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Diffstat (limited to 'source/blender/draw/engines/eevee_next/eevee_pipeline.cc')
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_pipeline.cc326
1 files changed, 138 insertions, 188 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_pipeline.cc b/source/blender/draw/engines/eevee_next/eevee_pipeline.cc
index 9185ce7904a..33978518ffc 100644
--- a/source/blender/draw/engines/eevee_next/eevee_pipeline.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_pipeline.cc
@@ -24,37 +24,36 @@ namespace blender::eevee {
void WorldPipeline::sync(GPUMaterial *gpumat)
{
+ Manager &manager = *inst_.manager;
RenderBuffers &rbufs = inst_.render_buffers;
- DRWState state = DRW_STATE_WRITE_COLOR;
- world_ps_ = DRW_pass_create("World", state);
+ ResourceHandle handle = manager.resource_handle(float4x4::identity().ptr());
- /* Push a matrix at the same location as the camera. */
- float4x4 camera_mat = float4x4::identity();
- // copy_v3_v3(camera_mat[3], inst_.camera.data_get().viewinv[3]);
-
- DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, world_ps_);
- DRW_shgroup_uniform_texture(grp, "utility_tx", inst_.pipelines.utility_tx);
- DRW_shgroup_call_obmat(grp, DRW_cache_fullscreen_quad_get(), camera_mat.ptr());
- DRW_shgroup_uniform_float_copy(grp, "world_opacity_fade", inst_.film.background_opacity_get());
+ world_ps_.init();
+ world_ps_.state_set(DRW_STATE_WRITE_COLOR);
+ world_ps_.material_set(manager, gpumat);
+ world_ps_.push_constant("world_opacity_fade", inst_.film.background_opacity_get());
+ world_ps_.bind_texture("utility_tx", inst_.pipelines.utility_tx);
/* AOVs. */
- DRW_shgroup_uniform_image_ref(grp, "aov_color_img", &rbufs.aov_color_tx);
- DRW_shgroup_uniform_image_ref(grp, "aov_value_img", &rbufs.aov_value_tx);
- DRW_shgroup_storage_block_ref(grp, "aov_buf", &inst_.film.aovs_info);
+ world_ps_.bind_image("aov_color_img", &rbufs.aov_color_tx);
+ world_ps_.bind_image("aov_value_img", &rbufs.aov_value_tx);
+ world_ps_.bind_ssbo("aov_buf", &inst_.film.aovs_info);
/* RenderPasses. Cleared by background (even if bad practice). */
- DRW_shgroup_uniform_image_ref(grp, "rp_normal_img", &rbufs.normal_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_diffuse_light_img", &rbufs.diffuse_light_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_diffuse_color_img", &rbufs.diffuse_color_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_specular_light_img", &rbufs.specular_light_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_specular_color_img", &rbufs.specular_color_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_emission_img", &rbufs.emission_tx);
+ world_ps_.bind_image("rp_normal_img", &rbufs.normal_tx);
+ world_ps_.bind_image("rp_light_img", &rbufs.light_tx);
+ world_ps_.bind_image("rp_diffuse_color_img", &rbufs.diffuse_color_tx);
+ world_ps_.bind_image("rp_specular_color_img", &rbufs.specular_color_tx);
+ world_ps_.bind_image("rp_emission_img", &rbufs.emission_tx);
+ world_ps_.bind_image("rp_cryptomatte_img", &rbufs.cryptomatte_tx);
+
+ world_ps_.draw(DRW_cache_fullscreen_quad_get(), handle);
/* To allow opaque pass rendering over it. */
- DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS);
+ world_ps_.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS);
}
-void WorldPipeline::render()
+void WorldPipeline::render(View &view)
{
- DRW_draw_pass(world_ps_);
+ inst_.manager->submit(world_ps_, view);
}
/** \} */
@@ -67,216 +66,167 @@ void WorldPipeline::render()
void ForwardPipeline::sync()
{
+ camera_forward_ = inst_.camera.forward();
+
+ DRWState state_depth_only = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
+ DRWState state_depth_color = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS |
+ DRW_STATE_WRITE_COLOR;
{
- DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
- prepass_ps_ = DRW_pass_create("Forward.Opaque.Prepass", state);
- prepass_velocity_ps_ = DRW_pass_create("Forward.Opaque.Prepass.Velocity",
- state | DRW_STATE_WRITE_COLOR);
+ prepass_ps_.init();
- state |= DRW_STATE_CULL_BACK;
- prepass_culled_ps_ = DRW_pass_create("Forward.Opaque.Prepass.Culled", state);
- prepass_culled_velocity_ps_ = DRW_pass_create("Forward.Opaque.Prepass.Velocity",
- state | DRW_STATE_WRITE_COLOR);
+ {
+ /* Common resources. */
- DRW_pass_link(prepass_ps_, prepass_velocity_ps_);
- DRW_pass_link(prepass_velocity_ps_, prepass_culled_ps_);
- DRW_pass_link(prepass_culled_ps_, prepass_culled_velocity_ps_);
- }
- {
- DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
- opaque_ps_ = DRW_pass_create("Forward.Opaque", state);
+ /* Textures. */
+ prepass_ps_.bind_texture(RBUFS_UTILITY_TEX_SLOT, inst_.pipelines.utility_tx);
- state |= DRW_STATE_CULL_BACK;
- opaque_culled_ps_ = DRW_pass_create("Forward.Opaque.Culled", state);
+ inst_.velocity.bind_resources(&prepass_ps_);
+ inst_.sampling.bind_resources(&prepass_ps_);
+ }
+
+ prepass_double_sided_static_ps_ = &prepass_ps_.sub("DoubleSided.Static");
+ prepass_double_sided_static_ps_->state_set(state_depth_only);
+
+ prepass_single_sided_static_ps_ = &prepass_ps_.sub("SingleSided.Static");
+ prepass_single_sided_static_ps_->state_set(state_depth_only | DRW_STATE_CULL_BACK);
- DRW_pass_link(opaque_ps_, opaque_culled_ps_);
+ prepass_double_sided_moving_ps_ = &prepass_ps_.sub("DoubleSided.Moving");
+ prepass_double_sided_moving_ps_->state_set(state_depth_color);
+
+ prepass_single_sided_moving_ps_ = &prepass_ps_.sub("SingleSided.Moving");
+ prepass_single_sided_moving_ps_->state_set(state_depth_color | DRW_STATE_CULL_BACK);
}
{
- DRWState state = DRW_STATE_DEPTH_LESS_EQUAL;
- transparent_ps_ = DRW_pass_create("Forward.Transparent", state);
+ opaque_ps_.init();
+
+ {
+ /* Common resources. */
+
+ /* RenderPasses. */
+ opaque_ps_.bind_image(RBUFS_NORMAL_SLOT, &inst_.render_buffers.normal_tx);
+ opaque_ps_.bind_image(RBUFS_LIGHT_SLOT, &inst_.render_buffers.light_tx);
+ opaque_ps_.bind_image(RBUFS_DIFF_COLOR_SLOT, &inst_.render_buffers.diffuse_color_tx);
+ opaque_ps_.bind_image(RBUFS_SPEC_COLOR_SLOT, &inst_.render_buffers.specular_color_tx);
+ opaque_ps_.bind_image(RBUFS_EMISSION_SLOT, &inst_.render_buffers.emission_tx);
+ /* AOVs. */
+ opaque_ps_.bind_image(RBUFS_AOV_COLOR_SLOT, &inst_.render_buffers.aov_color_tx);
+ opaque_ps_.bind_image(RBUFS_AOV_VALUE_SLOT, &inst_.render_buffers.aov_value_tx);
+ /* Cryptomatte. */
+ opaque_ps_.bind_image(RBUFS_CRYPTOMATTE_SLOT, &inst_.render_buffers.cryptomatte_tx);
+ /* Storage Buf. */
+ opaque_ps_.bind_ssbo(RBUFS_AOV_BUF_SLOT, &inst_.film.aovs_info);
+ /* Textures. */
+ opaque_ps_.bind_texture(RBUFS_UTILITY_TEX_SLOT, inst_.pipelines.utility_tx);
+
+ inst_.lights.bind_resources(&opaque_ps_);
+ inst_.sampling.bind_resources(&opaque_ps_);
+ inst_.cryptomatte.bind_resources(&opaque_ps_);
+ }
+
+ opaque_single_sided_ps_ = &opaque_ps_.sub("SingleSided");
+ opaque_single_sided_ps_->state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL |
+ DRW_STATE_CULL_BACK);
+
+ opaque_double_sided_ps_ = &opaque_ps_.sub("DoubleSided");
+ opaque_double_sided_ps_->state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
}
-}
+ {
+ transparent_ps_.init();
+ /* Workaround limitation of PassSortable. Use dummy pass that will be sorted first in all
+ * circumstances. */
+ PassMain::Sub &sub = transparent_ps_.sub("ResourceBind", -FLT_MAX);
-DRWShadingGroup *ForwardPipeline::material_opaque_add(::Material *blender_mat, GPUMaterial *gpumat)
-{
- RenderBuffers &rbufs = inst_.render_buffers;
- DRWPass *pass = (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) ? opaque_culled_ps_ : opaque_ps_;
- LightModule &lights = inst_.lights;
- Sampling &sampling = inst_.sampling;
- // LightProbeModule &lightprobes = inst_.lightprobes;
- // RaytracingModule &raytracing = inst_.raytracing;
- // eGPUSamplerState no_interp = GPU_SAMPLER_DEFAULT;
- DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, pass);
- lights.bind_resources(grp);
- sampling.bind_resources(grp);
- // DRW_shgroup_uniform_block(grp, "sampling_buf", inst_.sampling.ubo_get());
- // DRW_shgroup_uniform_block(grp, "grids_buf", lightprobes.grid_ubo_get());
- // DRW_shgroup_uniform_block(grp, "cubes_buf", lightprobes.cube_ubo_get());
- // DRW_shgroup_uniform_block(grp, "probes_buf", lightprobes.info_ubo_get());
- // DRW_shgroup_uniform_texture_ref(grp, "lightprobe_grid_tx", lightprobes.grid_tx_ref_get());
- // DRW_shgroup_uniform_texture_ref(grp, "lightprobe_cube_tx", lightprobes.cube_tx_ref_get());
- DRW_shgroup_uniform_texture(grp, "utility_tx", inst_.pipelines.utility_tx);
- /* AOVs. */
- DRW_shgroup_uniform_image_ref(grp, "aov_color_img", &rbufs.aov_color_tx);
- DRW_shgroup_uniform_image_ref(grp, "aov_value_img", &rbufs.aov_value_tx);
- DRW_shgroup_storage_block_ref(grp, "aov_buf", &inst_.film.aovs_info);
- /* RenderPasses. */
- DRW_shgroup_uniform_image_ref(grp, "rp_normal_img", &rbufs.normal_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_diffuse_light_img", &rbufs.diffuse_light_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_diffuse_color_img", &rbufs.diffuse_color_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_specular_light_img", &rbufs.specular_light_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_specular_color_img", &rbufs.specular_color_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_emission_img", &rbufs.emission_tx);
-
- /* TODO(fclem): Make this only needed if material uses it ... somehow. */
- // if (true) {
- // DRW_shgroup_uniform_texture_ref(
- // grp, "sss_transmittance_tx", inst_.subsurface.transmittance_ref_get());
- // }
- // if (raytracing.enabled()) {
- // DRW_shgroup_uniform_block(grp, "rt_diffuse_buf", raytracing.diffuse_data);
- // DRW_shgroup_uniform_block(grp, "rt_reflection_buf", raytracing.reflection_data);
- // DRW_shgroup_uniform_block(grp, "rt_refraction_buf", raytracing.refraction_data);
- // DRW_shgroup_uniform_texture_ref_ex(grp, "radiance_tx", &input_screen_radiance_tx_,
- // no_interp);
- // }
- // if (raytracing.enabled()) {
- // DRW_shgroup_uniform_block(grp, "hiz_buf", inst_.hiz.ubo_get());
- // DRW_shgroup_uniform_texture_ref(grp, "hiz_tx", inst_.hiz_front.texture_ref_get());
- // }
- return grp;
-}
+ /* Common resources. */
-DRWShadingGroup *ForwardPipeline::prepass_opaque_add(::Material *blender_mat,
- GPUMaterial *gpumat,
- bool has_motion)
-{
- DRWPass *pass = (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) ?
- (has_motion ? prepass_culled_velocity_ps_ : prepass_culled_ps_) :
- (has_motion ? prepass_velocity_ps_ : prepass_ps_);
- DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, pass);
- if (has_motion) {
- inst_.velocity.bind_resources(grp);
+ /* Textures. */
+ sub.bind_texture(RBUFS_UTILITY_TEX_SLOT, inst_.pipelines.utility_tx);
+
+ inst_.lights.bind_resources(&sub);
+ inst_.sampling.bind_resources(&sub);
}
- return grp;
}
-DRWShadingGroup *ForwardPipeline::material_transparent_add(::Material *blender_mat,
- GPUMaterial *gpumat)
+PassMain::Sub *ForwardPipeline::prepass_opaque_add(::Material *blender_mat,
+ GPUMaterial *gpumat,
+ bool has_motion)
{
- RenderBuffers &rbufs = inst_.render_buffers;
- LightModule &lights = inst_.lights;
- Sampling &sampling = inst_.sampling;
- // LightProbeModule &lightprobes = inst_.lightprobes;
- // RaytracingModule &raytracing = inst_.raytracing;
- // eGPUSamplerState no_interp = GPU_SAMPLER_DEFAULT;
- DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, transparent_ps_);
- lights.bind_resources(grp);
- sampling.bind_resources(grp);
- // DRW_shgroup_uniform_block(grp, "sampling_buf", inst_.sampling.ubo_get());
- // DRW_shgroup_uniform_block(grp, "grids_buf", lightprobes.grid_ubo_get());
- // DRW_shgroup_uniform_block(grp, "cubes_buf", lightprobes.cube_ubo_get());
- // DRW_shgroup_uniform_block(grp, "probes_buf", lightprobes.info_ubo_get());
- // DRW_shgroup_uniform_texture_ref(grp, "lightprobe_grid_tx", lightprobes.grid_tx_ref_get());
- // DRW_shgroup_uniform_texture_ref(grp, "lightprobe_cube_tx", lightprobes.cube_tx_ref_get());
- DRW_shgroup_uniform_texture(grp, "utility_tx", inst_.pipelines.utility_tx);
- /* TODO(fclem): Make this only needed if material uses it ... somehow. */
- // if (true) {
- // DRW_shgroup_uniform_texture_ref(
- // grp, "sss_transmittance_tx", inst_.subsurface.transmittance_ref_get());
- // }
- // if (raytracing.enabled()) {
- // DRW_shgroup_uniform_block(grp, "rt_diffuse_buf", raytracing.diffuse_data);
- // DRW_shgroup_uniform_block(grp, "rt_reflection_buf", raytracing.reflection_data);
- // DRW_shgroup_uniform_block(grp, "rt_refraction_buf", raytracing.refraction_data);
- // DRW_shgroup_uniform_texture_ref_ex(
- // grp, "rt_radiance_tx", &input_screen_radiance_tx_, no_interp);
- // }
- // if (raytracing.enabled()) {
- // DRW_shgroup_uniform_block(grp, "hiz_buf", inst_.hiz.ubo_get());
- // DRW_shgroup_uniform_texture_ref(grp, "hiz_tx", inst_.hiz_front.texture_ref_get());
- // }
- {
- /* TODO(fclem): This is not needed. This is only to please the OpenGL debug Layer.
- * If we are to introduce transparency render-passes support, it would be through a separate
- * pass. */
- /* AOVs. */
- DRW_shgroup_uniform_image_ref(grp, "aov_color_img", &rbufs.aov_color_tx);
- DRW_shgroup_uniform_image_ref(grp, "aov_value_img", &rbufs.aov_value_tx);
- DRW_shgroup_storage_block_ref(grp, "aov_buf", &inst_.film.aovs_info);
- /* RenderPasses. */
- DRW_shgroup_uniform_image_ref(grp, "rp_normal_img", &rbufs.normal_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_diffuse_light_img", &rbufs.diffuse_light_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_diffuse_color_img", &rbufs.diffuse_color_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_specular_light_img", &rbufs.specular_light_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_specular_color_img", &rbufs.specular_color_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_emission_img", &rbufs.emission_tx);
- }
+ PassMain::Sub *pass = (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) ?
+ (has_motion ? prepass_single_sided_moving_ps_ :
+ prepass_single_sided_static_ps_) :
+ (has_motion ? prepass_double_sided_moving_ps_ :
+ prepass_double_sided_static_ps_);
+ return &pass->sub(GPU_material_get_name(gpumat));
+}
- DRWState state_disable = DRW_STATE_WRITE_DEPTH;
- DRWState state_enable = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM;
- if (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) {
- state_enable |= DRW_STATE_CULL_BACK;
- }
- DRW_shgroup_state_disable(grp, state_disable);
- DRW_shgroup_state_enable(grp, state_enable);
- return grp;
+PassMain::Sub *ForwardPipeline::material_opaque_add(::Material *blender_mat, GPUMaterial *gpumat)
+{
+ PassMain::Sub *pass = (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) ? opaque_single_sided_ps_ :
+ opaque_double_sided_ps_;
+ return &pass->sub(GPU_material_get_name(gpumat));
}
-DRWShadingGroup *ForwardPipeline::prepass_transparent_add(::Material *blender_mat,
- GPUMaterial *gpumat)
+PassMain::Sub *ForwardPipeline::prepass_transparent_add(const Object *ob,
+ ::Material *blender_mat,
+ GPUMaterial *gpumat)
{
if ((blender_mat->blend_flag & MA_BL_HIDE_BACKFACE) == 0) {
return nullptr;
}
+ DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ if ((blender_mat->blend_flag & MA_BL_CULL_BACKFACE)) {
+ state |= DRW_STATE_CULL_BACK;
+ }
+ float sorting_value = math::dot(float3(ob->obmat[3]), camera_forward_);
+ PassMain::Sub *pass = &transparent_ps_.sub(GPU_material_get_name(gpumat), sorting_value);
+ pass->state_set(state);
+ pass->material_set(*inst_.manager, gpumat);
+ return pass;
+}
- DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, transparent_ps_);
-
- DRWState state_disable = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM;
- DRWState state_enable = DRW_STATE_WRITE_DEPTH;
- if (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) {
- state_enable |= DRW_STATE_CULL_BACK;
+PassMain::Sub *ForwardPipeline::material_transparent_add(const Object *ob,
+ ::Material *blender_mat,
+ GPUMaterial *gpumat)
+{
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM | DRW_STATE_DEPTH_LESS_EQUAL;
+ if ((blender_mat->blend_flag & MA_BL_CULL_BACKFACE)) {
+ state |= DRW_STATE_CULL_BACK;
}
- DRW_shgroup_state_disable(grp, state_disable);
- DRW_shgroup_state_enable(grp, state_enable);
- return grp;
+ float sorting_value = math::dot(float3(ob->obmat[3]), camera_forward_);
+ PassMain::Sub *pass = &transparent_ps_.sub(GPU_material_get_name(gpumat), sorting_value);
+ pass->state_set(state);
+ pass->material_set(*inst_.manager, gpumat);
+ return pass;
}
-void ForwardPipeline::render(const DRWView *view,
+void ForwardPipeline::render(View &view,
Framebuffer &prepass_fb,
Framebuffer &combined_fb,
- GPUTexture *depth_tx,
GPUTexture *UNUSED(combined_tx))
{
- UNUSED_VARS(view, depth_tx, prepass_fb, combined_fb);
- // HiZBuffer &hiz = inst_.hiz_front;
+ UNUSED_VARS(view);
- DRW_stats_group_start("ForwardOpaque");
+ DRW_stats_group_start("Forward.Opaque");
GPU_framebuffer_bind(prepass_fb);
- DRW_draw_pass(prepass_ps_);
+ inst_.manager->submit(prepass_ps_, view);
- // hiz.set_dirty();
+ // if (!DRW_pass_is_empty(prepass_ps_)) {
+ inst_.hiz_buffer.set_dirty();
+ // }
// if (inst_.raytracing.enabled()) {
// rt_buffer.radiance_copy(combined_tx);
- // hiz.update(depth_tx);
+ // inst_.hiz_buffer.update();
// }
// inst_.shadows.set_view(view, depth_tx);
GPU_framebuffer_bind(combined_fb);
- DRW_draw_pass(opaque_ps_);
+ inst_.manager->submit(opaque_ps_, view);
DRW_stats_group_end();
- DRW_stats_group_start("ForwardTransparent");
- /* TODO(fclem) This is suboptimal. We could sort during sync. */
- /* FIXME(fclem) This wont work for panoramic, where we need
- * to sort by distance to camera, not by z. */
- DRW_pass_sort_shgroup_z(transparent_ps_);
- DRW_draw_pass(transparent_ps_);
- DRW_stats_group_end();
+ inst_.manager->submit(transparent_ps_, view);
// if (inst_.raytracing.enabled()) {
// gbuffer.ray_radiance_tx.release();