diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_temporal_sampling.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_temporal_sampling.c | 243 |
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); +} |