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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_hizbuffer.hh')
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diff --git a/source/blender/draw/engines/eevee/eevee_hizbuffer.hh b/source/blender/draw/engines/eevee/eevee_hizbuffer.hh
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+/*
+ * 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.
+ *
+ * Copyright 2021, Blender Foundation.
+ */
+
+/** \file
+ * \ingroup eevee
+ *
+ * The Hierarchical-Z buffer is texture containing a copy of the depth buffer with mipmaps.
+ * Each mip contains the maximum depth of each 4 pixels on the upper level.
+ * The size of the texture is padded to avoid messing with the mipmap pixels alignments.
+ */
+
+#pragma once
+
+#include "DRW_render.h"
+
+#include "eevee_shader_shared.hh"
+
+namespace blender::eevee {
+
+class Instance;
+
+/* -------------------------------------------------------------------- */
+/** \name Hierarchical-Z buffer
+ * \{ */
+
+class HiZBuffer {
+ private:
+ Instance &inst_;
+ /** Framebuffer use for recursive downsampling. */
+ /* TODO(fclem) Remove this and use a compute shader instead. */
+ Framebuffer hiz_fb_ = Framebuffer("DepthHiz");
+ /** Max mip to downsample to. We ensure the hiz has enough padding to never
+ * have to compensate the mipmap alignments. */
+ constexpr static int mip_count_ = 6;
+ /** TODO/OPTI(fclem): Share it between similar views. */
+ Texture hiz_tx_;
+
+ public:
+ HiZBuffer(Instance &inst) : inst_(inst){};
+
+ void prepare(GPUTexture *depth_src);
+ void update(GPUTexture *depth_src);
+
+ GPUTexture *texture_get(void) const
+ {
+ return hiz_tx_;
+ }
+
+ private:
+ static void recursive_downsample(void *thunk, int lvl);
+};
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Hierarchical-Z buffer Module
+ * \{ */
+
+class HiZBufferModule {
+ friend HiZBuffer;
+
+ private:
+ Instance &inst_;
+
+ HiZDataBuf data_;
+ /** Copy input depth to hiz-buffer with border padding. */
+ DRWPass *hiz_copy_ps_;
+ /** Downsample one mipmap level. */
+ DRWPass *hiz_downsample_ps_;
+ /** References only. */
+ GPUTexture *input_depth_tx_ = nullptr;
+ /** Pixel size of the render target during hiz downsampling. */
+ vec2 texel_size_;
+
+ public:
+ HiZBufferModule(Instance &inst) : inst_(inst){};
+
+ void sync(void);
+
+ const GPUUniformBuf *ubo_get(void) const
+ {
+ return data_.ubo_get();
+ }
+};
+
+/** \} */
+
+} // namespace blender::eevee