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Diffstat (limited to 'source/blender/draw/engines/eevee_next/eevee_film.cc')
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_film.cc333
1 files changed, 222 insertions, 111 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_film.cc b/source/blender/draw/engines/eevee_next/eevee_film.cc
index 42c61ac90a8..82f948167dc 100644
--- a/source/blender/draw/engines/eevee_next/eevee_film.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_film.cc
@@ -5,7 +5,7 @@
/** \file
* \ingroup eevee
*
- * A film is a fullscreen buffer (usually at output extent)
+ * A film is a full-screen buffer (usually at output extent)
* that will be able to accumulate sample in any distorted camera_type
* using a pixel filter.
*
@@ -120,7 +120,7 @@ void Film::sync_mist()
const ::World *world = inst_.scene->world;
float mist_start = world ? world->miststa : cam.clip_near;
float mist_distance = world ? world->mistdist : fabsf(cam.clip_far - cam.clip_near);
- int mist_type = world ? world->mistype : (int)WO_MIST_LINEAR;
+ int mist_type = world ? world->mistype : int(WO_MIST_LINEAR);
switch (mist_type) {
case WO_MIST_QUADRATIC:
@@ -146,8 +146,9 @@ void Film::sync_mist()
inline bool operator==(const FilmData &a, const FilmData &b)
{
- return (a.extent == b.extent) && (a.offset == b.offset) && (a.filter_size == b.filter_size) &&
- (a.scaling_factor == b.scaling_factor);
+ return (a.extent == b.extent) && (a.offset == b.offset) &&
+ (a.filter_radius == b.filter_radius) && (a.scaling_factor == b.scaling_factor) &&
+ (a.background_opacity == b.background_opacity);
}
inline bool operator!=(const FilmData &a, const FilmData &b)
@@ -161,6 +162,45 @@ inline bool operator!=(const FilmData &a, const FilmData &b)
/** \name Film
* \{ */
+static eViewLayerEEVEEPassType enabled_passes(const ViewLayer *view_layer)
+{
+ eViewLayerEEVEEPassType result = eViewLayerEEVEEPassType(view_layer->eevee.render_passes);
+
+#define ENABLE_FROM_LEGACY(name_legacy, name_eevee) \
+ SET_FLAG_FROM_TEST(result, \
+ (view_layer->passflag & SCE_PASS_##name_legacy) != 0, \
+ EEVEE_RENDER_PASS_##name_eevee);
+
+ ENABLE_FROM_LEGACY(COMBINED, COMBINED)
+ ENABLE_FROM_LEGACY(Z, Z)
+ ENABLE_FROM_LEGACY(MIST, MIST)
+ ENABLE_FROM_LEGACY(NORMAL, NORMAL)
+ ENABLE_FROM_LEGACY(SHADOW, SHADOW)
+ ENABLE_FROM_LEGACY(AO, AO)
+ ENABLE_FROM_LEGACY(EMIT, EMIT)
+ ENABLE_FROM_LEGACY(ENVIRONMENT, ENVIRONMENT)
+ ENABLE_FROM_LEGACY(DIFFUSE_COLOR, DIFFUSE_COLOR)
+ ENABLE_FROM_LEGACY(GLOSSY_COLOR, SPECULAR_COLOR)
+ ENABLE_FROM_LEGACY(DIFFUSE_DIRECT, DIFFUSE_LIGHT)
+ ENABLE_FROM_LEGACY(GLOSSY_DIRECT, SPECULAR_LIGHT)
+ ENABLE_FROM_LEGACY(ENVIRONMENT, ENVIRONMENT)
+ ENABLE_FROM_LEGACY(VECTOR, VECTOR)
+
+#undef ENABLE_FROM_LEGACY
+
+ SET_FLAG_FROM_TEST(result,
+ view_layer->cryptomatte_flag & VIEW_LAYER_CRYPTOMATTE_OBJECT,
+ EEVEE_RENDER_PASS_CRYPTOMATTE_OBJECT);
+ SET_FLAG_FROM_TEST(result,
+ view_layer->cryptomatte_flag & VIEW_LAYER_CRYPTOMATTE_ASSET,
+ EEVEE_RENDER_PASS_CRYPTOMATTE_ASSET);
+ SET_FLAG_FROM_TEST(result,
+ view_layer->cryptomatte_flag & VIEW_LAYER_CRYPTOMATTE_MATERIAL,
+ EEVEE_RENDER_PASS_CRYPTOMATTE_MATERIAL);
+
+ return result;
+}
+
void Film::init(const int2 &extent, const rcti *output_rect)
{
Sampling &sampling = inst_.sampling;
@@ -182,39 +222,20 @@ void Film::init(const int2 &extent, const rcti *output_rect)
* Using the render pass ensure we store the center depth. */
render_passes |= EEVEE_RENDER_PASS_Z;
}
- /* TEST */
- render_passes |= EEVEE_RENDER_PASS_VECTOR;
}
else {
/* Render Case. */
- render_passes = eViewLayerEEVEEPassType(inst_.view_layer->eevee.render_passes);
-
- render_passes |= EEVEE_RENDER_PASS_COMBINED;
-
-#define ENABLE_FROM_LEGACY(name_legacy, name_eevee) \
- SET_FLAG_FROM_TEST(render_passes, \
- (inst_.view_layer->passflag & SCE_PASS_##name_legacy) != 0, \
- EEVEE_RENDER_PASS_##name_eevee);
-
- ENABLE_FROM_LEGACY(Z, Z)
- ENABLE_FROM_LEGACY(MIST, MIST)
- ENABLE_FROM_LEGACY(NORMAL, NORMAL)
- ENABLE_FROM_LEGACY(SHADOW, SHADOW)
- ENABLE_FROM_LEGACY(AO, AO)
- ENABLE_FROM_LEGACY(EMIT, EMIT)
- ENABLE_FROM_LEGACY(ENVIRONMENT, ENVIRONMENT)
- ENABLE_FROM_LEGACY(DIFFUSE_COLOR, DIFFUSE_COLOR)
- ENABLE_FROM_LEGACY(GLOSSY_COLOR, SPECULAR_COLOR)
- ENABLE_FROM_LEGACY(DIFFUSE_DIRECT, DIFFUSE_LIGHT)
- ENABLE_FROM_LEGACY(GLOSSY_DIRECT, SPECULAR_LIGHT)
- ENABLE_FROM_LEGACY(ENVIRONMENT, ENVIRONMENT)
-
-#undef ENABLE_FROM_LEGACY
+ render_passes = enabled_passes(inst_.view_layer);
}
/* Filter obsolete passes. */
render_passes &= ~(EEVEE_RENDER_PASS_UNUSED_8 | EEVEE_RENDER_PASS_BLOOM);
+ if (scene_eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED) {
+ /* Disable motion vector pass if motion blur is enabled. */
+ render_passes &= ~EEVEE_RENDER_PASS_VECTOR;
+ }
+
/* TODO(@fclem): Can't we rely on depsgraph update notification? */
if (assign_if_different(enabled_passes_, render_passes)) {
sampling.reset();
@@ -232,11 +253,17 @@ void Film::init(const int2 &extent, const rcti *output_rect)
data.offset = int2(output_rect->xmin, output_rect->ymin);
data.extent_inv = 1.0f / float2(data.extent);
/* Disable filtering if sample count is 1. */
- data.filter_size = (sampling.sample_count() == 1) ? 0.0f :
- clamp_f(scene.r.gauss, 0.0f, 100.0f);
+ data.filter_radius = (sampling.sample_count() == 1) ? 0.0f :
+ clamp_f(scene.r.gauss, 0.0f, 100.0f);
/* TODO(fclem): parameter hidden in experimental.
* We need to figure out LOD bias first in order to preserve texture crispiness. */
data.scaling_factor = 1;
+ data.cryptomatte_samples_len = inst_.view_layer->cryptomatte_levels;
+
+ data.background_opacity = (scene.r.alphamode == R_ALPHAPREMUL) ? 0.0f : 1.0f;
+ if (inst_.is_viewport() && false /* TODO(fclem): StudioLight */) {
+ data.background_opacity = inst_.v3d->shading.studiolight_background;
+ }
FilmData &data_prev_ = data_;
if (assign_if_different(data_prev_, data)) {
@@ -261,10 +288,11 @@ void Film::init(const int2 &extent, const rcti *output_rect)
data_.any_render_pass_2 = (enabled_passes_ & color_passes_2) != 0;
}
{
- /* Set pass offsets. */
+ /* Set pass offsets. */
data_.display_id = aovs_info.display_id;
- data_.display_is_value = aovs_info.display_is_value;
+ data_.display_storage_type = aovs_info.display_is_value ? PASS_STORAGE_VALUE :
+ PASS_STORAGE_COLOR;
/* Combined is in a separate buffer. */
data_.combined_id = (enabled_passes_ & EEVEE_RENDER_PASS_COMBINED) ? 0 : -1;
@@ -275,13 +303,13 @@ void Film::init(const int2 &extent, const rcti *output_rect)
data_.value_len = 0;
auto pass_index_get = [&](eViewLayerEEVEEPassType pass_type) {
- bool is_value = pass_is_value(pass_type);
+ ePassStorageType storage_type = pass_storage_type(pass_type);
int index = (enabled_passes_ & pass_type) ?
- (is_value ? data_.value_len : data_.color_len)++ :
+ (storage_type == PASS_STORAGE_VALUE ? data_.value_len : data_.color_len)++ :
-1;
if (inst_.is_viewport() && inst_.v3d->shading.render_pass == pass_type) {
data_.display_id = index;
- data_.display_is_value = is_value;
+ data_.display_storage_type = storage_type;
}
return index;
};
@@ -307,17 +335,36 @@ void Film::init(const int2 &extent, const rcti *output_rect)
data_.color_len += data_.aov_color_len;
data_.value_len += data_.aov_value_len;
+
+ int cryptomatte_id = 0;
+ auto cryptomatte_index_get = [&](eViewLayerEEVEEPassType pass_type) {
+ int index = -1;
+ if (enabled_passes_ & pass_type) {
+ index = cryptomatte_id;
+ cryptomatte_id += data_.cryptomatte_samples_len / 2;
+
+ if (inst_.is_viewport() && inst_.v3d->shading.render_pass == pass_type) {
+ data_.display_id = index;
+ data_.display_storage_type = PASS_STORAGE_CRYPTOMATTE;
+ }
+ }
+ return index;
+ };
+ data_.cryptomatte_object_id = cryptomatte_index_get(EEVEE_RENDER_PASS_CRYPTOMATTE_OBJECT);
+ data_.cryptomatte_asset_id = cryptomatte_index_get(EEVEE_RENDER_PASS_CRYPTOMATTE_ASSET);
+ data_.cryptomatte_material_id = cryptomatte_index_get(EEVEE_RENDER_PASS_CRYPTOMATTE_MATERIAL);
}
{
/* TODO(@fclem): Over-scans. */
- render_extent_ = math::divide_ceil(extent, int2(data_.scaling_factor));
+ data_.render_extent = math::divide_ceil(extent, int2(data_.scaling_factor));
int2 weight_extent = inst_.camera.is_panoramic() ? data_.extent : int2(data_.scaling_factor);
eGPUTextureFormat color_format = GPU_RGBA16F;
eGPUTextureFormat float_format = GPU_R16F;
eGPUTextureFormat weight_format = GPU_R32F;
eGPUTextureFormat depth_format = GPU_R32F;
+ eGPUTextureFormat cryptomatte_format = GPU_RGBA32F;
int reset = 0;
reset += depth_tx_.ensure_2d(depth_format, data_.extent);
@@ -332,6 +379,12 @@ void Film::init(const int2 &extent, const rcti *output_rect)
reset += value_accum_tx_.ensure_2d_array(float_format,
(data_.value_len > 0) ? data_.extent : int2(1),
(data_.value_len > 0) ? data_.value_len : 1);
+ /* Divided by two as two cryptomatte samples fit in pixel (RG, BA). */
+ int cryptomatte_array_len = cryptomatte_layer_len_get() * data_.cryptomatte_samples_len / 2;
+ reset += cryptomatte_tx_.ensure_2d_array(cryptomatte_format,
+ (cryptomatte_array_len > 0) ? data_.extent : int2(1),
+ (cryptomatte_array_len > 0) ? cryptomatte_array_len :
+ 1);
if (reset > 0) {
sampling.reset();
@@ -344,6 +397,7 @@ void Film::init(const int2 &extent, const rcti *output_rect)
combined_tx_.current().clear(float4(0.0f));
weight_tx_.current().clear(float4(0.0f));
depth_tx_.clear(float4(0.0f));
+ cryptomatte_tx_.clear(float4(0.0f));
}
}
@@ -368,49 +422,62 @@ void Film::sync()
* Still bind previous step to avoid undefined behavior. */
eVelocityStep step_next = inst_.is_viewport() ? STEP_PREVIOUS : STEP_NEXT;
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS;
- accumulate_ps_ = DRW_pass_create("Film.Accumulate", state);
- GPUShader *sh = inst_.shaders.static_shader_get(shader);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, accumulate_ps_);
- DRW_shgroup_uniform_block_ref(grp, "film_buf", &data_);
- 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]));
- DRW_shgroup_uniform_block_ref(grp, "camera_next", &(*velocity.camera_steps[step_next]));
- DRW_shgroup_uniform_texture_ref(grp, "depth_tx", &rbuffers.depth_tx);
- DRW_shgroup_uniform_texture_ref(grp, "combined_tx", &rbuffers.combined_tx);
- DRW_shgroup_uniform_texture_ref(grp, "normal_tx", &rbuffers.normal_tx);
- DRW_shgroup_uniform_texture_ref(grp, "vector_tx", &rbuffers.vector_tx);
- DRW_shgroup_uniform_texture_ref(grp, "diffuse_light_tx", &rbuffers.diffuse_light_tx);
- DRW_shgroup_uniform_texture_ref(grp, "diffuse_color_tx", &rbuffers.diffuse_color_tx);
- DRW_shgroup_uniform_texture_ref(grp, "specular_light_tx", &rbuffers.specular_light_tx);
- DRW_shgroup_uniform_texture_ref(grp, "specular_color_tx", &rbuffers.specular_color_tx);
- DRW_shgroup_uniform_texture_ref(grp, "volume_light_tx", &rbuffers.volume_light_tx);
- DRW_shgroup_uniform_texture_ref(grp, "emission_tx", &rbuffers.emission_tx);
- DRW_shgroup_uniform_texture_ref(grp, "environment_tx", &rbuffers.environment_tx);
- DRW_shgroup_uniform_texture_ref(grp, "shadow_tx", &rbuffers.shadow_tx);
- DRW_shgroup_uniform_texture_ref(grp, "ambient_occlusion_tx", &rbuffers.ambient_occlusion_tx);
- DRW_shgroup_uniform_texture_ref(grp, "aov_color_tx", &rbuffers.aov_color_tx);
- DRW_shgroup_uniform_texture_ref(grp, "aov_value_tx", &rbuffers.aov_value_tx);
+ accumulate_ps_.init();
+ accumulate_ps_.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ accumulate_ps_.shader_set(inst_.shaders.static_shader_get(shader));
+ accumulate_ps_.bind_ubo("film_buf", &data_);
+ accumulate_ps_.bind_ubo("camera_prev", &(*velocity.camera_steps[STEP_PREVIOUS]));
+ accumulate_ps_.bind_ubo("camera_curr", &(*velocity.camera_steps[STEP_CURRENT]));
+ accumulate_ps_.bind_ubo("camera_next", &(*velocity.camera_steps[step_next]));
+ accumulate_ps_.bind_texture("depth_tx", &rbuffers.depth_tx);
+ accumulate_ps_.bind_texture("combined_tx", &combined_final_tx_);
+ accumulate_ps_.bind_texture("normal_tx", &rbuffers.normal_tx);
+ accumulate_ps_.bind_texture("vector_tx", &rbuffers.vector_tx);
+ accumulate_ps_.bind_texture("light_tx", &rbuffers.light_tx);
+ accumulate_ps_.bind_texture("diffuse_color_tx", &rbuffers.diffuse_color_tx);
+ accumulate_ps_.bind_texture("specular_color_tx", &rbuffers.specular_color_tx);
+ accumulate_ps_.bind_texture("volume_light_tx", &rbuffers.volume_light_tx);
+ accumulate_ps_.bind_texture("emission_tx", &rbuffers.emission_tx);
+ accumulate_ps_.bind_texture("environment_tx", &rbuffers.environment_tx);
+ accumulate_ps_.bind_texture("shadow_tx", &rbuffers.shadow_tx);
+ accumulate_ps_.bind_texture("ambient_occlusion_tx", &rbuffers.ambient_occlusion_tx);
+ accumulate_ps_.bind_texture("aov_color_tx", &rbuffers.aov_color_tx);
+ accumulate_ps_.bind_texture("aov_value_tx", &rbuffers.aov_value_tx);
+ accumulate_ps_.bind_texture("cryptomatte_tx", &rbuffers.cryptomatte_tx);
/* NOTE(@fclem): 16 is the max number of sampled texture in many implementations.
* If we need more, we need to pack more of the similar passes in the same textures as arrays or
* use image binding instead. */
- DRW_shgroup_uniform_image_ref(grp, "in_weight_img", &weight_src_tx_);
- DRW_shgroup_uniform_image_ref(grp, "out_weight_img", &weight_dst_tx_);
- DRW_shgroup_uniform_texture_ref_ex(grp, "in_combined_tx", &combined_src_tx_, filter);
- DRW_shgroup_uniform_image_ref(grp, "out_combined_img", &combined_dst_tx_);
- DRW_shgroup_uniform_image_ref(grp, "depth_img", &depth_tx_);
- DRW_shgroup_uniform_image_ref(grp, "color_accum_img", &color_accum_tx_);
- DRW_shgroup_uniform_image_ref(grp, "value_accum_img", &value_accum_tx_);
- /* Sync with rendering passes. */
- DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH);
+ accumulate_ps_.bind_image("in_weight_img", &weight_tx_.current());
+ accumulate_ps_.bind_image("out_weight_img", &weight_tx_.next());
+ accumulate_ps_.bind_texture("in_combined_tx", &combined_tx_.current(), filter);
+ accumulate_ps_.bind_image("out_combined_img", &combined_tx_.next());
+ accumulate_ps_.bind_image("depth_img", &depth_tx_);
+ accumulate_ps_.bind_image("color_accum_img", &color_accum_tx_);
+ accumulate_ps_.bind_image("value_accum_img", &value_accum_tx_);
+ accumulate_ps_.bind_image("cryptomatte_img", &cryptomatte_tx_);
/* Sync with rendering passes. */
- DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS);
+ accumulate_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH | GPU_BARRIER_SHADER_IMAGE_ACCESS);
if (use_compute) {
- int2 dispatch_size = math::divide_ceil(data_.extent, int2(FILM_GROUP_SIZE));
- DRW_shgroup_call_compute(grp, UNPACK2(dispatch_size), 1);
+ accumulate_ps_.dispatch(int3(math::divide_ceil(data_.extent, int2(FILM_GROUP_SIZE)), 1));
}
else {
- DRW_shgroup_call_procedural_triangles(grp, nullptr, 1);
+ accumulate_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3);
+ }
+
+ const int cryptomatte_layer_count = cryptomatte_layer_len_get();
+ const bool is_cryptomatte_pass_enabled = cryptomatte_layer_count > 0;
+ const bool do_cryptomatte_sorting = inst_.is_viewport() == false;
+ cryptomatte_post_ps_.init();
+ if (is_cryptomatte_pass_enabled && do_cryptomatte_sorting) {
+ cryptomatte_post_ps_.state_set(DRW_STATE_NO_DRAW);
+ cryptomatte_post_ps_.shader_set(inst_.shaders.static_shader_get(FILM_CRYPTOMATTE_POST));
+ cryptomatte_post_ps_.bind_image("cryptomatte_img", &cryptomatte_tx_);
+ cryptomatte_post_ps_.bind_image("weight_img", &weight_tx_.current());
+ cryptomatte_post_ps_.push_constant("cryptomatte_layer_len", cryptomatte_layer_count);
+ cryptomatte_post_ps_.push_constant("cryptomatte_samples_per_layer",
+ inst_.view_layer->cryptomatte_levels);
+ int2 dispatch_size = math::divide_ceil(int2(cryptomatte_tx_.size()), int2(FILM_GROUP_SIZE));
+ cryptomatte_post_ps_.dispatch(int3(UNPACK2(dispatch_size), 1));
}
}
@@ -433,16 +500,16 @@ float2 Film::pixel_jitter_get() const
{
float2 jitter = inst_.sampling.rng_2d_get(SAMPLING_FILTER_U);
- if (data_.filter_size < M_SQRT1_2 && !inst_.camera.is_panoramic()) {
+ if (!use_box_filter && data_.filter_radius < M_SQRT1_2 && !inst_.camera.is_panoramic()) {
/* For filter size less than a pixel, change sampling strategy and use a uniform disk
* distribution covering the filter shape. This avoids putting samples in areas without any
* weights. */
/* TODO(fclem): Importance sampling could be a better option here. */
- jitter = Sampling::sample_disk(jitter) * data_.filter_size;
+ jitter = Sampling::sample_disk(jitter) * data_.filter_radius;
}
else {
- /* Jitter the size of a whole pixel. */
- jitter = jitter * 2.0f - 1.0f;
+ /* Jitter the size of a whole pixel. [-0.5..0.5] */
+ jitter -= 0.5f;
}
/* TODO(fclem): Mixed-resolution rendering: We need to offset to each of the target pixel covered
* by a render pixel, ideally, by choosing one randomly using another sampling dimension, or by
@@ -452,43 +519,70 @@ float2 Film::pixel_jitter_get() const
eViewLayerEEVEEPassType Film::enabled_passes_get() const
{
+ if (inst_.is_viewport() && data_.use_reprojection) {
+ /* Enable motion vector rendering but not the accumulation buffer. */
+ return enabled_passes_ | EEVEE_RENDER_PASS_VECTOR;
+ }
return enabled_passes_;
}
+int Film::cryptomatte_layer_len_get() const
+{
+ int result = 0;
+ result += data_.cryptomatte_object_id == -1 ? 0 : 1;
+ result += data_.cryptomatte_asset_id == -1 ? 0 : 1;
+ result += data_.cryptomatte_material_id == -1 ? 0 : 1;
+ return result;
+}
+
+int Film::cryptomatte_layer_max_get() const
+{
+ if (data_.cryptomatte_material_id != -1) {
+ return 3;
+ }
+ if (data_.cryptomatte_asset_id != -1) {
+ return 2;
+ }
+ if (data_.cryptomatte_object_id != -1) {
+ return 1;
+ }
+ return 0;
+}
+
void Film::update_sample_table()
{
data_.subpixel_offset = pixel_jitter_get();
- int filter_size_ceil = ceilf(data_.filter_size);
- float filter_size_sqr = square_f(data_.filter_size);
+ int filter_radius_ceil = ceilf(data_.filter_radius);
+ float filter_radius_sqr = square_f(data_.filter_radius);
data_.samples_len = 0;
- if (data_.filter_size < 0.01f) {
- /* Disable filtering. */
+ if (use_box_filter || data_.filter_radius < 0.01f) {
+ /* Disable gather filtering. */
data_.samples[0].texel = int2(0, 0);
data_.samples[0].weight = 1.0f;
data_.samples_weight_total = 1.0f;
data_.samples_len = 1;
}
- /* NOTE: Threshold determined by hand until we don't hit the assert bellow. */
- else if (data_.filter_size < 2.20f) {
+ /* NOTE: Threshold determined by hand until we don't hit the assert below. */
+ else if (data_.filter_radius < 2.20f) {
/* Small filter Size. */
int closest_index = 0;
float closest_distance = FLT_MAX;
data_.samples_weight_total = 0.0f;
/* TODO(fclem): For optimization, could try Z-tile ordering. */
- for (int y = -filter_size_ceil; y <= filter_size_ceil; y++) {
- for (int x = -filter_size_ceil; x <= filter_size_ceil; x++) {
+ for (int y = -filter_radius_ceil; y <= filter_radius_ceil; y++) {
+ for (int x = -filter_radius_ceil; x <= filter_radius_ceil; x++) {
float2 pixel_offset = float2(x, y) - data_.subpixel_offset;
float distance_sqr = math::length_squared(pixel_offset);
- if (distance_sqr < filter_size_sqr) {
+ if (distance_sqr < filter_radius_sqr) {
if (data_.samples_len >= FILM_PRECOMP_SAMPLE_MAX) {
BLI_assert_msg(0, "Precomputed sample table is too small.");
break;
}
FilmSample &sample = data_.samples[data_.samples_len];
sample.texel = int2(x, y);
- sample.weight = film_filter_weight(data_.filter_size, distance_sqr);
+ sample.weight = film_filter_weight(data_.filter_radius, distance_sqr);
data_.samples_weight_total += sample.weight;
if (distance_sqr < closest_distance) {
@@ -516,43 +610,46 @@ void Film::update_sample_table()
int i = 0;
for (FilmSample &sample : sample_table) {
/* TODO(fclem): Own RNG. */
- float2 random_2d = inst_.sampling.rng_2d_get(SAMPLING_FILTER_U);
+ float2 random_2d = inst_.sampling.rng_2d_get(SAMPLING_SSS_U);
/* This randomization makes sure we converge to the right result but also makes nearest
* neighbor filtering not converging rapidly. */
random_2d.x = (random_2d.x + i) / float(FILM_PRECOMP_SAMPLE_MAX);
- float2 pixel_offset = math::floor(Sampling::sample_spiral(random_2d) * data_.filter_size);
+ float2 pixel_offset = math::floor(Sampling::sample_spiral(random_2d) * data_.filter_radius);
sample.texel = int2(pixel_offset);
float distance_sqr = math::length_squared(pixel_offset - data_.subpixel_offset);
- sample.weight = film_filter_weight(data_.filter_size, distance_sqr);
+ sample.weight = film_filter_weight(data_.filter_radius, distance_sqr);
data_.samples_weight_total += sample.weight;
i++;
}
}
}
-void Film::accumulate(const DRWView *view)
+void Film::accumulate(const DRWView *view, GPUTexture *combined_final_tx)
{
if (inst_.is_viewport()) {
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
GPU_framebuffer_bind(dfbl->default_fb);
+ /* Clear when using render borders. */
+ if (data_.extent != int2(GPU_texture_width(dtxl->color), GPU_texture_height(dtxl->color))) {
+ float4 clear_color = {0.0f, 0.0f, 0.0f, 0.0f};
+ GPU_framebuffer_clear_color(dfbl->default_fb, clear_color);
+ }
GPU_framebuffer_viewport_set(dfbl->default_fb, UNPACK2(data_.offset), UNPACK2(data_.extent));
}
update_sample_table();
- /* Need to update the static references as there could have change from a previous swap. */
- weight_src_tx_ = weight_tx_.current();
- weight_dst_tx_ = weight_tx_.next();
- combined_src_tx_ = combined_tx_.current();
- combined_dst_tx_ = combined_tx_.next();
+ combined_final_tx_ = combined_final_tx;
data_.display_only = false;
data_.push_update();
- DRW_view_set_active(view);
- DRW_draw_pass(accumulate_ps_);
+ draw::View drw_view("MainView", view);
+
+ DRW_manager_get()->submit(accumulate_ps_, drw_view);
combined_tx_.swap();
weight_tx_.swap();
@@ -568,47 +665,61 @@ void Film::display()
BLI_assert(inst_.is_viewport());
/* Acquire dummy render buffers for correct binding. They will not be used. */
- inst_.render_buffers.acquire(int2(1), (void *)this);
+ inst_.render_buffers.acquire(int2(1));
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
GPU_framebuffer_bind(dfbl->default_fb);
GPU_framebuffer_viewport_set(dfbl->default_fb, UNPACK2(data_.offset), UNPACK2(data_.extent));
- /* Need to update the static references as there could have change from a previous swap. */
- weight_src_tx_ = weight_tx_.current();
- weight_dst_tx_ = weight_tx_.next();
- combined_src_tx_ = combined_tx_.current();
- combined_dst_tx_ = combined_tx_.next();
+ combined_final_tx_ = inst_.render_buffers.combined_tx;
data_.display_only = true;
data_.push_update();
- DRW_view_set_active(nullptr);
- DRW_draw_pass(accumulate_ps_);
+ draw::View drw_view("MainView", DRW_view_default_get());
+
+ DRW_manager_get()->submit(accumulate_ps_, drw_view);
inst_.render_buffers.release();
/* IMPORTANT: Do not swap! No accumulation has happened. */
}
-float *Film::read_pass(eViewLayerEEVEEPassType pass_type)
+void Film::cryptomatte_sort()
+{
+ DRW_manager_get()->submit(cryptomatte_post_ps_);
+}
+
+float *Film::read_pass(eViewLayerEEVEEPassType pass_type, int layer_offset)
{
+ ePassStorageType storage_type = pass_storage_type(pass_type);
+ const bool is_value = storage_type == PASS_STORAGE_VALUE;
+ const bool is_cryptomatte = storage_type == PASS_STORAGE_CRYPTOMATTE;
- bool is_value = pass_is_value(pass_type);
Texture &accum_tx = (pass_type == EEVEE_RENDER_PASS_COMBINED) ?
combined_tx_.current() :
(pass_type == EEVEE_RENDER_PASS_Z) ?
depth_tx_ :
- (is_value ? value_accum_tx_ : color_accum_tx_);
+ (is_cryptomatte ? cryptomatte_tx_ :
+ (is_value ? value_accum_tx_ : color_accum_tx_));
accum_tx.ensure_layer_views();
int index = pass_id_get(pass_type);
- GPUTexture *pass_tx = accum_tx.layer_view(index);
+ GPUTexture *pass_tx = accum_tx.layer_view(index + layer_offset);
GPU_memory_barrier(GPU_BARRIER_TEXTURE_UPDATE);
- return (float *)GPU_texture_read(pass_tx, GPU_DATA_FLOAT, 0);
+ float *result = (float *)GPU_texture_read(pass_tx, GPU_DATA_FLOAT, 0);
+
+ if (pass_is_float3(pass_type)) {
+ /* Convert result in place as we cannot do this conversion on GPU. */
+ for (auto px : IndexRange(accum_tx.width() * accum_tx.height())) {
+ *(reinterpret_cast<float3 *>(result) + px) = *(reinterpret_cast<float3 *>(result + px * 4));
+ }
+ }
+
+ return result;
}
/** \} */