diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_effects.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_effects.c | 584 |
1 files changed, 584 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c new file mode 100644 index 00000000000..0a93db1453d --- /dev/null +++ b/source/blender/draw/engines/eevee/eevee_effects.c @@ -0,0 +1,584 @@ +/* + * Copyright 2016, Blender Foundation. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * Contributor(s): Blender Institute + * + */ + +/** \file eevee_effects.c + * \ingroup draw_engine + * + * Gather all screen space effects technique such as Bloom, Motion Blur, DoF, SSAO, SSR, ... + */ + +#include "DRW_render.h" + +#include "BKE_global.h" /* for G.debug_value */ + +#include "BLI_string_utils.h" + +#include "eevee_private.h" +#include "GPU_texture.h" +#include "GPU_extensions.h" + +static struct { + /* Downsample Depth */ + 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 *maxz_copydepth_layer_sh; + struct GPUShader *minz_copydepth_sh; + struct GPUShader *maxz_copydepth_sh; + + /* Simple Downsample */ + struct GPUShader *downsample_sh; + struct GPUShader *downsample_cube_sh; + + /* Velocity Resolve */ + struct GPUShader *velocity_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_common_uniforms_lib_glsl[]; +extern char datatoc_common_view_lib_glsl[]; +extern char datatoc_bsdf_common_lib_glsl[]; +extern char datatoc_effect_velocity_resolve_frag_glsl[]; +extern char datatoc_effect_minmaxz_frag_glsl[]; +extern char datatoc_effect_downsample_frag_glsl[]; +extern char datatoc_effect_downsample_cube_frag_glsl[]; +extern char datatoc_lightprobe_vert_glsl[]; +extern char datatoc_lightprobe_geom_glsl[]; + +static void eevee_create_shader_downsample(void) +{ + char *frag_str = BLI_string_joinN( + datatoc_common_uniforms_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_bsdf_common_lib_glsl, + datatoc_effect_velocity_resolve_frag_glsl); + + e_data.velocity_resolve_sh = DRW_shader_create_fullscreen(frag_str, NULL); + + MEM_freeN(frag_str); + + 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.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"); + e_data.maxz_downdepth_sh = DRW_shader_create_fullscreen( + datatoc_effect_minmaxz_frag_glsl, + "#define MAX_PASS\n"); + e_data.minz_downdepth_layer_sh = DRW_shader_create_fullscreen( + datatoc_effect_minmaxz_frag_glsl, + "#define MIN_PASS\n" + "#define LAYERED\n"); + e_data.maxz_downdepth_layer_sh = DRW_shader_create_fullscreen( + datatoc_effect_minmaxz_frag_glsl, + "#define MAX_PASS\n" + "#define LAYERED\n"); + e_data.maxz_copydepth_layer_sh = DRW_shader_create_fullscreen( + datatoc_effect_minmaxz_frag_glsl, + "#define MAX_PASS\n" + "#define COPY_DEPTH\n" + "#define LAYERED\n"); + e_data.minz_copydepth_sh = DRW_shader_create_fullscreen( + datatoc_effect_minmaxz_frag_glsl, + "#define MIN_PASS\n" + "#define COPY_DEPTH\n"); + e_data.maxz_copydepth_sh = DRW_shader_create_fullscreen( + datatoc_effect_minmaxz_frag_glsl, + "#define MAX_PASS\n" + "#define COPY_DEPTH\n"); +} + +#define SETUP_BUFFER(tex, fb, fb_color) { \ + DRW_texture_ensure_fullscreen_2D(&tex, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP); \ + GPU_framebuffer_ensure_config(&fb, { \ + GPU_ATTACHMENT_TEXTURE(dtxl->depth), \ + GPU_ATTACHMENT_TEXTURE(tex), \ + }); \ + GPU_framebuffer_ensure_config(&fb_color, { \ + GPU_ATTACHMENT_NONE, \ + GPU_ATTACHMENT_TEXTURE(tex), \ + }); \ +} + +#define CLEANUP_BUFFER(tex, fb, fb_color) { \ + /* Cleanup to release memory */ \ + DRW_TEXTURE_FREE_SAFE(tex); \ + GPU_FRAMEBUFFER_FREE_SAFE(fb); \ + GPU_FRAMEBUFFER_FREE_SAFE(fb_color); \ +} + +void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera) +{ + EEVEE_CommonUniformBuffer *common_data = &sldata->common_data; + EEVEE_StorageList *stl = vedata->stl; + EEVEE_FramebufferList *fbl = vedata->fbl; + EEVEE_TextureList *txl = vedata->txl; + EEVEE_EffectsInfo *effects; + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + const DRWContextState *draw_ctx = DRW_context_state_get(); + ViewLayer *view_layer = draw_ctx->view_layer; + + const float *viewport_size = DRW_viewport_size_get(); + int size_fs[2] = {(int)viewport_size[0], (int)viewport_size[1]}; + + /* Shaders */ + if (!e_data.downsample_sh) { + eevee_create_shader_downsample(); + } + + if (!stl->effects) { + stl->effects = MEM_callocN(sizeof(EEVEE_EffectsInfo), "EEVEE_EffectsInfo"); + } + + effects = stl->effects; + + effects->enabled_effects = 0; + effects->enabled_effects |= (G.debug_value == 9) ? EFFECT_VELOCITY_BUFFER : 0; + effects->enabled_effects |= EEVEE_motion_blur_init(sldata, vedata, camera); + effects->enabled_effects |= EEVEE_bloom_init(sldata, vedata); + effects->enabled_effects |= EEVEE_depth_of_field_init(sldata, vedata, camera); + effects->enabled_effects |= EEVEE_temporal_sampling_init(sldata, vedata); + effects->enabled_effects |= EEVEE_occlusion_init(sldata, vedata); + effects->enabled_effects |= EEVEE_subsurface_init(sldata, vedata); + effects->enabled_effects |= EEVEE_screen_raytrace_init(sldata, vedata); + effects->enabled_effects |= EEVEE_volumes_init(sldata, vedata); + + /* Force normal buffer creation. */ + if (DRW_state_is_image_render() && + (view_layer->passflag & SCE_PASS_NORMAL) != 0) + { + effects->enabled_effects |= EFFECT_NORMAL_BUFFER; + } + + /** + * Ping Pong buffer + */ + if ((effects->enabled_effects & EFFECT_POST_BUFFER) != 0) { + SETUP_BUFFER(txl->color_post, fbl->effect_fb, fbl->effect_color_fb); + } + else { + CLEANUP_BUFFER(txl->color_post, fbl->effect_fb, fbl->effect_color_fb); + } + + /** + * MinMax Pyramid + */ + const bool half_res_hiz = true; + int size[2], div; + common_data->hiz_mip_offset = (half_res_hiz) ? 1 : 0; + div = (half_res_hiz) ? 2 : 1; + size[0] = max_ii(size_fs[0] / div, 1); + size[1] = max_ii(size_fs[1] / div, 1); + + if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) { + /* Intel gpu seems to have problem rendering to only depth format */ + DRW_texture_ensure_2D(&txl->maxzbuffer, size[0], size[1], GPU_R32F, DRW_TEX_MIPMAP); + } + else { + DRW_texture_ensure_2D(&txl->maxzbuffer, size[0], size[1], GPU_DEPTH_COMPONENT24, DRW_TEX_MIPMAP); + } + + if (fbl->downsample_fb == NULL) { + fbl->downsample_fb = GPU_framebuffer_create(); + } + + /** + * Compute Mipmap texel alignement. + */ + for (int i = 0; i < 10; ++i) { + int mip_size[2]; + GPU_texture_get_mipmap_size(txl->color, i, mip_size); + common_data->mip_ratio[i][0] = viewport_size[0] / (mip_size[0] * powf(2.0f, i)); + common_data->mip_ratio[i][1] = viewport_size[1] / (mip_size[1] * powf(2.0f, i)); + } + + /** + * Normal buffer for deferred passes. + */ + if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) { + effects->ssr_normal_input = DRW_texture_pool_query_2D(size_fs[0], size_fs[1], GPU_RG16, + &draw_engine_eevee_type); + + GPU_framebuffer_texture_attach(fbl->main_fb, effects->ssr_normal_input, 1, 0); + } + else { + effects->ssr_normal_input = NULL; + } + + /** + * Motion vector buffer for correct TAA / motion blur. + */ + if ((effects->enabled_effects & EFFECT_VELOCITY_BUFFER) != 0) { + effects->velocity_tx = DRW_texture_pool_query_2D(size_fs[0], size_fs[1], GPU_RG16, + &draw_engine_eevee_type); + + /* TODO output objects velocity during the mainpass. */ + // GPU_framebuffer_texture_attach(fbl->main_fb, effects->velocity_tx, 1, 0); + + GPU_framebuffer_ensure_config(&fbl->velocity_resolve_fb, { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(effects->velocity_tx) + }); + } + else { + effects->velocity_tx = NULL; + } + + /** + * Setup depth double buffer. + */ + if ((effects->enabled_effects & EFFECT_DEPTH_DOUBLE_BUFFER) != 0) { + DRW_texture_ensure_fullscreen_2D(&txl->depth_double_buffer, GPU_DEPTH24_STENCIL8, 0); + + GPU_framebuffer_ensure_config(&fbl->double_buffer_depth_fb, { + GPU_ATTACHMENT_TEXTURE(txl->depth_double_buffer) + }); + } + else { + /* Cleanup to release memory */ + DRW_TEXTURE_FREE_SAFE(txl->depth_double_buffer); + GPU_FRAMEBUFFER_FREE_SAFE(fbl->double_buffer_depth_fb); + } + + /** + * Setup double buffer so we can access last frame as it was before post processes. + */ + if ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0) { + SETUP_BUFFER(txl->color_double_buffer, fbl->double_buffer_fb, fbl->double_buffer_color_fb); + } + else { + CLEANUP_BUFFER(txl->color_double_buffer, fbl->double_buffer_fb, fbl->double_buffer_color_fb); + } + + if ((effects->enabled_effects & (EFFECT_TAA | EFFECT_TAA_REPROJECT)) != 0) { + SETUP_BUFFER(txl->taa_history, fbl->taa_history_fb, fbl->taa_history_color_fb); + } + else { + CLEANUP_BUFFER(txl->taa_history, fbl->taa_history_fb, fbl->taa_history_color_fb); + } +} + +void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) +{ + EEVEE_PassList *psl = vedata->psl; + EEVEE_TextureList *txl = vedata->txl; + EEVEE_StorageList *stl = vedata->stl; + EEVEE_EffectsInfo *effects = stl->effects; + int downsample_write = DRW_STATE_WRITE_DEPTH; + + /* Intel gpu seems to have problem rendering to only depth format. + * Use color texture instead. */ + if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) { + downsample_write = DRW_STATE_WRITE_COLOR; + } + + struct GPUBatch *quad = DRW_cache_fullscreen_quad_get(); + + { + 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_texture_ref(grp, "source", &e_data.color_src); + DRW_shgroup_uniform_float(grp, "fireflyFactor", &sldata->common_data.ssr_firefly_fac, 1); + DRW_shgroup_call_add(grp, quad, NULL); + } + + { + static int zero = 0; + static uint six = 6; + psl->color_downsample_cube_ps = DRW_pass_create( + "Downsample Cube", DRW_STATE_WRITE_COLOR); + DRWShadingGroup *grp = DRW_shgroup_create(e_data.downsample_cube_sh, psl->color_downsample_cube_ps); + DRW_shgroup_uniform_texture_ref(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); + DRW_shgroup_call_instances_add(grp, quad, NULL, &six); + } + + { + /* Perform min/max downsample */ + DRWShadingGroup *grp; + + psl->maxz_downlevel_ps = DRW_pass_create( + "HiZ Max Down Level", downsample_write | DRW_STATE_DEPTH_ALWAYS); + grp = DRW_shgroup_create(e_data.maxz_downlevel_sh, psl->maxz_downlevel_ps); + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &txl->maxzbuffer); + DRW_shgroup_call_add(grp, quad, NULL); + + /* Copy depth buffer to halfres top level of HiZ */ + + psl->maxz_downdepth_ps = DRW_pass_create( + "HiZ Max Copy Depth Halfres", downsample_write | DRW_STATE_DEPTH_ALWAYS); + grp = DRW_shgroup_create(e_data.maxz_downdepth_sh, psl->maxz_downdepth_ps); + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src); + DRW_shgroup_call_add(grp, quad, NULL); + + psl->maxz_downdepth_layer_ps = DRW_pass_create( + "HiZ Max Copy DepthLayer Halfres", downsample_write | DRW_STATE_DEPTH_ALWAYS); + grp = DRW_shgroup_create(e_data.maxz_downdepth_layer_sh, psl->maxz_downdepth_layer_ps); + DRW_shgroup_uniform_texture_ref(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_copydepth_ps = DRW_pass_create( + "HiZ Max Copy Depth Fullres", downsample_write | DRW_STATE_DEPTH_ALWAYS); + grp = DRW_shgroup_create(e_data.maxz_copydepth_sh, psl->maxz_copydepth_ps); + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src); + DRW_shgroup_call_add(grp, quad, NULL); + + psl->maxz_copydepth_layer_ps = DRW_pass_create( + "HiZ Max Copy DepthLayer Halfres", downsample_write | DRW_STATE_DEPTH_ALWAYS); + grp = DRW_shgroup_create(e_data.maxz_copydepth_layer_sh, psl->maxz_copydepth_layer_ps); + DRW_shgroup_uniform_texture_ref(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); + } + + if ((effects->enabled_effects & EFFECT_VELOCITY_BUFFER) != 0) { + /* This pass compute camera motions to the non moving objects. */ + psl->velocity_resolve = DRW_pass_create( + "Velocity Resolve", DRW_STATE_WRITE_COLOR); + DRWShadingGroup *grp = DRW_shgroup_create(e_data.velocity_resolve_sh, psl->velocity_resolve); + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src); + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + DRW_shgroup_uniform_mat4(grp, "currPersinv", effects->velocity_curr_persinv); + DRW_shgroup_uniform_mat4(grp, "pastPersmat", effects->velocity_past_persmat); + DRW_shgroup_call_add(grp, quad, NULL); + } +} + +#if 0 /* Not required for now */ +static void min_downsample_cb(void *vedata, int UNUSED(level)) +{ + EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl; + DRW_draw_pass(psl->minz_downlevel_ps); +} +#endif + +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 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_TextureList *txl = vedata->txl; + + e_data.depth_src = depth_src; + e_data.depth_src_layer = layer; + +#if 0 /* Not required for now */ + DRW_stats_group_start("Min buffer"); + /* Copy depth buffer to min texture top level */ + GPU_framebuffer_texture_attach(fbl->downsample_fb, stl->g_data->minzbuffer, 0, 0); + GPU_framebuffer_bind(fbl->downsample_fb); + if (layer >= 0) { + DRW_draw_pass(psl->minz_downdepth_layer_ps); + } + else { + DRW_draw_pass(psl->minz_downdepth_ps); + } + GPU_framebuffer_texture_detach(stl->g_data->minzbuffer); + + /* Create lower levels */ + GPU_framebuffer_recursive_downsample(fbl->downsample_fb, stl->g_data->minzbuffer, 8, &min_downsample_cb, vedata); + DRW_stats_group_end(); +#endif + int minmax_size[3], depth_size[3]; + GPU_texture_get_mipmap_size(depth_src, 0, depth_size); + GPU_texture_get_mipmap_size(txl->maxzbuffer, 0, minmax_size); + bool is_full_res_minmaxz = (minmax_size[0] == depth_size[0] && minmax_size[1] == depth_size[1]); + + DRW_stats_group_start("Max buffer"); + /* Copy depth buffer to max texture top level */ + GPU_framebuffer_texture_attach(fbl->downsample_fb, txl->maxzbuffer, 0, 0); + GPU_framebuffer_bind(fbl->downsample_fb); + if (layer >= 0) { + if (is_full_res_minmaxz) { + DRW_draw_pass(psl->maxz_copydepth_layer_ps); + } + else { + DRW_draw_pass(psl->maxz_downdepth_layer_ps); + } + } + else { + if (is_full_res_minmaxz) { + DRW_draw_pass(psl->maxz_copydepth_ps); + } + else { + DRW_draw_pass(psl->maxz_downdepth_ps); + } + } + + /* Create lower levels */ + GPU_framebuffer_recursive_downsample(fbl->downsample_fb, 8, &max_downsample_cb, vedata); + GPU_framebuffer_texture_detach(fbl->downsample_fb, txl->maxzbuffer); + DRW_stats_group_end(); + + /* Restore */ + GPU_framebuffer_bind(fbl->main_fb); +} + +/** + * Simple downsampling algorithm. Reconstruct mip chain up to mip level. + **/ +void EEVEE_downsample_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int level) +{ + EEVEE_FramebufferList *fbl = vedata->fbl; + e_data.color_src = texture_src; + + /* Create lower levels */ + DRW_stats_group_start("Downsample buffer"); + GPU_framebuffer_texture_attach(fbl->downsample_fb, texture_src, 0, 0); + GPU_framebuffer_recursive_downsample(fbl->downsample_fb, level, &simple_downsample_cb, vedata); + GPU_framebuffer_texture_detach(fbl->downsample_fb, texture_src); + DRW_stats_group_end(); +} + +/** + * Simple downsampling algorithm for cubemap. Reconstruct mip chain up to mip level. + **/ +void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int level) +{ + EEVEE_FramebufferList *fbl = vedata->fbl; + e_data.color_src = texture_src; + + /* Create lower levels */ + DRW_stats_group_start("Downsample Cube buffer"); + GPU_framebuffer_texture_attach(fbl->downsample_fb, texture_src, 0, 0); + GPU_framebuffer_recursive_downsample(fbl->downsample_fb, level, &simple_downsample_cube_cb, vedata); + GPU_framebuffer_texture_detach(fbl->downsample_fb, texture_src); + DRW_stats_group_end(); +} + +void EEVEE_draw_effects(EEVEE_ViewLayerData *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; + + /* First resolve the velocity. */ + if ((effects->enabled_effects & EFFECT_VELOCITY_BUFFER) != 0) { + DRW_viewport_matrix_get(effects->velocity_curr_persinv, DRW_MAT_PERSINV); + + GPU_framebuffer_bind(fbl->velocity_resolve_fb); + DRW_draw_pass(psl->velocity_resolve); + } + DRW_viewport_matrix_get(effects->velocity_past_persmat, DRW_MAT_PERS); + + /* only once per frame after the first post process */ + effects->swap_double_buffer = ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0); + + /* Init pointers */ + effects->source_buffer = txl->color; /* latest updated texture */ + effects->target_buffer = fbl->effect_color_fb; /* next target to render to */ + + /* Post process stack (order matters) */ + EEVEE_motion_blur_draw(vedata); + EEVEE_depth_of_field_draw(vedata); + EEVEE_temporal_sampling_draw(vedata); + EEVEE_bloom_draw(vedata); + + /* Save the final texture and framebuffer for final transformation or read. */ + effects->final_tx = effects->source_buffer; + effects->final_fb = (effects->target_buffer != fbl->main_color_fb) ? fbl->main_fb : fbl->effect_fb; + if ((effects->enabled_effects & EFFECT_TAA) && + (effects->source_buffer == txl->taa_history)) + { + effects->final_fb = fbl->taa_history_fb; + } + + /* 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->effects->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); + stl->g_data->valid_taa_history = (txl->taa_history != NULL);; + } +} + +void EEVEE_effects_free(void) +{ + DRW_SHADER_FREE_SAFE(e_data.velocity_resolve_sh); + + DRW_SHADER_FREE_SAFE(e_data.downsample_sh); + DRW_SHADER_FREE_SAFE(e_data.downsample_cube_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.maxz_copydepth_layer_sh); + DRW_SHADER_FREE_SAFE(e_data.minz_copydepth_sh); + DRW_SHADER_FREE_SAFE(e_data.maxz_copydepth_sh); +} |