diff options
Diffstat (limited to 'source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc')
-rw-r--r-- | source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc | 363 |
1 files changed, 178 insertions, 185 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc index 3700076153e..bc0891ceb92 100644 --- a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc +++ b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc @@ -237,35 +237,34 @@ void DepthOfField::bokeh_lut_pass_sync() const bool has_anisotropy = data_.bokeh_anisotropic_scale != float2(1.0f); if (!has_anisotropy && (data_.bokeh_blades == 0.0)) { /* No need for LUTs in these cases. */ - bokeh_lut_ps_ = nullptr; + use_bokeh_lut_ = false; return; } + use_bokeh_lut_ = true; /* Precompute bokeh texture. */ - bokeh_lut_ps_ = DRW_pass_create("Dof.bokeh_lut_ps_", DRW_STATE_NO_DRAW); - GPUShader *sh = inst_.shaders.static_shader_get(DOF_BOKEH_LUT); - DRWShadingGroup *grp = DRW_shgroup_create(sh, bokeh_lut_ps_); - DRW_shgroup_uniform_block(grp, "dof_buf", data_); - DRW_shgroup_uniform_image_ref(grp, "out_gather_lut_img", &bokeh_gather_lut_tx_); - DRW_shgroup_uniform_image_ref(grp, "out_scatter_lut_img", &bokeh_scatter_lut_tx_); - DRW_shgroup_uniform_image_ref(grp, "out_resolve_lut_img", &bokeh_resolve_lut_tx_); - DRW_shgroup_call_compute(grp, 1, 1, 1); + bokeh_lut_ps_.init(); + bokeh_lut_ps_.shader_set(inst_.shaders.static_shader_get(DOF_BOKEH_LUT)); + bokeh_lut_ps_.bind_ubo("dof_buf", data_); + bokeh_lut_ps_.bind_image("out_gather_lut_img", &bokeh_gather_lut_tx_); + bokeh_lut_ps_.bind_image("out_scatter_lut_img", &bokeh_scatter_lut_tx_); + bokeh_lut_ps_.bind_image("out_resolve_lut_img", &bokeh_resolve_lut_tx_); + bokeh_lut_ps_.dispatch(int3(1, 1, 1)); } void DepthOfField::setup_pass_sync() { RenderBuffers &render_buffers = inst_.render_buffers; - setup_ps_ = DRW_pass_create("Dof.setup_ps_", DRW_STATE_NO_DRAW); - GPUShader *sh = inst_.shaders.static_shader_get(DOF_SETUP); - DRWShadingGroup *grp = DRW_shgroup_create(sh, setup_ps_); - DRW_shgroup_uniform_texture_ref_ex(grp, "color_tx", &input_color_tx_, no_filter); - DRW_shgroup_uniform_texture_ref_ex(grp, "depth_tx", &render_buffers.depth_tx, no_filter); - DRW_shgroup_uniform_block(grp, "dof_buf", data_); - DRW_shgroup_uniform_image_ref(grp, "out_color_img", &setup_color_tx_); - DRW_shgroup_uniform_image_ref(grp, "out_coc_img", &setup_coc_tx_); - DRW_shgroup_call_compute_ref(grp, dispatch_setup_size_); - DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH); + setup_ps_.init(); + setup_ps_.shader_set(inst_.shaders.static_shader_get(DOF_SETUP)); + setup_ps_.bind_texture("color_tx", &input_color_tx_, no_filter); + setup_ps_.bind_texture("depth_tx", &render_buffers.depth_tx, no_filter); + setup_ps_.bind_ubo("dof_buf", data_); + setup_ps_.bind_image("out_color_img", &setup_color_tx_); + setup_ps_.bind_image("out_coc_img", &setup_coc_tx_); + setup_ps_.dispatch(&dispatch_setup_size_); + setup_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH); } void DepthOfField::stabilize_pass_sync() @@ -273,214 +272,203 @@ void DepthOfField::stabilize_pass_sync() RenderBuffers &render_buffers = inst_.render_buffers; VelocityModule &velocity = inst_.velocity; - stabilize_ps_ = DRW_pass_create("Dof.stabilize_ps_", DRW_STATE_NO_DRAW); - GPUShader *sh = inst_.shaders.static_shader_get(DOF_STABILIZE); - DRWShadingGroup *grp = DRW_shgroup_create(sh, stabilize_ps_); - DRW_shgroup_uniform_block_ref(grp, "camera_prev", &(*velocity.camera_steps[STEP_PREVIOUS])); - DRW_shgroup_uniform_block_ref(grp, "camera_curr", &(*velocity.camera_steps[STEP_CURRENT])); + stabilize_ps_.init(); + stabilize_ps_.shader_set(inst_.shaders.static_shader_get(DOF_STABILIZE)); + stabilize_ps_.bind_ubo("camera_prev", &(*velocity.camera_steps[STEP_PREVIOUS])); + stabilize_ps_.bind_ubo("camera_curr", &(*velocity.camera_steps[STEP_CURRENT])); /* This is only for temporal stability. The next step is not needed. */ - DRW_shgroup_uniform_block_ref(grp, "camera_next", &(*velocity.camera_steps[STEP_PREVIOUS])); - DRW_shgroup_uniform_texture_ref_ex(grp, "coc_tx", &setup_coc_tx_, no_filter); - DRW_shgroup_uniform_texture_ref_ex(grp, "color_tx", &setup_color_tx_, no_filter); - DRW_shgroup_uniform_texture_ref_ex(grp, "velocity_tx", &render_buffers.vector_tx, no_filter); - DRW_shgroup_uniform_texture_ref_ex(grp, "in_history_tx", &stabilize_input_, with_filter); - DRW_shgroup_uniform_texture_ref_ex(grp, "depth_tx", &render_buffers.depth_tx, no_filter); - DRW_shgroup_uniform_bool(grp, "use_history", &stabilize_valid_history_, 1); - DRW_shgroup_uniform_block(grp, "dof_buf", data_); - DRW_shgroup_uniform_image(grp, "out_coc_img", reduced_coc_tx_.mip_view(0)); - DRW_shgroup_uniform_image(grp, "out_color_img", reduced_color_tx_.mip_view(0)); - DRW_shgroup_uniform_image_ref(grp, "out_history_img", &stabilize_output_tx_); - DRW_shgroup_call_compute_ref(grp, dispatch_stabilize_size_); - DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH | GPU_BARRIER_SHADER_IMAGE_ACCESS); + stabilize_ps_.bind_ubo("camera_next", &(*velocity.camera_steps[STEP_PREVIOUS])); + stabilize_ps_.bind_texture("coc_tx", &setup_coc_tx_, no_filter); + stabilize_ps_.bind_texture("color_tx", &setup_color_tx_, no_filter); + stabilize_ps_.bind_texture("velocity_tx", &render_buffers.vector_tx, no_filter); + stabilize_ps_.bind_texture("in_history_tx", &stabilize_input_, with_filter); + stabilize_ps_.bind_texture("depth_tx", &render_buffers.depth_tx, no_filter); + stabilize_ps_.bind_ubo("dof_buf", data_); + stabilize_ps_.push_constant("use_history", &stabilize_valid_history_, 1); + stabilize_ps_.bind_image("out_coc_img", reduced_coc_tx_.mip_view(0)); + stabilize_ps_.bind_image("out_color_img", reduced_color_tx_.mip_view(0)); + stabilize_ps_.bind_image("out_history_img", &stabilize_output_tx_); + stabilize_ps_.dispatch(&dispatch_stabilize_size_); + stabilize_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH | GPU_BARRIER_SHADER_IMAGE_ACCESS); } void DepthOfField::downsample_pass_sync() { - downsample_ps_ = DRW_pass_create("Dof.downsample_ps_", DRW_STATE_NO_DRAW); - GPUShader *sh = inst_.shaders.static_shader_get(DOF_DOWNSAMPLE); - DRWShadingGroup *grp = DRW_shgroup_create(sh, downsample_ps_); - DRW_shgroup_uniform_texture_ex(grp, "color_tx", reduced_color_tx_.mip_view(0), no_filter); - DRW_shgroup_uniform_texture_ex(grp, "coc_tx", reduced_coc_tx_.mip_view(0), no_filter); - DRW_shgroup_uniform_image_ref(grp, "out_color_img", &downsample_tx_); - DRW_shgroup_call_compute_ref(grp, dispatch_downsample_size_); - DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH); + downsample_ps_.init(); + downsample_ps_.shader_set(inst_.shaders.static_shader_get(DOF_DOWNSAMPLE)); + downsample_ps_.bind_texture("color_tx", reduced_color_tx_.mip_view(0), no_filter); + downsample_ps_.bind_texture("coc_tx", reduced_coc_tx_.mip_view(0), no_filter); + downsample_ps_.bind_image("out_color_img", &downsample_tx_); + downsample_ps_.dispatch(&dispatch_downsample_size_); + downsample_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH); } void DepthOfField::reduce_pass_sync() { - reduce_ps_ = DRW_pass_create("Dof.reduce_ps_", DRW_STATE_NO_DRAW); - GPUShader *sh = inst_.shaders.static_shader_get(DOF_REDUCE); - DRWShadingGroup *grp = DRW_shgroup_create(sh, reduce_ps_); - DRW_shgroup_uniform_block(grp, "dof_buf", data_); - DRW_shgroup_uniform_texture_ref_ex(grp, "downsample_tx", &downsample_tx_, no_filter); - DRW_shgroup_storage_block(grp, "scatter_fg_list_buf", scatter_fg_list_buf_); - DRW_shgroup_storage_block(grp, "scatter_bg_list_buf", scatter_bg_list_buf_); - DRW_shgroup_storage_block(grp, "scatter_fg_indirect_buf", scatter_fg_indirect_buf_); - DRW_shgroup_storage_block(grp, "scatter_bg_indirect_buf", scatter_bg_indirect_buf_); - DRW_shgroup_uniform_image(grp, "inout_color_lod0_img", reduced_color_tx_.mip_view(0)); - DRW_shgroup_uniform_image(grp, "out_color_lod1_img", reduced_color_tx_.mip_view(1)); - DRW_shgroup_uniform_image(grp, "out_color_lod2_img", reduced_color_tx_.mip_view(2)); - DRW_shgroup_uniform_image(grp, "out_color_lod3_img", reduced_color_tx_.mip_view(3)); - DRW_shgroup_uniform_image(grp, "in_coc_lod0_img", reduced_coc_tx_.mip_view(0)); - DRW_shgroup_uniform_image(grp, "out_coc_lod1_img", reduced_coc_tx_.mip_view(1)); - DRW_shgroup_uniform_image(grp, "out_coc_lod2_img", reduced_coc_tx_.mip_view(2)); - DRW_shgroup_uniform_image(grp, "out_coc_lod3_img", reduced_coc_tx_.mip_view(3)); - DRW_shgroup_call_compute_ref(grp, dispatch_reduce_size_); + reduce_ps_.init(); + reduce_ps_.shader_set(inst_.shaders.static_shader_get(DOF_REDUCE)); + reduce_ps_.bind_ubo("dof_buf", data_); + reduce_ps_.bind_texture("downsample_tx", &downsample_tx_, no_filter); + reduce_ps_.bind_ssbo("scatter_fg_list_buf", scatter_fg_list_buf_); + reduce_ps_.bind_ssbo("scatter_bg_list_buf", scatter_bg_list_buf_); + reduce_ps_.bind_ssbo("scatter_fg_indirect_buf", scatter_fg_indirect_buf_); + reduce_ps_.bind_ssbo("scatter_bg_indirect_buf", scatter_bg_indirect_buf_); + reduce_ps_.bind_image("inout_color_lod0_img", reduced_color_tx_.mip_view(0)); + reduce_ps_.bind_image("out_color_lod1_img", reduced_color_tx_.mip_view(1)); + reduce_ps_.bind_image("out_color_lod2_img", reduced_color_tx_.mip_view(2)); + reduce_ps_.bind_image("out_color_lod3_img", reduced_color_tx_.mip_view(3)); + reduce_ps_.bind_image("in_coc_lod0_img", reduced_coc_tx_.mip_view(0)); + reduce_ps_.bind_image("out_coc_lod1_img", reduced_coc_tx_.mip_view(1)); + reduce_ps_.bind_image("out_coc_lod2_img", reduced_coc_tx_.mip_view(2)); + reduce_ps_.bind_image("out_coc_lod3_img", reduced_coc_tx_.mip_view(3)); + reduce_ps_.dispatch(&dispatch_reduce_size_); /* NOTE: Command buffer barrier is done automatically by the GPU backend. */ - DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH | GPU_BARRIER_SHADER_STORAGE); + reduce_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH | GPU_BARRIER_SHADER_STORAGE); } void DepthOfField::tiles_flatten_pass_sync() { - tiles_flatten_ps_ = DRW_pass_create("Dof.tiles_flatten_ps_", DRW_STATE_NO_DRAW); - GPUShader *sh = inst_.shaders.static_shader_get(DOF_TILES_FLATTEN); - DRWShadingGroup *grp = DRW_shgroup_create(sh, tiles_flatten_ps_); + tiles_flatten_ps_.init(); + tiles_flatten_ps_.shader_set(inst_.shaders.static_shader_get(DOF_TILES_FLATTEN)); /* NOTE(fclem): We should use the reduced_coc_tx_ as it is stable, but we need the slight focus * flag from the setup pass. A better way would be to do the brute-force in focus gather without * this. */ - DRW_shgroup_uniform_texture_ref_ex(grp, "coc_tx", &setup_coc_tx_, no_filter); - DRW_shgroup_uniform_image_ref(grp, "out_tiles_fg_img", &tiles_fg_tx_.current()); - DRW_shgroup_uniform_image_ref(grp, "out_tiles_bg_img", &tiles_bg_tx_.current()); - DRW_shgroup_call_compute_ref(grp, dispatch_tiles_flatten_size_); - DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS); + tiles_flatten_ps_.bind_texture("coc_tx", &setup_coc_tx_, no_filter); + tiles_flatten_ps_.bind_image("out_tiles_fg_img", &tiles_fg_tx_.current()); + tiles_flatten_ps_.bind_image("out_tiles_bg_img", &tiles_bg_tx_.current()); + tiles_flatten_ps_.dispatch(&dispatch_tiles_flatten_size_); + tiles_flatten_ps_.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS); } void DepthOfField::tiles_dilate_pass_sync() { - tiles_dilate_minmax_ps_ = DRW_pass_create("Dof.tiles_dilate_minmax_ps_", DRW_STATE_NO_DRAW); - tiles_dilate_minabs_ps_ = DRW_pass_create("Dof.tiles_dilate_minabs_ps_", DRW_STATE_NO_DRAW); for (int pass = 0; pass < 2; pass++) { - DRWPass *drw_pass = (pass == 0) ? tiles_dilate_minmax_ps_ : tiles_dilate_minabs_ps_; - GPUShader *sh = inst_.shaders.static_shader_get((pass == 0) ? DOF_TILES_DILATE_MINMAX : - DOF_TILES_DILATE_MINABS); - DRWShadingGroup *grp = DRW_shgroup_create(sh, drw_pass); - DRW_shgroup_uniform_image_ref(grp, "in_tiles_fg_img", &tiles_fg_tx_.previous()); - DRW_shgroup_uniform_image_ref(grp, "in_tiles_bg_img", &tiles_bg_tx_.previous()); - DRW_shgroup_uniform_image_ref(grp, "out_tiles_fg_img", &tiles_fg_tx_.current()); - DRW_shgroup_uniform_image_ref(grp, "out_tiles_bg_img", &tiles_bg_tx_.current()); - DRW_shgroup_uniform_int(grp, "ring_count", &tiles_dilate_ring_count_, 1); - DRW_shgroup_uniform_int(grp, "ring_width_multiplier", &tiles_dilate_ring_width_mul_, 1); - DRW_shgroup_call_compute_ref(grp, dispatch_tiles_dilate_size_); - DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS); + PassSimple &drw_pass = (pass == 0) ? tiles_dilate_minmax_ps_ : tiles_dilate_minabs_ps_; + eShaderType sh_type = (pass == 0) ? DOF_TILES_DILATE_MINMAX : DOF_TILES_DILATE_MINABS; + drw_pass.init(); + drw_pass.shader_set(inst_.shaders.static_shader_get(sh_type)); + drw_pass.bind_image("in_tiles_fg_img", &tiles_fg_tx_.previous()); + drw_pass.bind_image("in_tiles_bg_img", &tiles_bg_tx_.previous()); + drw_pass.bind_image("out_tiles_fg_img", &tiles_fg_tx_.current()); + drw_pass.bind_image("out_tiles_bg_img", &tiles_bg_tx_.current()); + drw_pass.push_constant("ring_count", &tiles_dilate_ring_count_, 1); + drw_pass.push_constant("ring_width_multiplier", &tiles_dilate_ring_width_mul_, 1); + drw_pass.dispatch(&dispatch_tiles_dilate_size_); + drw_pass.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS); } } void DepthOfField::gather_pass_sync() { - gather_fg_ps_ = DRW_pass_create("Dof.gather_fg_ps_", DRW_STATE_NO_DRAW); - gather_bg_ps_ = DRW_pass_create("Dof.gather_bg_ps_", DRW_STATE_NO_DRAW); for (int pass = 0; pass < 2; pass++) { + PassSimple &drw_pass = (pass == 0) ? gather_fg_ps_ : gather_bg_ps_; SwapChain<TextureFromPool, 2> &color_chain = (pass == 0) ? color_fg_tx_ : color_bg_tx_; SwapChain<TextureFromPool, 2> &weight_chain = (pass == 0) ? weight_fg_tx_ : weight_bg_tx_; - bool use_lut = bokeh_lut_ps_ != nullptr; eShaderType sh_type = (pass == 0) ? - (use_lut ? DOF_GATHER_FOREGROUND_LUT : DOF_GATHER_FOREGROUND) : - (use_lut ? DOF_GATHER_BACKGROUND_LUT : DOF_GATHER_BACKGROUND); - GPUShader *sh = inst_.shaders.static_shader_get(sh_type); - DRWShadingGroup *grp = DRW_shgroup_create(sh, (pass == 0) ? gather_fg_ps_ : gather_bg_ps_); - inst_.sampling.bind_resources(grp); - DRW_shgroup_uniform_block(grp, "dof_buf", data_); - DRW_shgroup_uniform_texture_ex(grp, "color_bilinear_tx", reduced_color_tx_, gather_bilinear); - DRW_shgroup_uniform_texture_ex(grp, "color_tx", reduced_color_tx_, gather_nearest); - DRW_shgroup_uniform_texture_ex(grp, "coc_tx", reduced_coc_tx_, gather_nearest); - DRW_shgroup_uniform_image_ref(grp, "in_tiles_fg_img", &tiles_fg_tx_.current()); - DRW_shgroup_uniform_image_ref(grp, "in_tiles_bg_img", &tiles_bg_tx_.current()); - DRW_shgroup_uniform_image_ref(grp, "out_color_img", &color_chain.current()); - DRW_shgroup_uniform_image_ref(grp, "out_weight_img", &weight_chain.current()); - DRW_shgroup_uniform_image_ref(grp, "out_occlusion_img", &occlusion_tx_); - DRW_shgroup_uniform_texture_ref(grp, "bokeh_lut_tx", &bokeh_gather_lut_tx_); - DRW_shgroup_call_compute_ref(grp, dispatch_gather_size_); - DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH); + (use_bokeh_lut_ ? DOF_GATHER_FOREGROUND_LUT : + DOF_GATHER_FOREGROUND) : + (use_bokeh_lut_ ? DOF_GATHER_BACKGROUND_LUT : DOF_GATHER_BACKGROUND); + drw_pass.init(); + inst_.sampling.bind_resources(&drw_pass); + drw_pass.shader_set(inst_.shaders.static_shader_get(sh_type)); + drw_pass.bind_ubo("dof_buf", data_); + drw_pass.bind_texture("color_bilinear_tx", reduced_color_tx_, gather_bilinear); + drw_pass.bind_texture("color_tx", reduced_color_tx_, gather_nearest); + drw_pass.bind_texture("coc_tx", reduced_coc_tx_, gather_nearest); + drw_pass.bind_image("in_tiles_fg_img", &tiles_fg_tx_.current()); + drw_pass.bind_image("in_tiles_bg_img", &tiles_bg_tx_.current()); + drw_pass.bind_image("out_color_img", &color_chain.current()); + drw_pass.bind_image("out_weight_img", &weight_chain.current()); + drw_pass.bind_image("out_occlusion_img", &occlusion_tx_); + drw_pass.bind_texture("bokeh_lut_tx", &bokeh_gather_lut_tx_); + drw_pass.dispatch(&dispatch_gather_size_); + drw_pass.barrier(GPU_BARRIER_TEXTURE_FETCH); } } void DepthOfField::filter_pass_sync() { - filter_fg_ps_ = DRW_pass_create("Dof.filter_fg_ps_", DRW_STATE_NO_DRAW); - filter_bg_ps_ = DRW_pass_create("Dof.filter_bg_ps_", DRW_STATE_NO_DRAW); for (int pass = 0; pass < 2; pass++) { + PassSimple &drw_pass = (pass == 0) ? filter_fg_ps_ : filter_bg_ps_; SwapChain<TextureFromPool, 2> &color_chain = (pass == 0) ? color_fg_tx_ : color_bg_tx_; SwapChain<TextureFromPool, 2> &weight_chain = (pass == 0) ? weight_fg_tx_ : weight_bg_tx_; - GPUShader *sh = inst_.shaders.static_shader_get(DOF_FILTER); - DRWShadingGroup *grp = DRW_shgroup_create(sh, (pass == 0) ? filter_fg_ps_ : filter_bg_ps_); - DRW_shgroup_uniform_texture_ref(grp, "color_tx", &color_chain.previous()); - DRW_shgroup_uniform_texture_ref(grp, "weight_tx", &weight_chain.previous()); - DRW_shgroup_uniform_image_ref(grp, "out_color_img", &color_chain.current()); - DRW_shgroup_uniform_image_ref(grp, "out_weight_img", &weight_chain.current()); - DRW_shgroup_call_compute_ref(grp, dispatch_filter_size_); - DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH); + drw_pass.init(); + drw_pass.shader_set(inst_.shaders.static_shader_get(DOF_FILTER)); + drw_pass.bind_texture("color_tx", &color_chain.previous()); + drw_pass.bind_texture("weight_tx", &weight_chain.previous()); + drw_pass.bind_image("out_color_img", &color_chain.current()); + drw_pass.bind_image("out_weight_img", &weight_chain.current()); + drw_pass.dispatch(&dispatch_filter_size_); + drw_pass.barrier(GPU_BARRIER_TEXTURE_FETCH); } } void DepthOfField::scatter_pass_sync() { - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD_FULL; - scatter_fg_ps_ = DRW_pass_create("Dof.scatter_fg_ps_", state); - scatter_bg_ps_ = DRW_pass_create("Dof.scatter_bg_ps_", state); for (int pass = 0; pass < 2; pass++) { - GPUStorageBuf *scatter_buf = (pass == 0) ? scatter_fg_indirect_buf_ : scatter_bg_indirect_buf_; - GPUStorageBuf *rect_list_buf = (pass == 0) ? scatter_fg_list_buf_ : scatter_bg_list_buf_; - - GPUShader *sh = inst_.shaders.static_shader_get(DOF_SCATTER); - DRWShadingGroup *grp = DRW_shgroup_create(sh, (pass == 0) ? scatter_fg_ps_ : scatter_bg_ps_); - DRW_shgroup_uniform_bool_copy(grp, "use_bokeh_lut", bokeh_lut_ps_ != nullptr); - DRW_shgroup_storage_block(grp, "scatter_list_buf", rect_list_buf); - DRW_shgroup_uniform_texture_ref(grp, "bokeh_lut_tx", &bokeh_scatter_lut_tx_); - DRW_shgroup_uniform_texture_ref(grp, "occlusion_tx", &occlusion_tx_); - DRW_shgroup_call_procedural_indirect(grp, GPU_PRIM_TRI_STRIP, nullptr, scatter_buf); + PassSimple &drw_pass = (pass == 0) ? scatter_fg_ps_ : scatter_bg_ps_; + drw_pass.init(); + drw_pass.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD_FULL); + drw_pass.shader_set(inst_.shaders.static_shader_get(DOF_SCATTER)); + drw_pass.push_constant("use_bokeh_lut", use_bokeh_lut_); + drw_pass.bind_texture("bokeh_lut_tx", &bokeh_scatter_lut_tx_); + drw_pass.bind_texture("occlusion_tx", &occlusion_tx_); if (pass == 0) { + drw_pass.bind_ssbo("scatter_list_buf", scatter_fg_list_buf_); + drw_pass.draw_procedural_indirect(GPU_PRIM_TRI_STRIP, scatter_fg_indirect_buf_); /* Avoid background gather pass writing to the occlusion_tx mid pass. */ - DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS); + drw_pass.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS); + } + else { + drw_pass.bind_ssbo("scatter_list_buf", scatter_bg_list_buf_); + drw_pass.draw_procedural_indirect(GPU_PRIM_TRI_STRIP, scatter_bg_indirect_buf_); } } } void DepthOfField::hole_fill_pass_sync() { - hole_fill_ps_ = DRW_pass_create("Dof.hole_fill_ps_", DRW_STATE_NO_DRAW); - GPUShader *sh = inst_.shaders.static_shader_get(DOF_GATHER_HOLE_FILL); - DRWShadingGroup *grp = DRW_shgroup_create(sh, hole_fill_ps_); - inst_.sampling.bind_resources(grp); - DRW_shgroup_uniform_block(grp, "dof_buf", data_); - DRW_shgroup_uniform_texture_ex(grp, "color_bilinear_tx", reduced_color_tx_, gather_bilinear); - DRW_shgroup_uniform_texture_ex(grp, "color_tx", reduced_color_tx_, gather_nearest); - DRW_shgroup_uniform_texture_ex(grp, "coc_tx", reduced_coc_tx_, gather_nearest); - DRW_shgroup_uniform_image_ref(grp, "in_tiles_fg_img", &tiles_fg_tx_.current()); - DRW_shgroup_uniform_image_ref(grp, "in_tiles_bg_img", &tiles_bg_tx_.current()); - DRW_shgroup_uniform_image_ref(grp, "out_color_img", &hole_fill_color_tx_); - DRW_shgroup_uniform_image_ref(grp, "out_weight_img", &hole_fill_weight_tx_); - DRW_shgroup_call_compute_ref(grp, dispatch_gather_size_); - DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH); + hole_fill_ps_.init(); + inst_.sampling.bind_resources(&hole_fill_ps_); + hole_fill_ps_.shader_set(inst_.shaders.static_shader_get(DOF_GATHER_HOLE_FILL)); + hole_fill_ps_.bind_ubo("dof_buf", data_); + hole_fill_ps_.bind_texture("color_bilinear_tx", reduced_color_tx_, gather_bilinear); + hole_fill_ps_.bind_texture("color_tx", reduced_color_tx_, gather_nearest); + hole_fill_ps_.bind_texture("coc_tx", reduced_coc_tx_, gather_nearest); + hole_fill_ps_.bind_image("in_tiles_fg_img", &tiles_fg_tx_.current()); + hole_fill_ps_.bind_image("in_tiles_bg_img", &tiles_bg_tx_.current()); + hole_fill_ps_.bind_image("out_color_img", &hole_fill_color_tx_); + hole_fill_ps_.bind_image("out_weight_img", &hole_fill_weight_tx_); + hole_fill_ps_.dispatch(&dispatch_gather_size_); + hole_fill_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH); } void DepthOfField::resolve_pass_sync() { eGPUSamplerState with_filter = GPU_SAMPLER_FILTER; RenderBuffers &render_buffers = inst_.render_buffers; - - resolve_ps_ = DRW_pass_create("Dof.resolve_ps_", DRW_STATE_NO_DRAW); - bool use_lut = bokeh_lut_ps_ != nullptr; - eShaderType sh_type = use_lut ? DOF_RESOLVE_LUT : DOF_RESOLVE; - GPUShader *sh = inst_.shaders.static_shader_get(sh_type); - DRWShadingGroup *grp = DRW_shgroup_create(sh, resolve_ps_); - inst_.sampling.bind_resources(grp); - DRW_shgroup_uniform_block(grp, "dof_buf", data_); - DRW_shgroup_uniform_texture_ref_ex(grp, "depth_tx", &render_buffers.depth_tx, no_filter); - DRW_shgroup_uniform_texture_ref_ex(grp, "color_tx", &input_color_tx_, no_filter); - DRW_shgroup_uniform_texture_ref_ex(grp, "stable_color_tx", &resolve_stable_color_tx_, no_filter); - DRW_shgroup_uniform_texture_ref_ex(grp, "color_bg_tx", &color_bg_tx_.current(), with_filter); - DRW_shgroup_uniform_texture_ref_ex(grp, "color_fg_tx", &color_fg_tx_.current(), with_filter); - DRW_shgroup_uniform_image_ref(grp, "in_tiles_fg_img", &tiles_fg_tx_.current()); - DRW_shgroup_uniform_image_ref(grp, "in_tiles_bg_img", &tiles_bg_tx_.current()); - DRW_shgroup_uniform_texture_ref(grp, "weight_bg_tx", &weight_bg_tx_.current()); - DRW_shgroup_uniform_texture_ref(grp, "weight_fg_tx", &weight_fg_tx_.current()); - DRW_shgroup_uniform_texture_ref(grp, "color_hole_fill_tx", &hole_fill_color_tx_); - DRW_shgroup_uniform_texture_ref(grp, "weight_hole_fill_tx", &hole_fill_weight_tx_); - DRW_shgroup_uniform_texture_ref(grp, "bokeh_lut_tx", &bokeh_resolve_lut_tx_); - DRW_shgroup_uniform_image_ref(grp, "out_color_img", &output_color_tx_); - DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH); - DRW_shgroup_call_compute_ref(grp, dispatch_resolve_size_); - DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH); + eShaderType sh_type = use_bokeh_lut_ ? DOF_RESOLVE_LUT : DOF_RESOLVE; + + resolve_ps_.init(); + inst_.sampling.bind_resources(&resolve_ps_); + resolve_ps_.shader_set(inst_.shaders.static_shader_get(sh_type)); + resolve_ps_.bind_ubo("dof_buf", data_); + resolve_ps_.bind_texture("depth_tx", &render_buffers.depth_tx, no_filter); + resolve_ps_.bind_texture("color_tx", &input_color_tx_, no_filter); + resolve_ps_.bind_texture("stable_color_tx", &resolve_stable_color_tx_, no_filter); + resolve_ps_.bind_texture("color_bg_tx", &color_bg_tx_.current(), with_filter); + resolve_ps_.bind_texture("color_fg_tx", &color_fg_tx_.current(), with_filter); + resolve_ps_.bind_image("in_tiles_fg_img", &tiles_fg_tx_.current()); + resolve_ps_.bind_image("in_tiles_bg_img", &tiles_bg_tx_.current()); + resolve_ps_.bind_texture("weight_bg_tx", &weight_bg_tx_.current()); + resolve_ps_.bind_texture("weight_fg_tx", &weight_fg_tx_.current()); + resolve_ps_.bind_texture("color_hole_fill_tx", &hole_fill_color_tx_); + resolve_ps_.bind_texture("weight_hole_fill_tx", &hole_fill_weight_tx_); + resolve_ps_.bind_texture("bokeh_lut_tx", &bokeh_resolve_lut_tx_); + resolve_ps_.bind_image("out_color_img", &output_color_tx_); + resolve_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH); + resolve_ps_.dispatch(&dispatch_resolve_size_); + resolve_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH); } /** \} */ @@ -509,7 +497,8 @@ void DepthOfField::update_sample_table() data_.filter_center_weight = film_filter_weight(radius, math::length_squared(subpixel_offset)); } -void DepthOfField::render(GPUTexture **input_tx, +void DepthOfField::render(View &view, + GPUTexture **input_tx, GPUTexture **output_tx, DepthOfFieldBuffer &dof_buffer) { @@ -580,6 +569,8 @@ void DepthOfField::render(GPUTexture **input_tx, DRW_stats_group_start("Depth of Field"); + Manager &drw = *inst_.manager; + { DRW_stats_group_start("Setup"); { @@ -587,13 +578,15 @@ void DepthOfField::render(GPUTexture **input_tx, bokeh_scatter_lut_tx_.acquire(int2(DOF_BOKEH_LUT_SIZE), GPU_R16F); bokeh_resolve_lut_tx_.acquire(int2(DOF_MAX_SLIGHT_FOCUS_RADIUS * 2 + 1), GPU_R16F); - DRW_draw_pass(bokeh_lut_ps_); + if (use_bokeh_lut_) { + drw.submit(bokeh_lut_ps_, view); + } } { setup_color_tx_.acquire(half_res, GPU_RGBA16F); setup_coc_tx_.acquire(half_res, GPU_R16F); - DRW_draw_pass(setup_ps_); + drw.submit(setup_ps_, view); } { stabilize_output_tx_.acquire(half_res, GPU_RGBA16F); @@ -607,7 +600,7 @@ void DepthOfField::render(GPUTexture **input_tx, stabilize_input_ = dof_buffer.stabilize_history_tx_; /* Outputs to reduced_*_tx_ mip 0. */ - DRW_draw_pass(stabilize_ps_); + drw.submit(stabilize_ps_, view); /* WATCH(fclem): Swap Texture an TextureFromPool internal GPUTexture in order to reuse * the one that we just consumed. */ @@ -626,7 +619,7 @@ void DepthOfField::render(GPUTexture **input_tx, tiles_fg_tx_.current().acquire(tile_res, GPU_R11F_G11F_B10F); tiles_bg_tx_.current().acquire(tile_res, GPU_R11F_G11F_B10F); - DRW_draw_pass(tiles_flatten_ps_); + drw.submit(tiles_flatten_ps_, view); /* Used by tile_flatten and stabilize_ps pass. */ setup_coc_tx_.release(); @@ -655,7 +648,7 @@ void DepthOfField::render(GPUTexture **input_tx, tiles_fg_tx_.swap(); tiles_bg_tx_.swap(); - DRW_draw_pass((pass == 0) ? tiles_dilate_minmax_ps_ : tiles_dilate_minabs_ps_); + drw.submit((pass == 0) ? tiles_dilate_minmax_ps_ : tiles_dilate_minabs_ps_, view); } } @@ -667,12 +660,12 @@ void DepthOfField::render(GPUTexture **input_tx, downsample_tx_.acquire(quarter_res, GPU_RGBA16F); - DRW_draw_pass(downsample_ps_); + drw.submit(downsample_ps_, view); scatter_fg_indirect_buf_.clear_to_zero(); scatter_bg_indirect_buf_.clear_to_zero(); - DRW_draw_pass(reduce_ps_); + drw.submit(reduce_ps_, view); /* Used by reduce pass. */ downsample_tx_.release(); @@ -686,15 +679,15 @@ void DepthOfField::render(GPUTexture **input_tx, SwapChain<TextureFromPool, 2> &color_tx = is_background ? color_bg_tx_ : color_fg_tx_; SwapChain<TextureFromPool, 2> &weight_tx = is_background ? weight_bg_tx_ : weight_fg_tx_; Framebuffer &scatter_fb = is_background ? scatter_bg_fb_ : scatter_fg_fb_; - DRWPass *gather_ps = is_background ? gather_bg_ps_ : gather_fg_ps_; - DRWPass *filter_ps = is_background ? filter_bg_ps_ : filter_fg_ps_; - DRWPass *scatter_ps = is_background ? scatter_bg_ps_ : scatter_fg_ps_; + PassSimple &gather_ps = is_background ? gather_bg_ps_ : gather_fg_ps_; + PassSimple &filter_ps = is_background ? filter_bg_ps_ : filter_fg_ps_; + PassSimple &scatter_ps = is_background ? scatter_bg_ps_ : scatter_fg_ps_; color_tx.current().acquire(half_res, GPU_RGBA16F); weight_tx.current().acquire(half_res, GPU_R16F); occlusion_tx_.acquire(half_res, GPU_RG16F); - DRW_draw_pass(gather_ps); + drw.submit(gather_ps, view); { /* Filtering pass. */ @@ -704,7 +697,7 @@ void DepthOfField::render(GPUTexture **input_tx, color_tx.current().acquire(half_res, GPU_RGBA16F); weight_tx.current().acquire(half_res, GPU_R16F); - DRW_draw_pass(filter_ps); + drw.submit(filter_ps, view); color_tx.previous().release(); weight_tx.previous().release(); @@ -715,7 +708,7 @@ void DepthOfField::render(GPUTexture **input_tx, scatter_fb.ensure(GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(color_tx.current())); GPU_framebuffer_bind(scatter_fb); - DRW_draw_pass(scatter_ps); + drw.submit(scatter_ps, view); /* Used by scatter pass. */ occlusion_tx_.release(); @@ -731,7 +724,7 @@ void DepthOfField::render(GPUTexture **input_tx, hole_fill_color_tx_.acquire(half_res, GPU_RGBA16F); hole_fill_weight_tx_.acquire(half_res, GPU_R16F); - DRW_draw_pass(hole_fill_ps_); + drw.submit(hole_fill_ps_, view); /* NOTE: We do not filter the hole-fill pass as effect is likely to not be noticeable. */ @@ -742,7 +735,7 @@ void DepthOfField::render(GPUTexture **input_tx, resolve_stable_color_tx_ = dof_buffer.stabilize_history_tx_; - DRW_draw_pass(resolve_ps_); + drw.submit(resolve_ps_, view); color_bg_tx_.current().release(); color_fg_tx_.current().release(); @@ -765,4 +758,4 @@ void DepthOfField::render(GPUTexture **input_tx, /** \} */ -} // namespace blender::eevee
\ No newline at end of file +} // namespace blender::eevee |