine_eevee_type,
+ (int)viewport_size[0] / 2, (int)viewport_size[1] / 2,
+ &tex_vol, 1);
+ }
+ else {
+ /* Transmittance is separated, No need for alpha and DRW_TEX_RGB_11_11_10 gives the same vram usage */
+ /* Hint ! Could reuse this for transparency! */
+ DRWFboTexture tex_vol[2] = {{&stl->g_data->volumetric, DRW_TEX_RGB_11_11_10, DRW_TEX_MIPMAP | DRW_TEX_FILTER | DRW_TEX_TEMP},
+ {&stl->g_data->volumetric_transmit, DRW_TEX_RGB_11_11_10, DRW_TEX_MIPMAP | DRW_TEX_FILTER | DRW_TEX_TEMP}};
+
+ DRW_framebuffer_init(&fbl->volumetric_fb, &draw_engine_eevee_type,
+ (int)viewport_size[0] / 2, (int)viewport_size[1] / 2,
+ tex_vol, 2);
+ }
+ }
+ }
+
+ /* Compute pixel size, (shared with contact shadows) */
+ copy_v2_v2(effects->ssr_pixelsize, viewport_size);
+ invert_v2(effects->ssr_pixelsize);
+
+ if (BKE_collection_engine_property_value_get_bool(props, "ssr_enable")) {
+ effects->enabled_effects |= EFFECT_SSR;
+
+ if (BKE_collection_engine_property_value_get_bool(props, "ssr_refraction")) {
+ effects->enabled_effects |= EFFECT_REFRACT;
+
+ DRWFboTexture tex = {&txl->refract_color, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP};
+
+ DRW_framebuffer_init(&fbl->refract_fb, &draw_engine_eevee_type, (int)viewport_size[0], (int)viewport_size[1], &tex, 1);
+ }
+
+ /* Enable double buffering to be able to read previous frame color */
+ effects->enabled_effects |= EFFECT_DOUBLE_BUFFER;
+
+ effects->ssr_ray_count = BKE_collection_engine_property_value_get_int(props, "ssr_ray_count");
+ effects->reflection_trace_full = !BKE_collection_engine_property_value_get_bool(props, "ssr_halfres");
+ effects->ssr_use_normalization = BKE_collection_engine_property_value_get_bool(props, "ssr_normalize_weight");
+ effects->ssr_quality = 1.0f - BKE_collection_engine_property_value_get_float(props, "ssr_quality");
+ effects->ssr_thickness = BKE_collection_engine_property_value_get_float(props, "ssr_thickness");
+ effects->ssr_border_fac = BKE_collection_engine_property_value_get_float(props, "ssr_border_fade");
+ effects->ssr_firefly_fac = BKE_collection_engine_property_value_get_float(props, "ssr_firefly_fac");
+ effects->ssr_max_roughness = BKE_collection_engine_property_value_get_float(props, "ssr_max_roughness");
+
+ if (effects->ssr_firefly_fac < 1e-8f) {
+ effects->ssr_firefly_fac = FLT_MAX;
+ }
+
+ /* Important, can lead to breakage otherwise. */
+ CLAMP(effects->ssr_ray_count, 1, 4);
+
+ const int divisor = (effects->reflection_trace_full) ? 1 : 2;
+ int tracing_res[2] = {(int)viewport_size[0] / divisor, (int)viewport_size[1] / divisor};
+ const bool high_qual_input = true; /* TODO dither low quality input */
+
+ /* MRT for the shading pass in order to output needed data for the SSR pass. */
+ /* TODO create one texture layer per lobe */
+ if (txl->ssr_specrough_input == NULL) {
+ DRWTextureFormat specrough_format = (high_qual_input) ? DRW_TEX_RGBA_16 : DRW_TEX_RGBA_8;
+ txl->ssr_specrough_input = DRW_texture_create_2D((int)viewport_size[0], (int)viewport_size[1], specrough_format, 0, NULL);
+ }
+
+ /* Reattach textures to the right buffer (because we are alternating between buffers) */
+ /* TODO multiple FBO per texture!!!! */
+ DRW_framebuffer_texture_detach(txl->ssr_specrough_input);
+ DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, 2, 0);
+
+ /* Raytracing output */
+ /* TODO try integer format for hit coord to increase precision */
+ DRWFboTexture tex_output[4] = {{&stl->g_data->ssr_hit_output[0], DRW_TEX_RGBA_16, DRW_TEX_TEMP},
+ {&stl->g_data->ssr_hit_output[1], DRW_TEX_RGBA_16, DRW_TEX_TEMP},
+ {&stl->g_data->ssr_hit_output[2], DRW_TEX_RGBA_16, DRW_TEX_TEMP},
+ {&stl->g_data->ssr_hit_output[3], DRW_TEX_RGBA_16, DRW_TEX_TEMP}};
+
+ DRW_framebuffer_init(&fbl->screen_tracing_fb, &draw_engine_eevee_type, tracing_res[0], tracing_res[1], tex_output, effects->ssr_ray_count);
+ }
+ else {
+ /* Cleanup to release memory */
+ DRW_TEXTURE_FREE_SAFE(txl->ssr_specrough_input);
+ DRW_FRAMEBUFFER_FREE_SAFE(fbl->screen_tracing_fb);
+ for (int i = 0; i < 4; ++i) {
+ stl->g_data->ssr_hit_output[i] = NULL;
+ }
+ }
+
+ /* Normal buffer for deferred passes. */
+ if ((((effects->enabled_effects & EFFECT_GTAO) != 0) && G.debug_value == 6) ||
+ ((effects->enabled_effects & EFFECT_SSR) != 0))
+ {
+ if (txl->ssr_normal_input == NULL) {
+ DRWTextureFormat nor_format = DRW_TEX_RG_16;
+ txl->ssr_normal_input = DRW_texture_create_2D((int)viewport_size[0], (int)viewport_size[1], nor_format, 0, NULL);
+ }
+
+ /* Reattach textures to the right buffer (because we are alternating between buffers) */
+ /* TODO multiple FBO per texture!!!! */
+ DRW_framebuffer_texture_detach(txl->ssr_normal_input);
+ DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, 1, 0);
+ }
+ else {
+ /* Cleanup to release memory */
+ DRW_TEXTURE_FREE_SAFE(txl->ssr_normal_input);
+ }
+
+ /* Setup double buffer so we can access last frame as it was before post processes */
+ if ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0) {
+ DRWFboTexture tex_double_buffer = {&txl->color_double_buffer, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP};
+
+ DRW_framebuffer_init(&fbl->double_buffer, &draw_engine_eevee_type,
+ (int)viewport_size[0], (int)viewport_size[1],
+ &tex_double_buffer, 1);
+ }
+ else {
+ /* Cleanup to release memory */
+ DRW_TEXTURE_FREE_SAFE(txl->color_double_buffer);
+ DRW_FRAMEBUFFER_FREE_SAFE(fbl->double_buffer);
+ }
}
static DRWShadingGroup *eevee_create_bloom_pass(const char *name, EEVEE_EffectsInfo *effects, struct GPUShader *sh, DRWPass **pass, bool upsample)
@@ -424,7 +869,7 @@ static DRWShadingGroup *eevee_create_bloom_pass(const char *name, EEVEE_EffectsI
return grp;
}
-void EEVEE_effects_cache_init(EEVEE_Data *vedata)
+void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
@@ -434,20 +879,233 @@ void EEVEE_effects_cache_init(EEVEE_Data *vedata)
struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+ if ((effects->enabled_effects & EFFECT_TAA) != 0) {
+ psl->taa_resolve = DRW_pass_create("Temporal AA Resolve", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.taa_resolve_sh, psl->taa_resolve);
+
+ DRW_shgroup_uniform_buffer(grp, "historyBuffer", &txl->color_double_buffer);
+ DRW_shgroup_uniform_buffer(grp, "colorBuffer", &txl->color);
+ DRW_shgroup_uniform_float(grp, "alpha", &effects->taa_alpha, 1);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+
+ if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ Scene *scene = draw_ctx->scene;
+ struct World *wo = scene->world; /* Already checked non NULL */
+ EEVEE_VolumetricsInfo *volumetrics = sldata->volumetrics;
+
+ struct GPUMaterial *mat = EEVEE_material_world_volume_get(
+ scene, wo, volumetrics->use_lights, volumetrics->use_volume_shadows,
+ false, volumetrics->use_colored_transmit, sldata->lamps->shadow_method);
+
+ psl->volumetric_integrate_ps = DRW_pass_create("Volumetric Integration", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_material_create(mat, psl->volumetric_integrate_ps);
+
+ if (grp != NULL) {
+ DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
+ DRW_shgroup_uniform_buffer(grp, "shadowTexture", &sldata->shadow_pool);
+ DRW_shgroup_uniform_buffer(grp, "irradianceGrid", &sldata->irradiance_pool);
+ DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
+ DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
+ DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
+ DRW_shgroup_uniform_int(grp, "light_count", &sldata->lamps->num_light, 1);
+ DRW_shgroup_uniform_int(grp, "grid_count", &sldata->probes->num_render_grid, 1);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
+ DRW_shgroup_uniform_vec2(grp, "volume_start_end", &sldata->volumetrics->integration_start, 1);
+ DRW_shgroup_uniform_vec4(grp, "volume_samples_clamp", &sldata->volumetrics->integration_step_count, 1);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ if (volumetrics->use_colored_transmit == false) { /* Monochromatic transmittance */
+ psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_TRANSMISSION);
+ grp = DRW_shgroup_create(e_data.volumetric_upsample_sh, psl->volumetric_resolve_ps);
+ DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
+ DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
+ DRW_shgroup_uniform_buffer(grp, "volumetricBuffer", &stl->g_data->volumetric);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+ else {
+ psl->volumetric_resolve_transmit_ps = DRW_pass_create("Volumetric Transmittance Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_MULTIPLY);
+ grp = DRW_shgroup_create(e_data.volumetric_upsample_sh, psl->volumetric_resolve_transmit_ps);
+ DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
+ DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
+ DRW_shgroup_uniform_buffer(grp, "volumetricBuffer", &stl->g_data->volumetric_transmit);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->volumetric_resolve_ps = DRW_pass_create("Volumetric Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
+ grp = DRW_shgroup_create(e_data.volumetric_upsample_sh, psl->volumetric_resolve_ps);
+ DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
+ DRW_shgroup_uniform_buffer(grp, "depthFull", &e_data.depth_src);
+ DRW_shgroup_uniform_buffer(grp, "volumetricBuffer", &stl->g_data->volumetric);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+ }
+ else {
+ /* Compilation failled */
+ effects->enabled_effects &= ~EFFECT_VOLUMETRIC;
+ }
+ }
+
+ if ((effects->enabled_effects & EFFECT_SSR) != 0) {
+ int options = (effects->reflection_trace_full) ? SSR_FULL_TRACE : 0;
+ options |= (effects->ssr_ray_count - 1);
+
+ struct GPUShader *trace_shader = eevee_effects_ssr_shader_get(options);
+ struct GPUShader *resolve_shader = eevee_effects_ssr_shader_get(SSR_RESOLVE | options);
+
+ psl->ssr_raytrace = DRW_pass_create("SSR Raytrace", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(trace_shader, psl->ssr_raytrace);
+ DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
+ DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input);
+ DRW_shgroup_uniform_buffer(grp, "specroughBuffer", &txl->ssr_specrough_input);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_buffer(grp, "maxzBuffer", &txl->maxzbuffer);
+ DRW_shgroup_uniform_buffer(grp, "minzBuffer", &stl->g_data->minzbuffer);
+ DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
+ DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10);
+ DRW_shgroup_uniform_vec4(grp, "ssrParameters", &effects->ssr_quality, 1);
+ DRW_shgroup_uniform_int(grp, "planar_count", &sldata->probes->num_planar, 1);
+ DRW_shgroup_uniform_float(grp, "maxRoughness", &effects->ssr_max_roughness, 1);
+ DRW_shgroup_uniform_buffer(grp, "planarDepth", &vedata->txl->planar_depth);
+ DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->ssr_resolve = DRW_pass_create("SSR Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
+ grp = DRW_shgroup_create(resolve_shader, psl->ssr_resolve);
+ DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
+ DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input);
+ DRW_shgroup_uniform_buffer(grp, "specroughBuffer", &txl->ssr_specrough_input);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_buffer(grp, "prevColorBuffer", &txl->color_double_buffer);
+ DRW_shgroup_uniform_mat4(grp, "PastViewProjectionMatrix", (float *)stl->g_data->prev_persmat);
+ DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
+ DRW_shgroup_uniform_int(grp, "planar_count", &sldata->probes->num_planar, 1);
+ DRW_shgroup_uniform_int(grp, "probe_count", &sldata->probes->num_render_cube, 1);
+ DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10);
+ DRW_shgroup_uniform_float(grp, "borderFadeFactor", &effects->ssr_border_fac, 1);
+ DRW_shgroup_uniform_float(grp, "maxRoughness", &effects->ssr_max_roughness, 1);
+ DRW_shgroup_uniform_float(grp, "lodCubeMax", &sldata->probes->lod_cube_max, 1);
+ DRW_shgroup_uniform_float(grp, "lodPlanarMax", &sldata->probes->lod_planar_max, 1);
+ DRW_shgroup_uniform_float(grp, "fireflyFactor", &effects->ssr_firefly_fac, 1);
+ DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
+ DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
+ DRW_shgroup_uniform_buffer(grp, "probeCubes", &sldata->probe_pool);
+ DRW_shgroup_uniform_buffer(grp, "probePlanars", &vedata->txl->planar_pool);
+ DRW_shgroup_uniform_buffer(grp, "hitBuffer0", &stl->g_data->ssr_hit_output[0]);
+ if (effects->ssr_ray_count > 1) {
+ DRW_shgroup_uniform_buffer(grp, "hitBuffer1", &stl->g_data->ssr_hit_output[1]);
+ }
+ if (effects->ssr_ray_count > 2) {
+ DRW_shgroup_uniform_buffer(grp, "hitBuffer2", &stl->g_data->ssr_hit_output[2]);
+ }
+ if (effects->ssr_ray_count > 3) {
+ DRW_shgroup_uniform_buffer(grp, "hitBuffer3", &stl->g_data->ssr_hit_output[3]);
+ }
+
+ DRW_shgroup_uniform_vec4(grp, "aoParameters[0]", &effects->ao_dist, 2);
+ if (effects->use_ao) {
+ DRW_shgroup_uniform_buffer(grp, "horizonBuffer", &vedata->txl->gtao_horizons);
+ DRW_shgroup_uniform_ivec2(grp, "aoHorizonTexSize", (int *)vedata->stl->effects->ao_texsize, 1);
+ }
+ else {
+ /* Use shadow_pool as fallback to avoid sampling problem on certain platform, see: T52593 */
+ DRW_shgroup_uniform_buffer(grp, "horizonBuffer", &sldata->shadow_pool);
+ }
+
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+
+ {
+ psl->color_downsample_ps = DRW_pass_create("Downsample", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.downsample_sh, psl->color_downsample_ps);
+ DRW_shgroup_uniform_buffer(grp, "source", &e_data.color_src);
+ DRW_shgroup_uniform_float(grp, "fireflyFactor", &effects->ssr_firefly_fac, 1);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+
+ {
+ static int zero = 0;
+ psl->color_downsample_cube_ps = DRW_pass_create("Downsample Cube", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_instance_create(e_data.downsample_cube_sh, psl->color_downsample_cube_ps, quad);
+ DRW_shgroup_uniform_buffer(grp, "source", &e_data.color_src);
+ DRW_shgroup_uniform_float(grp, "texelSize", &e_data.cube_texel_size, 1);
+ DRW_shgroup_uniform_int(grp, "Layer", &zero, 1);
+ for (int i = 0; i < 6; ++i)
+ DRW_shgroup_call_dynamic_add_empty(grp);
+ }
+
{
- psl->minmaxz_downlevel = DRW_pass_create("HiZ Down Level", DRW_STATE_WRITE_COLOR);
- DRWShadingGroup *grp = DRW_shgroup_create(e_data.minmaxz_downlevel_sh, psl->minmaxz_downlevel);
- DRW_shgroup_uniform_buffer(grp, "depthBuffer", &stl->g_data->minmaxz);
+ /* Perform min/max downsample */
+ psl->minz_downlevel_ps = DRW_pass_create("HiZ Min Down Level", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.minz_downlevel_sh, psl->minz_downlevel_ps);
+ DRW_shgroup_uniform_buffer(grp, "depthBuffer", &stl->g_data->minzbuffer);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->maxz_downlevel_ps = DRW_pass_create("HiZ Max Down Level", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ grp = DRW_shgroup_create(e_data.maxz_downlevel_sh, psl->maxz_downlevel_ps);
+ DRW_shgroup_uniform_buffer(grp, "depthBuffer", &txl->maxzbuffer);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ /* Copy depth buffer to halfres top level of HiZ */
+ psl->minz_downdepth_ps = DRW_pass_create("HiZ Min Copy Depth Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ grp = DRW_shgroup_create(e_data.minz_downdepth_sh, psl->minz_downdepth_ps);
+ DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->maxz_downdepth_ps = DRW_pass_create("HiZ Max Copy Depth Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ grp = DRW_shgroup_create(e_data.maxz_downdepth_sh, psl->maxz_downdepth_ps);
+ DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->minz_downdepth_layer_ps = DRW_pass_create("HiZ Min Copy DepthLayer Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ grp = DRW_shgroup_create(e_data.minz_downdepth_layer_sh, psl->minz_downdepth_layer_ps);
+ DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
+ DRW_shgroup_uniform_int(grp, "depthLayer", &e_data.depth_src_layer, 1);
DRW_shgroup_call_add(grp, quad, NULL);
- psl->minmaxz_downdepth = DRW_pass_create("HiZ Down Depth", DRW_STATE_WRITE_COLOR);
- grp = DRW_shgroup_create(e_data.minmaxz_downdepth_sh, psl->minmaxz_downdepth);
- DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.minmmaxz_depth_src);
+ psl->maxz_downdepth_layer_ps = DRW_pass_create("HiZ Max Copy DepthLayer Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ grp = DRW_shgroup_create(e_data.maxz_downdepth_layer_sh, psl->maxz_downdepth_layer_ps);
+ DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
+ DRW_shgroup_uniform_int(grp, "depthLayer", &e_data.depth_src_layer, 1);
DRW_shgroup_call_add(grp, quad, NULL);
- psl->minmaxz_copydepth = DRW_pass_create("HiZ Copy Depth", DRW_STATE_WRITE_COLOR);
- grp = DRW_shgroup_create(e_data.minmaxz_copydepth_sh, psl->minmaxz_copydepth);
- DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.minmmaxz_depth_src);
+ /* Copy depth buffer to halfres top level of HiZ */
+ psl->minz_copydepth_ps = DRW_pass_create("HiZ Min Copy Depth Fullres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ grp = DRW_shgroup_create(e_data.minz_copydepth_sh, psl->minz_copydepth_ps);
+ DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->maxz_copydepth_ps = DRW_pass_create("HiZ Max Copy Depth Fullres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ grp = DRW_shgroup_create(e_data.maxz_copydepth_sh, psl->maxz_copydepth_ps);
+ DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+
+ {
+ psl->ao_horizon_search = DRW_pass_create("GTAO Horizon Search", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.gtao_sh, psl->ao_horizon_search);
+ DRW_shgroup_uniform_buffer(grp, "maxzBuffer", &txl->maxzbuffer);
+ DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
+ DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
+ DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10);
+ DRW_shgroup_uniform_vec4(grp, "aoParameters[0]", &stl->effects->ao_dist, 2);
+ DRW_shgroup_uniform_float(grp, "sampleNbr", &stl->effects->ao_sample_nbr, 1);
+ DRW_shgroup_uniform_ivec2(grp, "aoHorizonTexSize", (int *)stl->effects->ao_texsize, 1);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->ao_horizon_debug = DRW_pass_create("GTAO Horizon Debug", DRW_STATE_WRITE_COLOR);
+ grp = DRW_shgroup_create(e_data.gtao_debug_sh, psl->ao_horizon_debug);
+ DRW_shgroup_uniform_buffer(grp, "maxzBuffer", &txl->maxzbuffer);
+ DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
+ DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input);
+ DRW_shgroup_uniform_buffer(grp, "horizonBuffer", &txl->gtao_horizons);
+ DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
+ DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10);
+ DRW_shgroup_uniform_vec4(grp, "aoParameters[0]", &stl->effects->ao_dist, 2);
+ DRW_shgroup_uniform_ivec2(grp, "aoHorizonTexSize", (int *)stl->effects->ao_texsize, 1);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_call_add(grp, quad, NULL);
}
@@ -500,8 +1158,9 @@ void EEVEE_effects_cache_init(EEVEE_Data *vedata)
eevee_create_bloom_pass("Bloom Upsample", effects, e_data.bloom_upsample_sh[use_highres], &psl->bloom_upsample, true);
grp = eevee_create_bloom_pass("Bloom Blit", effects, e_data.bloom_blit_sh[use_antiflicker], &psl->bloom_blit, false);
DRW_shgroup_uniform_vec4(grp, "curveThreshold", effects->bloom_curve_threshold, 1);
+ DRW_shgroup_uniform_float(grp, "clampIntensity", &effects->bloom_clamp, 1);
grp = eevee_create_bloom_pass("Bloom Resolve", effects, e_data.bloom_resolve_sh[use_highres], &psl->bloom_resolve, true);
- DRW_shgroup_uniform_float(grp, "bloomIntensity", &effects->bloom_intensity, 1);
+ DRW_shgroup_uniform_vec3(grp, "bloomColor", effects->bloom_color, 1);
}
{
@@ -530,7 +1189,7 @@ void EEVEE_effects_cache_init(EEVEE_Data *vedata)
/* This create an empty batch of N triangles to be positioned
* by the vertex shader 0.4ms against 6ms with instancing */
const float *viewport_size = DRW_viewport_size_get();
- const int sprite_ct = ((int)viewport_size[0]/2) * ((int)viewport_size[1]/2); /* brackets matters */
+ const int sprite_ct = ((int)viewport_size[0] / 2) * ((int)viewport_size[1] / 2); /* brackets matters */
grp = DRW_shgroup_empty_tri_batch_create(e_data.dof_scatter_sh, psl->dof_scatter, sprite_ct);
DRW_shgroup_uniform_buffer(grp, "colorBuffer", &effects->unf_source_buffer);
@@ -551,41 +1210,258 @@ void EEVEE_effects_cache_init(EEVEE_Data *vedata)
}
}
-#define SWAP_BUFFERS() { \
- if (effects->source_buffer == txl->color) { \
- effects->source_buffer = txl->color_post; \
- effects->target_buffer = fbl->main; \
- } \
- else { \
- effects->source_buffer = txl->color; \
- effects->target_buffer = fbl->effect_fb; \
- } \
-} ((void)0)
+static void min_downsample_cb(void *vedata, int UNUSED(level))
+{
+ EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+ DRW_draw_pass(psl->minz_downlevel_ps);
+}
-static void minmax_downsample_cb(void *vedata, int UNUSED(level))
+static void max_downsample_cb(void *vedata, int UNUSED(level))
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
- DRW_draw_pass(psl->minmaxz_downlevel);
+ DRW_draw_pass(psl->maxz_downlevel_ps);
}
-void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src)
+static void simple_downsample_cb(void *vedata, int UNUSED(level))
+{
+ EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+ DRW_draw_pass(psl->color_downsample_ps);
+}
+
+static void simple_downsample_cube_cb(void *vedata, int level)
+{
+ EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+ e_data.cube_texel_size = (float)(1 << level) / (float)GPU_texture_width(e_data.color_src);
+ DRW_draw_pass(psl->color_downsample_cube_ps);
+}
+
+void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src, int layer)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_TextureList *txl = vedata->txl;
- e_data.minmmaxz_depth_src = depth_src;
+ e_data.depth_src = depth_src;
+ e_data.depth_src_layer = layer;
- /* Copy depth buffer to minmax texture top level */
- DRW_framebuffer_texture_attach(fbl->minmaxz_fb, stl->g_data->minmaxz, 0, 0);
- DRW_framebuffer_bind(fbl->minmaxz_fb);
- DRW_draw_pass(psl->minmaxz_downdepth);
- DRW_framebuffer_texture_detach(stl->g_data->minmaxz);
+ DRW_stats_group_start("Min buffer");
+ /* Copy depth buffer to min texture top level */
+ DRW_framebuffer_texture_attach(fbl->downsample_fb, stl->g_data->minzbuffer, 0, 0);
+ DRW_framebuffer_bind(fbl->downsample_fb);
+ if (layer >= 0) {
+ DRW_draw_pass(psl->minz_downdepth_layer_ps);
+ }
+ else {
+ DRW_draw_pass(psl->minz_downdepth_ps);
+ }
+ DRW_framebuffer_texture_detach(stl->g_data->minzbuffer);
+
+ /* Create lower levels */
+ DRW_framebuffer_recursive_downsample(fbl->downsample_fb, stl->g_data->minzbuffer, 8, &min_downsample_cb, vedata);
+ DRW_stats_group_end();
+
+ DRW_stats_group_start("Max buffer");
+ /* Copy depth buffer to max texture top level */
+ DRW_framebuffer_texture_attach(fbl->downsample_fb, txl->maxzbuffer, 0, 0);
+ DRW_framebuffer_bind(fbl->downsample_fb);
+ if (layer >= 0) {
+ DRW_draw_pass(psl->maxz_downdepth_layer_ps);
+ }
+ else {
+ DRW_draw_pass(psl->maxz_downdepth_ps);
+ }
+ DRW_framebuffer_texture_detach(txl->maxzbuffer);
/* Create lower levels */
- DRW_framebuffer_recursive_downsample(fbl->minmaxz_fb, stl->g_data->minmaxz, 6, &minmax_downsample_cb, vedata);
+ DRW_framebuffer_recursive_downsample(fbl->downsample_fb, txl->maxzbuffer, 8, &max_downsample_cb, vedata);
+ DRW_stats_group_end();
+}
+
+/**
+ * Simple downsampling algorithm. Reconstruct mip chain up to mip level.
+ **/
+void EEVEE_downsample_buffer(EEVEE_Data *vedata, struct GPUFrameBuffer *fb_src, GPUTexture *texture_src, int level)
+{
+ e_data.color_src = texture_src;
+
+ DRW_stats_group_start("Downsample buffer");
+ /* Create lower levels */
+ DRW_framebuffer_recursive_downsample(fb_src, texture_src, level, &simple_downsample_cb, vedata);
+ DRW_stats_group_end();
+}
+
+/**
+ * Simple downsampling algorithm for cubemap. Reconstruct mip chain up to mip level.
+ **/
+void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, struct GPUFrameBuffer *fb_src, GPUTexture *texture_src, int level)
+{
+ e_data.color_src = texture_src;
+
+ DRW_stats_group_start("Downsample Cube buffer");
+ /* Create lower levels */
+ DRW_framebuffer_recursive_downsample(fb_src, texture_src, level, &simple_downsample_cube_cb, vedata);
+ DRW_stats_group_end();
+}
+
+void EEVEE_effects_do_volumetrics(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ e_data.depth_src = dtxl->depth;
+
+ /* Compute volumetric integration at halfres. */
+ DRW_framebuffer_texture_attach(fbl->volumetric_fb, stl->g_data->volumetric, 0, 0);
+ if (sldata->volumetrics->use_colored_transmit) {
+ DRW_framebuffer_texture_attach(fbl->volumetric_fb, stl->g_data->volumetric_transmit, 1, 0);
+ }
+ DRW_framebuffer_bind(fbl->volumetric_fb);
+ DRW_draw_pass(psl->volumetric_integrate_ps);
+
+ /* Resolve at fullres */
+ DRW_framebuffer_texture_detach(dtxl->depth);
+ DRW_framebuffer_bind(fbl->main);
+ if (sldata->volumetrics->use_colored_transmit) {
+ DRW_draw_pass(psl->volumetric_resolve_transmit_ps);
+ }
+ DRW_draw_pass(psl->volumetric_resolve_ps);
+
+ /* Restore */
+ DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0);
+ DRW_framebuffer_texture_detach(stl->g_data->volumetric);
+ if (sldata->volumetrics->use_colored_transmit) {
+ DRW_framebuffer_texture_detach(stl->g_data->volumetric_transmit);
+ }
+
+ /* Rebind main buffer after attach/detach operations */
+ DRW_framebuffer_bind(fbl->main);
+ }
}
+void EEVEE_effects_do_refraction(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if ((effects->enabled_effects & EFFECT_REFRACT) != 0) {
+ DRW_framebuffer_texture_attach(fbl->refract_fb, txl->refract_color, 0, 0);
+ DRW_framebuffer_blit(fbl->main, fbl->refract_fb, false);
+ EEVEE_downsample_buffer(vedata, fbl->downsample_fb, txl->refract_color, 9);
+ }
+}
+
+void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if (((effects->enabled_effects & EFFECT_SSR) != 0) && stl->g_data->valid_double_buffer) {
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ e_data.depth_src = dtxl->depth;
+
+ for (int i = 0; i < effects->ssr_ray_count; ++i) {
+ DRW_framebuffer_texture_attach(fbl->screen_tracing_fb, stl->g_data->ssr_hit_output[i], i, 0);
+ }
+ DRW_framebuffer_bind(fbl->screen_tracing_fb);
+
+ /* Raytrace. */
+ DRW_draw_pass(psl->ssr_raytrace);
+
+ for (int i = 0; i < effects->ssr_ray_count; ++i) {
+ DRW_framebuffer_texture_detach(stl->g_data->ssr_hit_output[i]);
+ }
+
+ EEVEE_downsample_buffer(vedata, fbl->downsample_fb, txl->color_double_buffer, 9);
+
+ /* Resolve at fullres */
+ DRW_framebuffer_texture_detach(dtxl->depth);
+ DRW_framebuffer_texture_detach(txl->ssr_normal_input);
+ DRW_framebuffer_texture_detach(txl->ssr_specrough_input);
+ DRW_framebuffer_bind(fbl->main);
+ DRW_draw_pass(psl->ssr_resolve);
+
+ /* Restore */
+ DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0);
+ DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, 1, 0);
+ DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, 2, 0);
+ }
+
+ if ((effects->enabled_effects & EFFECT_GTAO) != 0 && G.debug_value == 6) {
+ /* GTAO Debug */
+ DRW_framebuffer_texture_attach(fbl->gtao_debug_fb, stl->g_data->gtao_horizons_debug, 0, 0);
+ DRW_framebuffer_bind(fbl->gtao_debug_fb);
+
+ DRW_draw_pass(psl->ao_horizon_debug);
+
+ /* Restore */
+ DRW_framebuffer_texture_detach(stl->g_data->gtao_horizons_debug);
+ }
+
+ DRW_framebuffer_bind(fbl->main);
+}
+
+void EEVEE_effects_do_gtao(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if ((effects->enabled_effects & EFFECT_GTAO) != 0) {
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ e_data.depth_src = dtxl->depth;
+
+ DRW_stats_group_start("GTAO Horizon Scan");
+ for (effects->ao_sample_nbr = 0.0;
+ effects->ao_sample_nbr < effects->ao_samples;
+ ++effects->ao_sample_nbr)
+ {
+ DRW_framebuffer_texture_detach(txl->gtao_horizons);
+ DRW_framebuffer_texture_layer_attach(fbl->gtao_fb, txl->gtao_horizons, 0, (int)effects->ao_sample_nbr, 0);
+ DRW_framebuffer_bind(fbl->gtao_fb);
+
+ DRW_draw_pass(psl->ao_horizon_search);
+ }
+ DRW_stats_group_end();
+
+ /* Restore */
+ DRW_framebuffer_bind(fbl->main);
+ }
+}
+
+#define SWAP_DOUBLE_BUFFERS() { \
+ if (swap_double_buffer) { \
+ SWAP(struct GPUFrameBuffer *, fbl->main, fbl->double_buffer); \
+ SWAP(GPUTexture *, txl->color, txl->color_double_buffer); \
+ swap_double_buffer = false; \
+ } \
+} ((void)0)
+
+#define SWAP_BUFFERS() { \
+ if (effects->target_buffer != fbl->main) { \
+ SWAP_DOUBLE_BUFFERS(); \
+ effects->source_buffer = txl->color_post; \
+ effects->target_buffer = fbl->main; \
+ } \
+ else { \
+ SWAP_DOUBLE_BUFFERS(); \
+ effects->source_buffer = txl->color; \
+ effects->target_buffer = fbl->effect_fb; \
+ } \
+} ((void)0)
+
void EEVEE_draw_effects(EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
@@ -594,6 +1470,9 @@ void EEVEE_draw_effects(EEVEE_Data *vedata)
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
+ /* only once per frame after the first post process */
+ bool swap_double_buffer = ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0);
+
/* Default framebuffer and texture */
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
@@ -602,6 +1481,37 @@ void EEVEE_draw_effects(EEVEE_Data *vedata)
effects->source_buffer = txl->color; /* latest updated texture */
effects->target_buffer = fbl->effect_fb; /* next target to render to */
+ /* Temporal Anti-Aliasing */
+ /* MUST COME FIRST. */
+ if ((effects->enabled_effects & EFFECT_TAA) != 0) {
+ if (effects->taa_current_sample != 1) {
+ DRW_framebuffer_bind(fbl->effect_fb);
+ DRW_draw_pass(psl->taa_resolve);
+
+ /* Restore the depth from sample 1. */
+ DRW_framebuffer_blit(fbl->depth_double_buffer_fb, fbl->main, true);
+
+ /* Special Swap */
+ SWAP(struct GPUFrameBuffer *, fbl->effect_fb, fbl->double_buffer);
+ SWAP(GPUTexture *, txl->color_post, txl->color_double_buffer);
+ swap_double_buffer = false;
+ effects->source_buffer = txl->color_double_buffer;
+ effects->target_buffer = fbl->main;
+ }
+ else {
+ /* Save the depth buffer for the next frame.
+ * This saves us from doing anything special
+ * in the other mode engines. */
+ DRW_framebuffer_blit(fbl->main, fbl->depth_double_buffer_fb, true);
+ }
+
+ if ((effects->taa_total_sample == 0) ||
+ (effects->taa_current_sample < effects->taa_total_sample))
+ {
+ DRW_viewport_request_redraw();
+ }
+ }
+
/* Detach depth for effects to use it */
DRW_framebuffer_texture_detach(dtxl->depth);
@@ -667,7 +1577,7 @@ void EEVEE_draw_effects(EEVEE_Data *vedata)
last = txl->bloom_downsample[0];
for (int i = 1; i < effects->bloom_iteration_ct; ++i) {
- copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i-1]);
+ copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i - 1]);
effects->unf_source_buffer = last;
DRW_framebuffer_bind(fbl->bloom_down_fb[i]);
@@ -705,13 +1615,77 @@ void EEVEE_draw_effects(EEVEE_Data *vedata)
/* Tonemapping */
DRW_transform_to_display(effects->source_buffer);
+
+ /* Debug : Ouput buffer to view. */
+ if ((G.debug_value > 0) && (G.debug_value <= 6)) {
+ switch (G.debug_value) {
+ case 1:
+ if (txl->maxzbuffer) DRW_transform_to_display(txl->maxzbuffer);
+ break;
+ case 2:
+ if (stl->g_data->ssr_hit_output[0]) DRW_transform_to_display(stl->g_data->ssr_hit_output[0]);
+ break;
+ case 3:
+ if (txl->ssr_normal_input) DRW_transform_to_display(txl->ssr_normal_input);
+ break;
+ case 4:
+ if (txl->ssr_specrough_input) DRW_transform_to_display(txl->ssr_specrough_input);
+ break;
+ case 5:
+ if (txl->color_double_buffer) DRW_transform_to_display(txl->color_double_buffer);
+ break;
+ case 6:
+ if (stl->g_data->gtao_horizons_debug) DRW_transform_to_display(stl->g_data->gtao_horizons_debug);
+ break;
+ default:
+ break;
+ }
+ }
+
+ /* If no post processes is enabled, buffers are still not swapped, do it now. */
+ SWAP_DOUBLE_BUFFERS();
+
+ if (!stl->g_data->valid_double_buffer &&
+ ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0) &&
+ (DRW_state_is_image_render() == false))
+ {
+ /* If history buffer is not valid request another frame.
+ * This fix black reflections on area resize. */
+ DRW_viewport_request_redraw();
+ }
+
+ /* Record pers matrix for the next frame. */
+ DRW_viewport_matrix_get(stl->g_data->prev_persmat, DRW_MAT_PERS);
+
+ /* Update double buffer status if render mode. */
+ if (DRW_state_is_image_render()) {
+ stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
+ }
}
void EEVEE_effects_free(void)
{
- DRW_SHADER_FREE_SAFE(e_data.minmaxz_downlevel_sh);
- DRW_SHADER_FREE_SAFE(e_data.minmaxz_downdepth_sh);
- DRW_SHADER_FREE_SAFE(e_data.minmaxz_copydepth_sh);
+ for (int i = 0; i < SSR_MAX_SHADER; ++i) {
+ DRW_SHADER_FREE_SAFE(e_data.ssr_sh[i]);
+ }
+ DRW_SHADER_FREE_SAFE(e_data.downsample_sh);
+ DRW_SHADER_FREE_SAFE(e_data.downsample_cube_sh);
+
+ DRW_SHADER_FREE_SAFE(e_data.taa_resolve_sh);
+
+ DRW_SHADER_FREE_SAFE(e_data.gtao_sh);
+ DRW_SHADER_FREE_SAFE(e_data.gtao_debug_sh);
+
+ DRW_SHADER_FREE_SAFE(e_data.volumetric_upsample_sh);
+
+ DRW_SHADER_FREE_SAFE(e_data.minz_downlevel_sh);
+ DRW_SHADER_FREE_SAFE(e_data.maxz_downlevel_sh);
+ DRW_SHADER_FREE_SAFE(e_data.minz_downdepth_sh);
+ DRW_SHADER_FREE_SAFE(e_data.maxz_downdepth_sh);
+ DRW_SHADER_FREE_SAFE(e_data.minz_downdepth_layer_sh);
+ DRW_SHADER_FREE_SAFE(e_data.maxz_downdepth_layer_sh);
+ DRW_SHADER_FREE_SAFE(e_data.minz_copydepth_sh);
+ DRW_SHADER_FREE_SAFE(e_data.maxz_copydepth_sh);
DRW_SHADER_FREE_SAFE(e_data.motion_blur_sh);
DRW_SHADER_FREE_SAFE(e_data.dof_downsample_sh);
@@ -726,4 +1700,4 @@ void EEVEE_effects_free(void)
DRW_SHADER_FREE_SAFE(e_data.bloom_downsample_sh[1]);
DRW_SHADER_FREE_SAFE(e_data.bloom_upsample_sh[1]);
DRW_SHADER_FREE_SAFE(e_data.bloom_resolve_sh[1]);
-} \ No newline at end of file
+}