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Diffstat (limited to 'source/blender/draw/engines/eevee_next/eevee_instance.cc')
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_instance.cc229
1 files changed, 215 insertions, 14 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_instance.cc b/source/blender/draw/engines/eevee_next/eevee_instance.cc
index 606630bcdef..8005b27c30e 100644
--- a/source/blender/draw/engines/eevee_next/eevee_instance.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_instance.cc
@@ -17,6 +17,7 @@
#include "DNA_ID.h"
#include "DNA_lightprobe_types.h"
#include "DNA_modifier_types.h"
+#include "RE_pipeline.h"
#include "eevee_instance.hh"
@@ -43,7 +44,7 @@ void Instance::init(const int2 &output_res,
const View3D *v3d_,
const RegionView3D *rv3d_)
{
- UNUSED_VARS(light_probe_, output_rect);
+ UNUSED_VARS(light_probe_);
render = render_;
depsgraph = depsgraph_;
camera_orig_object = camera_object_;
@@ -51,12 +52,23 @@ void Instance::init(const int2 &output_res,
drw_view = drw_view_;
v3d = v3d_;
rv3d = rv3d_;
+ manager = DRW_manager_get();
+
+ if (assign_if_different(debug_mode, (eDebugMode)G.debug_value)) {
+ sampling.reset();
+ }
info = "";
update_eval_members();
- main_view.init(output_res);
+ sampling.init(scene);
+ camera.init();
+ film.init(output_res, output_rect);
+ velocity.init();
+ depth_of_field.init();
+ motion_blur.init();
+ main_view.init();
}
void Instance::set_time(float time)
@@ -88,16 +100,24 @@ void Instance::update_eval_members()
void Instance::begin_sync()
{
materials.begin_sync();
- velocity.begin_sync();
+ velocity.begin_sync(); /* NOTE: Also syncs camera. */
+ lights.begin_sync();
+ cryptomatte.begin_sync();
+ gpencil_engine_enabled = false;
+
+ depth_of_field.sync();
+ motion_blur.sync();
+ hiz_buffer.sync();
pipelines.sync();
main_view.sync();
world.sync();
+ film.sync();
}
void Instance::object_sync(Object *ob)
{
- const bool is_renderable_type = ELEM(ob->type, OB_CURVES, OB_GPENCIL, OB_MESH);
+ const bool is_renderable_type = ELEM(ob->type, OB_CURVES, OB_GPENCIL, OB_MESH, OB_LAMP);
const int ob_visibility = DRW_object_visibility_in_active_context(ob);
const bool partsys_is_visible = (ob_visibility & OB_VISIBLE_PARTICLES) != 0 &&
(ob->type == OB_MESH);
@@ -108,12 +128,16 @@ void Instance::object_sync(Object *ob)
return;
}
+ /* TODO cleanup. */
+ ObjectRef ob_ref = DRW_object_ref_get(ob);
+ ResourceHandle res_handle = manager->resource_handle(ob_ref);
+
ObjectHandle &ob_handle = sync.sync_object(ob);
if (partsys_is_visible && ob != DRW_context_state_get()->object_edit) {
LISTBASE_FOREACH (ModifierData *, md, &ob->modifiers) {
if (md->type == eModifierType_ParticleSystem) {
- sync.sync_curves(ob, ob_handle, md);
+ sync.sync_curves(ob, ob_handle, res_handle, md);
}
}
}
@@ -121,22 +145,18 @@ void Instance::object_sync(Object *ob)
if (object_is_visible) {
switch (ob->type) {
case OB_LAMP:
+ lights.sync_light(ob, ob_handle);
break;
case OB_MESH:
- case OB_CURVES_LEGACY:
- case OB_SURF:
- case OB_FONT:
- case OB_MBALL: {
- sync.sync_mesh(ob, ob_handle);
+ sync.sync_mesh(ob, ob_handle, res_handle, ob_ref);
break;
- }
case OB_VOLUME:
break;
case OB_CURVES:
- sync.sync_curves(ob, ob_handle);
+ sync.sync_curves(ob, ob_handle, res_handle);
break;
case OB_GPENCIL:
- sync.sync_gpencil(ob, ob_handle);
+ sync.sync_gpencil(ob, ob_handle, res_handle);
break;
default:
break;
@@ -146,13 +166,38 @@ void Instance::object_sync(Object *ob)
ob_handle.reset_recalc_flag();
}
+/* Wrapper to use with DRW_render_object_iter. */
+void Instance::object_sync_render(void *instance_,
+ Object *ob,
+ RenderEngine *engine,
+ Depsgraph *depsgraph)
+{
+ UNUSED_VARS(engine, depsgraph);
+ Instance &inst = *reinterpret_cast<Instance *>(instance_);
+ inst.object_sync(ob);
+}
+
void Instance::end_sync()
{
velocity.end_sync();
+ lights.end_sync();
+ sampling.end_sync();
+ film.end_sync();
+ cryptomatte.end_sync();
}
void Instance::render_sync()
{
+ DRW_cache_restart();
+
+ begin_sync();
+ DRW_render_object_iter(this, render, depsgraph, object_sync_render);
+ end_sync();
+
+ DRW_render_instance_buffer_finish();
+ /* Also we weed to have a correct FBO bound for #DRW_hair_update */
+ // GPU_framebuffer_bind();
+ // DRW_hair_update();
}
/** \} */
@@ -167,7 +212,65 @@ void Instance::render_sync()
**/
void Instance::render_sample()
{
+ if (sampling.finished_viewport()) {
+ film.display();
+ return;
+ }
+
+ /* Motion blur may need to do re-sync after a certain number of sample. */
+ if (!is_viewport() && sampling.do_render_sync()) {
+ render_sync();
+ }
+
+ sampling.step();
+
main_view.render();
+
+ motion_blur.step();
+}
+
+void Instance::render_read_result(RenderLayer *render_layer, const char *view_name)
+{
+ eViewLayerEEVEEPassType pass_bits = film.enabled_passes_get();
+ for (auto i : IndexRange(EEVEE_RENDER_PASS_MAX_BIT)) {
+ eViewLayerEEVEEPassType pass_type = eViewLayerEEVEEPassType(pass_bits & (1 << i));
+ if (pass_type == 0) {
+ continue;
+ }
+
+ Vector<std::string> pass_names = Film::pass_to_render_pass_names(pass_type, view_layer);
+ for (int64_t pass_offset : IndexRange(pass_names.size())) {
+ RenderPass *rp = RE_pass_find_by_name(
+ render_layer, pass_names[pass_offset].c_str(), view_name);
+ if (!rp) {
+ continue;
+ }
+ float *result = film.read_pass(pass_type, pass_offset);
+
+ if (result) {
+ BLI_mutex_lock(&render->update_render_passes_mutex);
+ /* WORKAROUND: We use texture read to avoid using a framebuffer to get the render result.
+ * However, on some implementation, we need a buffer with a few extra bytes for the read to
+ * happen correctly (see GLTexture::read()). So we need a custom memory allocation. */
+ /* Avoid memcpy(), replace the pointer directly. */
+ MEM_SAFE_FREE(rp->rect);
+ rp->rect = result;
+ BLI_mutex_unlock(&render->update_render_passes_mutex);
+ }
+ }
+ }
+
+ /* The vector pass is initialized to weird values. Set it to neutral value if not rendered. */
+ if ((pass_bits & EEVEE_RENDER_PASS_VECTOR) == 0) {
+ for (std::string vector_pass_name :
+ Film::pass_to_render_pass_names(EEVEE_RENDER_PASS_VECTOR, view_layer)) {
+ RenderPass *vector_rp = RE_pass_find_by_name(
+ render_layer, vector_pass_name.c_str(), view_name);
+ if (vector_rp) {
+ memset(vector_rp->rect, 0, sizeof(float) * 4 * vector_rp->rectx * vector_rp->recty);
+ }
+ }
+ }
}
/** \} */
@@ -178,7 +281,28 @@ void Instance::render_sample()
void Instance::render_frame(RenderLayer *render_layer, const char *view_name)
{
- UNUSED_VARS(render_layer, view_name);
+ while (!sampling.finished()) {
+ this->render_sample();
+
+ /* TODO(fclem) print progression. */
+#if 0
+ /* TODO(fclem): Does not currently work. But would be better to just display to 2D view like
+ * cycles does. */
+ if (G.background == false && first_read) {
+ /* Allow to preview the first sample. */
+ /* TODO(fclem): Might want to not do this during animation render to avoid too much stall. */
+ this->render_read_result(render_layer, view_name);
+ first_read = false;
+ DRW_render_context_disable(render->re);
+ /* Allow the 2D viewport to grab the ticket mutex to display the render. */
+ DRW_render_context_enable(render->re);
+ }
+#endif
+ }
+
+ this->film.cryptomatte_sort();
+
+ this->render_read_result(render_layer, view_name);
}
void Instance::draw_viewport(DefaultFramebufferList *dfbl)
@@ -187,6 +311,13 @@ void Instance::draw_viewport(DefaultFramebufferList *dfbl)
render_sample();
velocity.step_swap();
+ /* Do not request redraw during viewport animation to lock the framerate to the animation
+ * playback rate. This is in order to preserve motion blur aspect and also to avoid TAA reset
+ * that can show flickering. */
+ if (!sampling.finished_viewport() && !DRW_state_is_playback()) {
+ DRW_viewport_request_redraw();
+ }
+
if (materials.queued_shaders_count > 0) {
std::stringstream ss;
ss << "Compiling Shaders " << materials.queued_shaders_count;
@@ -194,6 +325,76 @@ void Instance::draw_viewport(DefaultFramebufferList *dfbl)
}
}
+void Instance::store_metadata(RenderResult *render_result)
+{
+ cryptomatte.store_metadata(render_result);
+}
+
+void Instance::update_passes(RenderEngine *engine, Scene *scene, ViewLayer *view_layer)
+{
+ RE_engine_register_pass(engine, scene, view_layer, RE_PASSNAME_COMBINED, 4, "RGBA", SOCK_RGBA);
+
+#define CHECK_PASS_LEGACY(name, type, channels, chanid) \
+ if (view_layer->passflag & (SCE_PASS_##name)) { \
+ RE_engine_register_pass( \
+ engine, scene, view_layer, RE_PASSNAME_##name, channels, chanid, type); \
+ } \
+ ((void)0)
+#define CHECK_PASS_EEVEE(name, type, channels, chanid) \
+ if (view_layer->eevee.render_passes & (EEVEE_RENDER_PASS_##name)) { \
+ RE_engine_register_pass( \
+ engine, scene, view_layer, RE_PASSNAME_##name, channels, chanid, type); \
+ } \
+ ((void)0)
+
+ CHECK_PASS_LEGACY(Z, SOCK_FLOAT, 1, "Z");
+ CHECK_PASS_LEGACY(MIST, SOCK_FLOAT, 1, "Z");
+ CHECK_PASS_LEGACY(NORMAL, SOCK_VECTOR, 3, "XYZ");
+ CHECK_PASS_LEGACY(DIFFUSE_DIRECT, SOCK_RGBA, 3, "RGB");
+ CHECK_PASS_LEGACY(DIFFUSE_COLOR, SOCK_RGBA, 3, "RGB");
+ CHECK_PASS_LEGACY(GLOSSY_DIRECT, SOCK_RGBA, 3, "RGB");
+ CHECK_PASS_LEGACY(GLOSSY_COLOR, SOCK_RGBA, 3, "RGB");
+ CHECK_PASS_EEVEE(VOLUME_LIGHT, SOCK_RGBA, 3, "RGB");
+ CHECK_PASS_LEGACY(EMIT, SOCK_RGBA, 3, "RGB");
+ CHECK_PASS_LEGACY(ENVIRONMENT, SOCK_RGBA, 3, "RGB");
+ /* TODO: CHECK_PASS_LEGACY(SHADOW, SOCK_RGBA, 3, "RGB");
+ * CHECK_PASS_LEGACY(AO, SOCK_RGBA, 3, "RGB");
+ * When available they should be converted from Value textures to RGB. */
+
+ LISTBASE_FOREACH (ViewLayerAOV *, aov, &view_layer->aovs) {
+ if ((aov->flag & AOV_CONFLICT) != 0) {
+ continue;
+ }
+ switch (aov->type) {
+ case AOV_TYPE_COLOR:
+ RE_engine_register_pass(engine, scene, view_layer, aov->name, 4, "RGBA", SOCK_RGBA);
+ break;
+ case AOV_TYPE_VALUE:
+ RE_engine_register_pass(engine, scene, view_layer, aov->name, 1, "X", SOCK_FLOAT);
+ break;
+ default:
+ break;
+ }
+ }
+
+ /* NOTE: Name channels lowercase `rgba` so that compression rules check in OpenEXR DWA code uses
+ * lossless compression. Reportedly this naming is the only one which works good from the
+ * interoperability point of view. Using `xyzw` naming is not portable. */
+ auto register_cryptomatte_passes = [&](eViewLayerCryptomatteFlags cryptomatte_layer,
+ eViewLayerEEVEEPassType eevee_pass) {
+ if (view_layer->cryptomatte_flag & cryptomatte_layer) {
+ for (std::string pass_name : Film::pass_to_render_pass_names(eevee_pass, view_layer)) {
+ RE_engine_register_pass(
+ engine, scene, view_layer, pass_name.c_str(), 4, "rgba", SOCK_RGBA);
+ }
+ }
+ };
+ register_cryptomatte_passes(VIEW_LAYER_CRYPTOMATTE_OBJECT, EEVEE_RENDER_PASS_CRYPTOMATTE_OBJECT);
+ register_cryptomatte_passes(VIEW_LAYER_CRYPTOMATTE_ASSET, EEVEE_RENDER_PASS_CRYPTOMATTE_ASSET);
+ register_cryptomatte_passes(VIEW_LAYER_CRYPTOMATTE_MATERIAL,
+ EEVEE_RENDER_PASS_CRYPTOMATTE_MATERIAL);
+}
+
/** \} */
} // namespace blender::eevee