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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_temporal_sampling.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_temporal_sampling.c243
1 files changed, 243 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
new file mode 100644
index 00000000000..24b8117b6f5
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c
@@ -0,0 +1,243 @@
+/*
+ * 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_temporal_sampling.c
+ * \ingroup draw_engine
+ *
+ * Temporal super sampling technique
+ */
+
+#include "DRW_render.h"
+
+#include "BLI_rand.h"
+
+#include "eevee_private.h"
+#include "GPU_texture.h"
+
+static struct {
+ /* Temporal Anti Aliasing */
+ struct GPUShader *taa_resolve_sh;
+} e_data = {NULL}; /* Engine data */
+
+extern char datatoc_effect_temporal_aa_glsl[];
+
+static void eevee_create_shader_temporal_sampling(void)
+{
+ e_data.taa_resolve_sh = DRW_shader_create_fullscreen(datatoc_effect_temporal_aa_glsl, NULL);
+}
+
+void EEVEE_temporal_sampling_matrices_calc(
+ EEVEE_EffectsInfo *effects, float viewmat[4][4], float persmat[4][4], double ht_point[2])
+{
+ const float *viewport_size = DRW_viewport_size_get();
+
+ /* TODO Blackman-Harris filter */
+
+ 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);
+}
+
+int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ /* Reset for each "redraw". When rendering using ogl render,
+ * we accumulate the redraw inside the drawing loop in eevee_draw_background().
+ * But we do NOT accumulate between "redraw" (as in full draw manager drawloop)
+ * because the opengl render already does that. */
+ effects->taa_render_sample = 1;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ViewLayer *view_layer = draw_ctx->view_layer;
+ IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
+
+ if ((BKE_collection_engine_property_value_get_int(props, "taa_samples") != 1 &&
+ /* FIXME the motion blur camera evaluation is tagging view_updated
+ * thus making the TAA always reset and never stopping rendering. */
+ (effects->enabled_effects & EFFECT_MOTION_BLUR) == 0) ||
+ DRW_state_is_image_render())
+ {
+ const float *viewport_size = DRW_viewport_size_get();
+ float persmat[4][4], viewmat[4][4];
+
+ if (!e_data.taa_resolve_sh) {
+ eevee_create_shader_temporal_sampling();
+ }
+
+ /* 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);
+ /* The view is jittered by the oglrenderer. So avoid testing in this case. */
+ if (!DRW_state_is_image_render()) {
+ 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 (((effects->taa_total_sample == 0) || (effects->taa_current_sample < effects->taa_total_sample)) ||
+ DRW_state_is_image_render())
+ {
+ if (view_is_valid) {
+ /* OGL render already jitter the camera. */
+ if (!DRW_state_is_image_render()) {
+ effects->taa_current_sample += 1;
+
+ 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);
+
+ EEVEE_temporal_sampling_matrices_calc(effects, viewmat, persmat, ht_point);
+
+ 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;
+ }
+ }
+ else {
+ effects->taa_current_sample = 1;
+ }
+
+ DRWFboTexture tex_double_buffer = {&txl->depth_double_buffer, DRW_TEX_DEPTH_24_STENCIL_8, 0};
+
+ DRW_framebuffer_init(&fbl->depth_double_buffer_fb, &draw_engine_eevee_type,
+ (int)viewport_size[0], (int)viewport_size[1],
+ &tex_double_buffer, 1);
+
+ return EFFECT_TAA | EFFECT_DOUBLE_BUFFER | EFFECT_POST_BUFFER;
+ }
+
+ effects->taa_current_sample = 1;
+
+ /* Cleanup to release memory */
+ DRW_TEXTURE_FREE_SAFE(txl->depth_double_buffer);
+ DRW_FRAMEBUFFER_FREE_SAFE(fbl->depth_double_buffer_fb);
+
+ return 0;
+}
+
+void EEVEE_temporal_sampling_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ 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, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+}
+
+void EEVEE_temporal_sampling_draw(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_TAA) != 0) {
+ if (effects->taa_current_sample != 1) {
+ if (DRW_state_is_image_render()) {
+ /* See EEVEE_temporal_sampling_init() for more details. */
+ effects->taa_alpha = 1.0f / (float)(effects->taa_render_sample);
+ }
+ else {
+ effects->taa_alpha = 1.0f / (float)(effects->taa_current_sample);
+ }
+
+ DRW_framebuffer_bind(fbl->effect_fb);
+ DRW_draw_pass(psl->taa_resolve);
+
+ /* Restore the depth from sample 1. */
+ if (!DRW_state_is_image_render()) {
+ DRW_framebuffer_blit(fbl->depth_double_buffer_fb, fbl->main, true, false);
+ }
+
+ /* Special Swap */
+ SWAP(struct GPUFrameBuffer *, fbl->effect_fb, fbl->double_buffer);
+ SWAP(GPUTexture *, txl->color_post, txl->color_double_buffer);
+ effects->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. */
+ if (!DRW_state_is_image_render()) {
+ DRW_framebuffer_blit(fbl->main, fbl->depth_double_buffer_fb, true, false);
+ }
+ }
+
+ /* Make each loop count when doing a render. */
+ if (DRW_state_is_image_render()) {
+ effects->taa_render_sample += 1;
+ effects->taa_current_sample += 1;
+ }
+ else {
+ if ((effects->taa_total_sample == 0) ||
+ (effects->taa_current_sample < effects->taa_total_sample))
+ {
+ DRW_viewport_request_redraw();
+ }
+ }
+ }
+
+}
+
+void EEVEE_temporal_sampling_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.taa_resolve_sh);
+}