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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.cc633
1 files changed, 633 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_film.cc b/source/blender/draw/engines/eevee_next/eevee_film.cc
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index 00000000000..4679889e59a
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+++ b/source/blender/draw/engines/eevee_next/eevee_film.cc
@@ -0,0 +1,633 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2021 Blender Foundation.
+ */
+
+/** \file
+ * \ingroup eevee
+ *
+ * A film is a fullscreen buffer (usually at output extent)
+ * that will be able to accumulate sample in any distorted camera_type
+ * using a pixel filter.
+ *
+ * Input needs to be jittered so that the filter converges to the right result.
+ */
+
+#include "BLI_hash.h"
+#include "BLI_rect.h"
+
+#include "GPU_framebuffer.h"
+#include "GPU_texture.h"
+
+#include "DRW_render.h"
+#include "RE_pipeline.h"
+
+#include "eevee_film.hh"
+#include "eevee_instance.hh"
+
+namespace blender::eevee {
+
+ENUM_OPERATORS(eViewLayerEEVEEPassType, 1 << EEVEE_RENDER_PASS_MAX_BIT)
+
+/* -------------------------------------------------------------------- */
+/** \name Arbitrary Output Variables
+ * \{ */
+
+void Film::init_aovs()
+{
+ Vector<ViewLayerAOV *> aovs;
+
+ aovs_info.display_id = -1;
+ aovs_info.display_is_value = false;
+ aovs_info.value_len = aovs_info.color_len = 0;
+
+ if (inst_.is_viewport()) {
+ /* Viewport case. */
+ if (inst_.v3d->shading.render_pass == EEVEE_RENDER_PASS_AOV) {
+ /* AOV display, request only a single AOV. */
+ ViewLayerAOV *aov = (ViewLayerAOV *)BLI_findstring(
+ &inst_.view_layer->aovs, inst_.v3d->shading.aov_name, offsetof(ViewLayerAOV, name));
+
+ if (aov == nullptr) {
+ /* AOV not found in view layer. */
+ return;
+ }
+
+ aovs.append(aov);
+ aovs_info.display_id = 0;
+ aovs_info.display_is_value = (aov->type == AOV_TYPE_VALUE);
+ }
+ else {
+ /* TODO(fclem): The realtime compositor could ask for several AOVs. */
+ }
+ }
+ else {
+ /* Render case. */
+ LISTBASE_FOREACH (ViewLayerAOV *, aov, &inst_.view_layer->aovs) {
+ aovs.append(aov);
+ }
+ }
+
+ if (aovs.size() > AOV_MAX) {
+ inst_.info = "Error: Too many AOVs";
+ return;
+ }
+
+ for (ViewLayerAOV *aov : aovs) {
+ bool is_value = (aov->type == AOV_TYPE_VALUE);
+ uint &index = is_value ? aovs_info.value_len : aovs_info.color_len;
+ uint &hash = is_value ? aovs_info.hash_value[index] : aovs_info.hash_color[index];
+ hash = BLI_hash_string(aov->name);
+ index++;
+ }
+}
+
+float *Film::read_aov(ViewLayerAOV *aov)
+{
+ bool is_value = (aov->type == AOV_TYPE_VALUE);
+ Texture &accum_tx = is_value ? value_accum_tx_ : color_accum_tx_;
+
+ Span<uint> aovs_hash(is_value ? aovs_info.hash_value : aovs_info.hash_color,
+ is_value ? aovs_info.value_len : aovs_info.color_len);
+ /* Find AOV index. */
+ uint hash = BLI_hash_string(aov->name);
+ int aov_index = -1;
+ int i = 0;
+ for (uint candidate_hash : aovs_hash) {
+ if (candidate_hash == hash) {
+ aov_index = i;
+ break;
+ }
+ i++;
+ }
+
+ accum_tx.ensure_layer_views();
+
+ int index = aov_index + (is_value ? data_.aov_value_id : data_.aov_color_id);
+ GPUTexture *pass_tx = accum_tx.layer_view(index);
+
+ return (float *)GPU_texture_read(pass_tx, GPU_DATA_FLOAT, 0);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Mist Pass
+ * \{ */
+
+void Film::sync_mist()
+{
+ const CameraData &cam = inst_.camera.data_get();
+ 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;
+
+ switch (mist_type) {
+ case WO_MIST_QUADRATIC:
+ data_.mist_exponent = 2.0f;
+ break;
+ case WO_MIST_LINEAR:
+ data_.mist_exponent = 1.0f;
+ break;
+ case WO_MIST_INVERSE_QUADRATIC:
+ data_.mist_exponent = 0.5f;
+ break;
+ }
+
+ data_.mist_scale = 1.0 / mist_distance;
+ data_.mist_bias = -mist_start / mist_distance;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name FilmData
+ * \{ */
+
+inline bool operator==(const FilmData &a, const FilmData &b)
+{
+ 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)
+{
+ return !(a == b);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Film
+ * \{ */
+
+void Film::init(const int2 &extent, const rcti *output_rect)
+{
+ Sampling &sampling = inst_.sampling;
+ Scene &scene = *inst_.scene;
+ SceneEEVEE &scene_eevee = scene.eevee;
+
+ init_aovs();
+
+ {
+ /* Enable passes that need to be rendered. */
+ eViewLayerEEVEEPassType render_passes = eViewLayerEEVEEPassType(0);
+
+ if (inst_.is_viewport()) {
+ /* Viewport Case. */
+ render_passes = eViewLayerEEVEEPassType(inst_.v3d->shading.render_pass);
+
+ if (inst_.overlays_enabled() || inst_.gpencil_engine_enabled) {
+ /* Overlays and Grease Pencil needs the depth for correct compositing.
+ * Using the render pass ensure we store the center depth. */
+ render_passes |= EEVEE_RENDER_PASS_Z;
+ }
+ }
+ else {
+ /* Render Case. */
+ render_passes = eViewLayerEEVEEPassType(inst_.view_layer->eevee.render_passes);
+
+#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(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
+ }
+
+ /* 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();
+ }
+ }
+ {
+ rcti fallback_rect;
+ if (BLI_rcti_is_empty(output_rect)) {
+ BLI_rcti_init(&fallback_rect, 0, extent[0], 0, extent[1]);
+ output_rect = &fallback_rect;
+ }
+
+ FilmData data = data_;
+ data.extent = int2(BLI_rcti_size_x(output_rect), BLI_rcti_size_y(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_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.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)) {
+ sampling.reset();
+ }
+
+ const eViewLayerEEVEEPassType data_passes = EEVEE_RENDER_PASS_Z | EEVEE_RENDER_PASS_NORMAL |
+ EEVEE_RENDER_PASS_VECTOR;
+ const eViewLayerEEVEEPassType color_passes_1 = EEVEE_RENDER_PASS_DIFFUSE_LIGHT |
+ EEVEE_RENDER_PASS_SPECULAR_LIGHT |
+ EEVEE_RENDER_PASS_VOLUME_LIGHT |
+ EEVEE_RENDER_PASS_EMIT;
+ const eViewLayerEEVEEPassType color_passes_2 = EEVEE_RENDER_PASS_DIFFUSE_COLOR |
+ EEVEE_RENDER_PASS_SPECULAR_COLOR |
+ EEVEE_RENDER_PASS_ENVIRONMENT |
+ EEVEE_RENDER_PASS_MIST |
+ EEVEE_RENDER_PASS_SHADOW | EEVEE_RENDER_PASS_AO;
+
+ data_.exposure_scale = pow2f(scene.view_settings.exposure);
+ data_.has_data = (enabled_passes_ & data_passes) != 0;
+ data_.any_render_pass_1 = (enabled_passes_ & color_passes_1) != 0;
+ data_.any_render_pass_2 = (enabled_passes_ & color_passes_2) != 0;
+ }
+ {
+ /* Set pass offsets. */
+
+ data_.display_id = aovs_info.display_id;
+ data_.display_is_value = aovs_info.display_is_value;
+
+ /* Combined is in a separate buffer. */
+ data_.combined_id = (enabled_passes_ & EEVEE_RENDER_PASS_COMBINED) ? 0 : -1;
+ /* Depth is in a separate buffer. */
+ data_.depth_id = (enabled_passes_ & EEVEE_RENDER_PASS_Z) ? 0 : -1;
+
+ data_.color_len = 0;
+ data_.value_len = 0;
+
+ auto pass_index_get = [&](eViewLayerEEVEEPassType pass_type) {
+ bool is_value = pass_is_value(pass_type);
+ int index = (enabled_passes_ & pass_type) ?
+ (is_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;
+ }
+ return index;
+ };
+
+ data_.mist_id = pass_index_get(EEVEE_RENDER_PASS_MIST);
+ data_.normal_id = pass_index_get(EEVEE_RENDER_PASS_NORMAL);
+ data_.vector_id = pass_index_get(EEVEE_RENDER_PASS_VECTOR);
+ data_.diffuse_light_id = pass_index_get(EEVEE_RENDER_PASS_DIFFUSE_LIGHT);
+ data_.diffuse_color_id = pass_index_get(EEVEE_RENDER_PASS_DIFFUSE_COLOR);
+ data_.specular_light_id = pass_index_get(EEVEE_RENDER_PASS_SPECULAR_LIGHT);
+ data_.specular_color_id = pass_index_get(EEVEE_RENDER_PASS_SPECULAR_COLOR);
+ data_.volume_light_id = pass_index_get(EEVEE_RENDER_PASS_VOLUME_LIGHT);
+ data_.emission_id = pass_index_get(EEVEE_RENDER_PASS_EMIT);
+ data_.environment_id = pass_index_get(EEVEE_RENDER_PASS_ENVIRONMENT);
+ data_.shadow_id = pass_index_get(EEVEE_RENDER_PASS_SHADOW);
+ data_.ambient_occlusion_id = pass_index_get(EEVEE_RENDER_PASS_AO);
+
+ data_.aov_color_id = data_.color_len;
+ data_.aov_value_id = data_.value_len;
+
+ data_.aov_color_len = aovs_info.color_len;
+ data_.aov_value_len = aovs_info.value_len;
+
+ data_.color_len += data_.aov_color_len;
+ data_.value_len += data_.aov_value_len;
+ }
+ {
+ /* TODO(@fclem): Over-scans. */
+
+ 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;
+
+ int reset = 0;
+ reset += depth_tx_.ensure_2d(depth_format, data_.extent);
+ reset += combined_tx_.current().ensure_2d(color_format, data_.extent);
+ reset += combined_tx_.next().ensure_2d(color_format, data_.extent);
+ /* Two layers, one for nearest sample weight and one for weight accumulation. */
+ reset += weight_tx_.current().ensure_2d_array(weight_format, weight_extent, 2);
+ reset += weight_tx_.next().ensure_2d_array(weight_format, weight_extent, 2);
+ reset += color_accum_tx_.ensure_2d_array(color_format,
+ (data_.color_len > 0) ? data_.extent : int2(1),
+ (data_.color_len > 0) ? data_.color_len : 1);
+ 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);
+
+ if (reset > 0) {
+ sampling.reset();
+ data_.use_history = 0;
+ data_.use_reprojection = 0;
+
+ /* Avoid NaN in uninitialized texture memory making history blending dangerous. */
+ color_accum_tx_.clear(float4(0.0f));
+ value_accum_tx_.clear(float4(0.0f));
+ combined_tx_.current().clear(float4(0.0f));
+ weight_tx_.current().clear(float4(0.0f));
+ depth_tx_.clear(float4(0.0f));
+ }
+ }
+
+ force_disable_reprojection_ = (scene_eevee.flag & SCE_EEVEE_TAA_REPROJECTION) == 0;
+}
+
+void Film::sync()
+{
+ /* We use a fragment shader for viewport because we need to output the depth. */
+ bool use_compute = (inst_.is_viewport() == false);
+
+ eShaderType shader = use_compute ? FILM_COMP : FILM_FRAG;
+
+ /* TODO(fclem): Shader variation for panoramic & scaled resolution. */
+
+ RenderBuffers &rbuffers = inst_.render_buffers;
+ VelocityModule &velocity = inst_.velocity;
+
+ eGPUSamplerState filter = GPU_SAMPLER_FILTER;
+
+ /* For viewport, only previous motion is supported.
+ * Still bind previous step to avoid undefined behavior. */
+ eVelocityStep step_next = inst_.is_viewport() ? STEP_PREVIOUS : STEP_NEXT;
+
+ 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);
+ /* 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. */
+ 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_);
+ /* Sync with rendering passes. */
+ accumulate_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH | GPU_BARRIER_SHADER_IMAGE_ACCESS);
+ if (use_compute) {
+ accumulate_ps_.dispatch(int3(math::divide_ceil(data_.extent, int2(FILM_GROUP_SIZE)), 1));
+ }
+ else {
+ accumulate_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3);
+ }
+}
+
+void Film::end_sync()
+{
+ data_.use_reprojection = inst_.sampling.interactive_mode();
+
+ /* Just bypass the reprojection and reset the accumulation. */
+ if (force_disable_reprojection_ && inst_.sampling.is_reset()) {
+ data_.use_reprojection = false;
+ data_.use_history = false;
+ }
+
+ aovs_info.push_update();
+
+ sync_mist();
+}
+
+float2 Film::pixel_jitter_get() const
+{
+ float2 jitter = inst_.sampling.rng_2d_get(SAMPLING_FILTER_U);
+
+ 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_radius;
+ }
+ else {
+ /* 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
+ * repeating the same sample RNG sequence for each pixel offset. */
+ return jitter;
+}
+
+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_;
+}
+
+void Film::update_sample_table()
+{
+ data_.subpixel_offset = pixel_jitter_get();
+
+ int filter_radius_ceil = ceilf(data_.filter_radius);
+ float filter_radius_sqr = square_f(data_.filter_radius);
+
+ data_.samples_len = 0;
+ 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 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_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_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_radius, distance_sqr);
+ data_.samples_weight_total += sample.weight;
+
+ if (distance_sqr < closest_distance) {
+ closest_distance = distance_sqr;
+ closest_index = data_.samples_len;
+ }
+ data_.samples_len++;
+ }
+ }
+ }
+ /* Put the closest one in first position. */
+ if (closest_index != 0) {
+ SWAP(FilmSample, data_.samples[closest_index], data_.samples[0]);
+ }
+ }
+ else {
+ /* Large Filter Size. */
+ MutableSpan<FilmSample> sample_table(data_.samples, FILM_PRECOMP_SAMPLE_MAX);
+ /* To avoid hitting driver TDR and slowing rendering too much we use random sampling. */
+ /* TODO(fclem): This case needs more work. We could distribute the samples better to avoid
+ * loading the same pixel twice. */
+ data_.samples_len = sample_table.size();
+ data_.samples_weight_total = 0.0f;
+
+ int i = 0;
+ for (FilmSample &sample : sample_table) {
+ /* TODO(fclem): Own RNG. */
+ 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_radius);
+ sample.texel = int2(pixel_offset);
+
+ float distance_sqr = math::length_squared(pixel_offset - data_.subpixel_offset);
+ sample.weight = film_filter_weight(data_.filter_radius, distance_sqr);
+ data_.samples_weight_total += sample.weight;
+ i++;
+ }
+ }
+}
+
+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();
+
+ combined_final_tx_ = combined_final_tx;
+
+ data_.display_only = false;
+ data_.push_update();
+
+ draw::View drw_view("MainView", view);
+
+ DRW_manager_get()->submit(accumulate_ps_, drw_view);
+
+ combined_tx_.swap();
+ weight_tx_.swap();
+
+ /* Use history after first sample. */
+ if (data_.use_history == 0) {
+ data_.use_history = 1;
+ }
+}
+
+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));
+
+ 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));
+
+ combined_final_tx_ = inst_.render_buffers.combined_tx;
+
+ data_.display_only = true;
+ data_.push_update();
+
+ 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)
+{
+
+ 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_);
+
+ accum_tx.ensure_layer_views();
+
+ int index = pass_id_get(pass_type);
+ GPUTexture *pass_tx = accum_tx.layer_view(index);
+
+ GPU_memory_barrier(GPU_BARRIER_TEXTURE_UPDATE);
+
+ 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;
+}
+
+/** \} */
+
+} // namespace blender::eevee