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 | 386 |
1 files changed, 386 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..6216b28329b --- /dev/null +++ b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c @@ -0,0 +1,386 @@ +/* + * 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 "ED_screen.h" + +#include "BLI_rand.h" +#include "BLI_string_utils.h" + +#include "DEG_depsgraph_query.h" + +#include "eevee_private.h" +#include "GPU_texture.h" + +#define FILTER_CDF_TABLE_SIZE 512 + +static struct { + /* Temporal Anti Aliasing */ + struct GPUShader *taa_resolve_sh; + struct GPUShader *taa_resolve_reproject_sh; + + /* Pixel filter table: Only blackman-harris for now. */ + float inverted_cdf[FILTER_CDF_TABLE_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_temporal_aa_glsl[]; + +static void eevee_create_shader_temporal_sampling(void) +{ + char *frag_str = BLI_string_joinN( + datatoc_common_uniforms_lib_glsl, + datatoc_common_view_lib_glsl, + datatoc_bsdf_common_lib_glsl, + datatoc_effect_temporal_aa_glsl); + + e_data.taa_resolve_sh = DRW_shader_create_fullscreen(frag_str, NULL); + e_data.taa_resolve_reproject_sh = DRW_shader_create_fullscreen(frag_str, "#define USE_REPROJECTION\n"); + + MEM_freeN(frag_str); +} + +static float UNUSED_FUNCTION(filter_box)(float UNUSED(x)) +{ + return 1.0f; +} + +static float filter_blackman_harris(float x) +{ + /* Hardcoded 1px footprint [-0.5..0.5]. We resize later. */ + const float width = 1.0f; + x = 2.0f * M_PI * (x / width + 0.5f); + return 0.35875f - 0.48829f * cosf(x) + 0.14128f * cosf(2.0f * x) - 0.01168f * cosf(3.0f * x); +} + +/* Compute cumulative distribution function of a discrete function. */ +static void compute_cdf(float (*func)(float x), float cdf[FILTER_CDF_TABLE_SIZE]) +{ + cdf[0] = 0.0f; + /* Actual CDF evaluation. */ + for (int u = 0; u < FILTER_CDF_TABLE_SIZE - 1; ++u) { + float x = (float)(u + 1) / (float)(FILTER_CDF_TABLE_SIZE - 1); + cdf[u + 1] = cdf[u] + func(x - 0.5f); /* [-0.5..0.5]. We resize later. */ + } + /* Normalize the CDF. */ + for (int u = 0; u < FILTER_CDF_TABLE_SIZE - 1; u++) { + cdf[u] /= cdf[FILTER_CDF_TABLE_SIZE - 1]; + } + /* Just to make sure. */ + cdf[FILTER_CDF_TABLE_SIZE - 1] = 1.0f; +} + +static void invert_cdf(const float cdf[FILTER_CDF_TABLE_SIZE], float invert_cdf[FILTER_CDF_TABLE_SIZE]) +{ + for (int u = 0; u < FILTER_CDF_TABLE_SIZE; u++) { + float x = (float)u / (float)(FILTER_CDF_TABLE_SIZE - 1); + for (int i = 0; i < FILTER_CDF_TABLE_SIZE; ++i) { + if (cdf[i] >= x) { + if (i == FILTER_CDF_TABLE_SIZE - 1) { + invert_cdf[u] = 1.0f; + } + else { + float t = (x - cdf[i]) / (cdf[i + 1] - cdf[i]); + invert_cdf[u] = ((float)i + t) / (float)(FILTER_CDF_TABLE_SIZE - 1); + } + break; + } + } + } +} + +/* Evaluate a discrete function table with linear interpolation. */ +static float eval_table(float *table, float x) +{ + CLAMP(x, 0.0f, 1.0f); + x = x * (FILTER_CDF_TABLE_SIZE - 1); + + int index = min_ii((int)(x), FILTER_CDF_TABLE_SIZE - 1); + int nindex = min_ii(index + 1, FILTER_CDF_TABLE_SIZE - 1); + float t = x - index; + + return (1.0f - t) * table[index] + t * table[nindex]; +} + +static void eevee_create_cdf_table_temporal_sampling(void) +{ + float *cdf_table = MEM_mallocN(sizeof(float) * FILTER_CDF_TABLE_SIZE, "Eevee Filter CDF table"); + + float filter_width = 2.0f; /* Use a 2 pixel footprint by default. */ + + { + /* Use blackman-harris filter. */ + filter_width *= 2.0f; + compute_cdf(filter_blackman_harris, cdf_table); + } + + invert_cdf(cdf_table, e_data.inverted_cdf); + + /* Scale and offset table. */ + for (int i = 0; i < FILTER_CDF_TABLE_SIZE; ++i) { + e_data.inverted_cdf[i] = (e_data.inverted_cdf[i] - 0.5f) * filter_width; + } + + MEM_freeN(cdf_table); +} + +void EEVEE_temporal_sampling_matrices_calc( + EEVEE_EffectsInfo *effects, float viewmat[4][4], float persmat[4][4], const double ht_point[2]) +{ + const float *viewport_size = DRW_viewport_size_get(); + const DRWContextState *draw_ctx = DRW_context_state_get(); + Scene *scene = draw_ctx->scene; + RenderData *rd = &scene->r; + + float filter_size = rd->gauss; /* Sigh.. Stupid legacy naming. */ + + float ofs_x = eval_table(e_data.inverted_cdf, (float)(ht_point[0])) * filter_size; + float ofs_y = eval_table(e_data.inverted_cdf, (float)(ht_point[1])) * filter_size; + + window_translate_m4( + effects->overide_winmat, persmat, + ofs_x / viewport_size[0], + ofs_y / 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); +} + +void EEVEE_temporal_sampling_reset(EEVEE_Data *vedata) +{ + vedata->stl->effects->taa_render_sample = 1; +} + +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; + int repro_flag = 0; + + if (!e_data.taa_resolve_sh) { + eevee_create_shader_temporal_sampling(); + eevee_create_cdf_table_temporal_sampling(); + } + + /* 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(); + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); + + if (((scene_eval->eevee.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()) + { + float persmat[4][4], viewmat[4][4]; + + if (!DRW_state_is_image_render() && + (scene_eval->eevee.flag & SCE_EEVEE_TAA_REPROJECTION)) + { + repro_flag = EFFECT_TAA_REPROJECT | EFFECT_VELOCITY_BUFFER | EFFECT_DEPTH_DOUBLE_BUFFER | EFFECT_DOUBLE_BUFFER | EFFECT_POST_BUFFER; + effects->taa_reproject_sample = ((effects->taa_reproject_sample + 1) % 16); + } + + /* 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); + + if (draw_ctx->evil_C != NULL) { + struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C); + view_is_valid = view_is_valid && (ED_screen_animation_no_scrub(wm) == NULL); + } + + effects->taa_total_sample = scene_eval->eevee.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; + repro_flag = 0; + + double ht_point[2]; + double ht_offset[2] = {0.0, 0.0}; + uint 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; + } + + return repro_flag | EFFECT_TAA | EFFECT_DOUBLE_BUFFER | EFFECT_DEPTH_DOUBLE_BUFFER | EFFECT_POST_BUFFER; + } + + effects->taa_current_sample = 1; + + return repro_flag; +} + +void EEVEE_temporal_sampling_cache_init(EEVEE_ViewLayerData *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 | EFFECT_TAA_REPROJECT)) != 0) { + struct GPUShader *sh = (effects->enabled_effects & EFFECT_TAA_REPROJECT) + ? e_data.taa_resolve_reproject_sh + : e_data.taa_resolve_sh; + + psl->taa_resolve = DRW_pass_create("Temporal AA Resolve", DRW_STATE_WRITE_COLOR); + DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->taa_resolve); + + DRW_shgroup_uniform_texture_ref(grp, "colorHistoryBuffer", &txl->taa_history); + DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer); + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + + if (effects->enabled_effects & EFFECT_TAA_REPROJECT) { + // DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + DRW_shgroup_uniform_texture_ref(grp, "velocityBuffer", &effects->velocity_tx); + } + else { + 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 | EFFECT_TAA_REPROJECT)) != 0) { + if ((effects->enabled_effects & EFFECT_TAA) != 0 && 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); + } + + GPU_framebuffer_bind(effects->target_buffer); + DRW_draw_pass(psl->taa_resolve); + + /* Restore the depth from sample 1. */ + if (!DRW_state_is_image_render()) { + GPU_framebuffer_blit(fbl->double_buffer_depth_fb, 0, fbl->main_fb, 0, GPU_DEPTH_BIT); + } + + SWAP_BUFFERS_TAA(); + } + else { + if (!DRW_state_is_image_render()) { + /* Save the depth buffer for the next frame. + * This saves us from doing anything special + * in the other mode engines. */ + GPU_framebuffer_blit(fbl->main_fb, 0, fbl->double_buffer_depth_fb, 0, GPU_DEPTH_BIT); + } + + /* Do reprojection for noise reduction */ + /* TODO : do AA jitter if in only render view. */ + if (!DRW_state_is_image_render() && + (effects->enabled_effects & EFFECT_TAA_REPROJECT) != 0 && + stl->g_data->valid_taa_history) + { + GPU_framebuffer_bind(effects->target_buffer); + DRW_draw_pass(psl->taa_resolve); + SWAP_BUFFERS_TAA(); + } + else { + struct GPUFrameBuffer *source_fb = (effects->target_buffer == fbl->main_color_fb) ? fbl->effect_color_fb : fbl->main_color_fb; + GPU_framebuffer_blit(source_fb, 0, fbl->taa_history_color_fb, 0, GPU_COLOR_BIT); + } + } + + /* 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); + DRW_SHADER_FREE_SAFE(e_data.taa_resolve_reproject_sh); +} |