diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_effects.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_effects.c | 524 |
1 files changed, 478 insertions, 46 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c index 861d862657e..7592e5c08d9 100644 --- a/source/blender/draw/engines/eevee/eevee_effects.c +++ b/source/blender/draw/engines/eevee/eevee_effects.c @@ -34,25 +34,47 @@ #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 "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; +/* SSR shader variations */ +enum { + SSR_RESOLVE = (1 << 0), + SSR_FULL_TRACE = (1 << 1), + SSR_MAX_SHADER = (1 << 2), +}; + 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; @@ -71,21 +93,37 @@ static struct { /* Volumetric */ struct GPUShader *volumetric_upsample_sh; + /* Screen Space Reflection */ + struct GPUShader *ssr_sh[SSR_MAX_SHADER]; + + /* Simple Downsample */ + struct GPUShader *downsample_sh; + struct GPUTexture *depth_src; + struct GPUTexture *color_src; + int depth_src_layer; } e_data = {NULL}; /* Engine data */ +extern char datatoc_bsdf_common_lib_glsl[]; +extern char datatoc_bsdf_sampling_lib_glsl[]; +extern char datatoc_octahedron_lib_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_lightprobe_lib_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 */ @@ -94,12 +132,14 @@ 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; @@ -134,6 +174,42 @@ static void eevee_motion_blur_camera_get_matrix_at_time( mul_m4_m4m4(r_mat, params.winmat, obmat); } +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_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); + + DynStr *ds_defines = BLI_dynstr_new(); + BLI_dynstr_appendf(ds_defines, SHADER_DEFINES); + 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; @@ -153,12 +229,28 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata) /* Shaders */ if (!e_data.motion_blur_sh) { + e_data.downsample_sh = DRW_shader_create_fullscreen(datatoc_effect_downsample_frag_glsl, NULL); + e_data.volumetric_upsample_sh = DRW_shader_create_fullscreen(datatoc_volumetric_frag_glsl, "#define STEP_UPSAMPLE\n"); - 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"); + 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); @@ -194,7 +286,7 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata) int enabled_effects = 0; - 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]; @@ -202,7 +294,7 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, 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); @@ -211,7 +303,7 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, 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 */ @@ -395,12 +487,16 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata) } /* 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); + } if (BKE_collection_engine_property_value_get_bool(props, "volumetric_enable")) { World *wo = scene->world; @@ -473,6 +569,88 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata) } } } + + if (BKE_collection_engine_property_value_get_bool(props, "ssr_enable")) { + effects->enabled_effects |= EFFECT_SSR; + + /* 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_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); + } + + 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_normal_input); + DRW_framebuffer_texture_detach(txl->ssr_specrough_input); + DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, 1, 0); + 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); + + /* Compute pixel size */ + copy_v2_v2(effects->ssr_pixelsize, viewport_size); + invert_v2(effects->ssr_pixelsize); + } + else { + /* Cleanup to release memory */ + DRW_TEXTURE_FREE_SAFE(txl->ssr_normal_input); + 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; + } + } + + /* 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) @@ -561,19 +739,107 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata) } } + if ((effects->enabled_effects & EFFECT_SSR) != 0) { + int options = (effects->reflection_trace_full) ? SSR_FULL_TRACE : 0; + + 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_vec4(grp, "ssrParameters", &effects->ssr_quality, 1); + DRW_shgroup_uniform_int(grp, "rayCount", &effects->ssr_ray_count, 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, "colorBuffer", &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_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]); + DRW_shgroup_uniform_buffer(grp, "hitBuffer1", (effects->ssr_ray_count < 2) ? &stl->g_data->ssr_hit_output[0] : &stl->g_data->ssr_hit_output[1]); + DRW_shgroup_uniform_buffer(grp, "hitBuffer2", (effects->ssr_ray_count < 3) ? &stl->g_data->ssr_hit_output[0] : &stl->g_data->ssr_hit_output[2]); + DRW_shgroup_uniform_buffer(grp, "hitBuffer3", (effects->ssr_ray_count < 4) ? &stl->g_data->ssr_hit_output[0] : &stl->g_data->ssr_hit_output[3]); + DRW_shgroup_uniform_int(grp, "rayCount", &effects->ssr_ray_count, 1); + DRW_shgroup_call_add(grp, quad, NULL); + } + { - 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); + 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_call_add(grp, quad, NULL); + } + + { + /* 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->minmaxz_downdepth = DRW_pass_create("HiZ Down Depth", DRW_STATE_WRITE_COLOR); - grp = DRW_shgroup_create(e_data.minmaxz_downdepth_sh, psl->minmaxz_downdepth); + 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->minmaxz_copydepth = DRW_pass_create("HiZ Copy Depth", DRW_STATE_WRITE_COLOR); - grp = DRW_shgroup_create(e_data.minmaxz_copydepth_sh, psl->minmaxz_copydepth); + 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->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); + + /* 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); } @@ -678,39 +944,79 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, 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 max_downsample_cb(void *vedata, int UNUSED(level)) +{ + EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; + DRW_draw_pass(psl->maxz_downlevel_ps); +} -static void minmax_downsample_cb(void *vedata, int UNUSED(level)) +static void simple_downsample_cb(void *vedata, int UNUSED(level)) { EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; - DRW_draw_pass(psl->minmaxz_downlevel); + DRW_draw_pass(psl->color_downsample_ps); } -void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src) +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.depth_src = depth_src; - /* 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) { + e_data.depth_src_layer = layer; + 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) { + e_data.depth_src_layer = layer; + 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->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(fbl->minmaxz_fb, stl->g_data->minmaxz, 6, &minmax_downsample_cb, vedata); + DRW_framebuffer_recursive_downsample(fb_src, texture_src, level, &simple_downsample_cb, vedata); + DRW_stats_group_end(); } void EEVEE_effects_do_volumetrics(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata) @@ -747,9 +1053,79 @@ void EEVEE_effects_do_volumetrics(EEVEE_SceneLayerData *sldata, EEVEE_Data *veda 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_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) { + 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); + + if (stl->g_data->valid_double_buffer) { + /* Raytrace. */ + DRW_draw_pass(psl->ssr_raytrace); + } + else { + float clear_col[4] = {0.0f, 0.0f, -1.0f, 0.001f}; + DRW_framebuffer_clear(true, false, false, clear_col, 0.0f); + } + + 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); } } +#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->source_buffer == txl->color) { \ + 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; @@ -758,6 +1134,9 @@ 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(); @@ -869,15 +1248,68 @@ 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 <= 5)) { + switch (G.debug_value) { + case 1: + if (stl->g_data->minzbuffer) DRW_transform_to_display(stl->g_data->minzbuffer); + 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; + 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) { + 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.volumetric_upsample_sh); - 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); + 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); @@ -892,4 +1324,4 @@ 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 +} |