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Diffstat (limited to 'source/blender/draw/engines/eevee_next/eevee_shader_shared.hh')
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_shader_shared.hh372
1 files changed, 371 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh
index 3c10f633740..a0829bc49aa 100644
--- a/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh
@@ -23,11 +23,64 @@ using draw::SwapChain;
using draw::Texture;
using draw::TextureFromPool;
+constexpr eGPUSamplerState no_filter = GPU_SAMPLER_DEFAULT;
+constexpr eGPUSamplerState with_filter = GPU_SAMPLER_FILTER;
+
#endif
#define UBO_MIN_MAX_SUPPORTED_SIZE 1 << 14
/* -------------------------------------------------------------------- */
+/** \name Debug Mode
+ * \{ */
+
+/** These are just to make more sense of G.debug_value's values. Reserved range is 1-30. */
+enum eDebugMode : uint32_t {
+ DEBUG_NONE = 0u,
+ /**
+ * Gradient showing light evaluation hot-spots.
+ */
+ DEBUG_LIGHT_CULLING = 1u,
+ /**
+ * Show incorrectly downsample tiles in red.
+ */
+ DEBUG_HIZ_VALIDATION = 2u,
+ /**
+ * Tile-maps to screen. Is also present in other modes.
+ * - Black pixels, no pages allocated.
+ * - Green pixels, pages cached.
+ * - Red pixels, pages allocated.
+ */
+ DEBUG_SHADOW_TILEMAPS = 10u,
+ /**
+ * Random color per pages. Validates page density allocation and sampling.
+ */
+ DEBUG_SHADOW_PAGES = 11u,
+ /**
+ * Outputs random color per tile-map (or tile-map level). Validates tile-maps coverage.
+ * Black means not covered by any tile-maps LOD of the shadow.
+ */
+ DEBUG_SHADOW_LOD = 12u,
+ /**
+ * Outputs white pixels for pages allocated and black pixels for unused pages.
+ * This needs DEBUG_SHADOW_PAGE_ALLOCATION_ENABLED defined in order to work.
+ */
+ DEBUG_SHADOW_PAGE_ALLOCATION = 13u,
+ /**
+ * Outputs the tile-map atlas. Default tile-map is too big for the usual screen resolution.
+ * Try lowering SHADOW_TILEMAP_PER_ROW and SHADOW_MAX_TILEMAP before using this option.
+ */
+ DEBUG_SHADOW_TILE_ALLOCATION = 14u,
+ /**
+ * Visualize linear depth stored in the atlas regions of the active light.
+ * This way, one can check if the rendering, the copying and the shadow sampling functions works.
+ */
+ DEBUG_SHADOW_SHADOW_DEPTH = 15u
+};
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
/** \name Sampling
* \{ */
@@ -124,7 +177,7 @@ struct CameraData {
float clip_far;
eCameraType type;
- bool initialized;
+ bool1 initialized;
#ifdef __cplusplus
/* Small constructor to allow detecting new buffers. */
@@ -239,6 +292,17 @@ static inline float film_filter_weight(float filter_radius, float sample_distanc
/** \} */
/* -------------------------------------------------------------------- */
+/** \name Render passes
+ * \{ */
+
+enum eRenderPassLayerIndex : uint32_t {
+ RENDER_PASS_LAYER_DIFFUSE_LIGHT = 0u,
+ RENDER_PASS_LAYER_SPECULAR_LIGHT = 1u,
+};
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
/** \name Arbitrary Output Variables
* \{ */
@@ -312,6 +376,272 @@ BLI_STATIC_ASSERT_ALIGN(VelocityGeometryIndex, 16)
/** \} */
/* -------------------------------------------------------------------- */
+/** \name Motion Blur
+ * \{ */
+
+#define MOTION_BLUR_TILE_SIZE 32
+#define MOTION_BLUR_MAX_TILE 512 /* 16384 / MOTION_BLUR_TILE_SIZE */
+struct MotionBlurData {
+ /** As the name suggests. Used to avoid a division in the sampling. */
+ float2 target_size_inv;
+ /** Viewport motion scaling factor. Make blur relative to frame time not render time. */
+ float2 motion_scale;
+ /** Depth scaling factor. Avoid blurring background behind moving objects. */
+ float depth_scale;
+
+ float _pad0, _pad1, _pad2;
+};
+BLI_STATIC_ASSERT_ALIGN(MotionBlurData, 16)
+
+/* For some reasons some GLSL compilers do not like this struct.
+ * So we declare it as a uint array instead and do indexing ourselves. */
+#ifdef __cplusplus
+struct MotionBlurTileIndirection {
+ /**
+ * Stores indirection to the tile with the highest velocity covering each tile.
+ * This is stored using velocity in the MSB to be able to use atomicMax operations.
+ */
+ uint prev[MOTION_BLUR_MAX_TILE][MOTION_BLUR_MAX_TILE];
+ uint next[MOTION_BLUR_MAX_TILE][MOTION_BLUR_MAX_TILE];
+};
+BLI_STATIC_ASSERT_ALIGN(MotionBlurTileIndirection, 16)
+#endif
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Depth of field
+ * \{ */
+
+/* 5% error threshold. */
+#define DOF_FAST_GATHER_COC_ERROR 0.05
+#define DOF_GATHER_RING_COUNT 5
+#define DOF_DILATE_RING_COUNT 3
+
+struct DepthOfFieldData {
+ /** Size of the render targets for gather & scatter passes. */
+ int2 extent;
+ /** Size of a pixel in uv space (1.0 / extent). */
+ float2 texel_size;
+ /** Scale factor for anisotropic bokeh. */
+ float2 bokeh_anisotropic_scale;
+ float2 bokeh_anisotropic_scale_inv;
+ /* Correction factor to align main target pixels with the filtered mipmap chain texture. */
+ float2 gather_uv_fac;
+ /** Scatter parameters. */
+ float scatter_coc_threshold;
+ float scatter_color_threshold;
+ float scatter_neighbor_max_color;
+ int scatter_sprite_per_row;
+ /** Number of side the bokeh shape has. */
+ float bokeh_blades;
+ /** Rotation of the bokeh shape. */
+ float bokeh_rotation;
+ /** Multiplier and bias to apply to linear depth to Circle of confusion (CoC). */
+ float coc_mul, coc_bias;
+ /** Maximum absolute allowed Circle of confusion (CoC). Min of computed max and user max. */
+ float coc_abs_max;
+ /** Copy of camera type. */
+ eCameraType camera_type;
+ /** Weights of spatial filtering in stabilize pass. Not array to avoid alignment restriction. */
+ float4 filter_samples_weight;
+ float filter_center_weight;
+ /** Max number of sprite in the scatter pass for each ground. */
+ int scatter_max_rect;
+
+ int _pad0, _pad1;
+};
+BLI_STATIC_ASSERT_ALIGN(DepthOfFieldData, 16)
+
+struct ScatterRect {
+ /** Color and CoC of the 4 pixels the scatter sprite represents. */
+ float4 color_and_coc[4];
+ /** Rect center position in half pixel space. */
+ float2 offset;
+ /** Rect half extent in half pixel space. */
+ float2 half_extent;
+};
+BLI_STATIC_ASSERT_ALIGN(ScatterRect, 16)
+
+/** WORKAROUND(@fclem): This is because this file is included before common_math_lib.glsl. */
+#ifndef M_PI
+# define EEVEE_PI
+# define M_PI 3.14159265358979323846 /* pi */
+#endif
+
+static inline float coc_radius_from_camera_depth(DepthOfFieldData dof, float depth)
+{
+ depth = (dof.camera_type != CAMERA_ORTHO) ? 1.0f / depth : depth;
+ return dof.coc_mul * depth + dof.coc_bias;
+}
+
+static inline float regular_polygon_side_length(float sides_count)
+{
+ return 2.0f * sinf(M_PI / sides_count);
+}
+
+/* Returns intersection ratio between the radius edge at theta and the regular polygon edge.
+ * Start first corners at theta == 0. */
+static inline float circle_to_polygon_radius(float sides_count, float theta)
+{
+ /* From Graphics Gems from CryENGINE 3 (Siggraph 2013) by Tiago Sousa (slide
+ * 36). */
+ float side_angle = (2.0f * M_PI) / sides_count;
+ return cosf(side_angle * 0.5f) /
+ cosf(theta - side_angle * floorf((sides_count * theta + M_PI) / (2.0f * M_PI)));
+}
+
+/* Remap input angle to have homogenous spacing of points along a polygon edge.
+ * Expects theta to be in [0..2pi] range. */
+static inline float circle_to_polygon_angle(float sides_count, float theta)
+{
+ float side_angle = (2.0f * M_PI) / sides_count;
+ float halfside_angle = side_angle * 0.5f;
+ float side = floorf(theta / side_angle);
+ /* Length of segment from center to the middle of polygon side. */
+ float adjacent = circle_to_polygon_radius(sides_count, 0.0f);
+
+ /* This is the relative position of the sample on the polygon half side. */
+ float local_theta = theta - side * side_angle;
+ float ratio = (local_theta - halfside_angle) / halfside_angle;
+
+ float halfside_len = regular_polygon_side_length(sides_count) * 0.5f;
+ float opposite = ratio * halfside_len;
+
+ /* NOTE: atan(y_over_x) has output range [-M_PI_2..M_PI_2]. */
+ float final_local_theta = atanf(opposite / adjacent);
+
+ return side * side_angle + final_local_theta;
+}
+
+#ifdef EEVEE_PI
+# undef M_PI
+#endif
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Light Culling
+ * \{ */
+
+/* Number of items we can cull. Limited by how we store CullingZBin. */
+#define CULLING_MAX_ITEM 65536
+/* Fine grained subdivision in the Z direction. Limited by the LDS in z-binning compute shader. */
+#define CULLING_ZBIN_COUNT 4096
+/* Max tile map resolution per axes. */
+#define CULLING_TILE_RES 16
+
+struct LightCullingData {
+ /** Scale applied to tile pixel coordinates to get target UV coordinate. */
+ float2 tile_to_uv_fac;
+ /** Scale and bias applied to linear Z to get zbin. */
+ float zbin_scale;
+ float zbin_bias;
+ /** Valid item count in the source data array. */
+ uint items_count;
+ /** Items that are processed by the 2.5D culling. */
+ uint local_lights_len;
+ /** Items that are **NOT** processed by the 2.5D culling (i.e: Sun Lights). */
+ uint sun_lights_len;
+ /** Number of items that passes the first culling test. */
+ uint visible_count;
+ /** Extent of one square tile in pixels. */
+ float tile_size;
+ /** Number of tiles on the X/Y axis. */
+ uint tile_x_len;
+ uint tile_y_len;
+ /** Number of word per tile. Depends on the maximum number of lights. */
+ uint tile_word_len;
+};
+BLI_STATIC_ASSERT_ALIGN(LightCullingData, 16)
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Lights
+ * \{ */
+
+#define LIGHT_NO_SHADOW -1
+
+enum eLightType : uint32_t {
+ LIGHT_SUN = 0u,
+ LIGHT_POINT = 1u,
+ LIGHT_SPOT = 2u,
+ LIGHT_RECT = 3u,
+ LIGHT_ELLIPSE = 4u
+};
+
+static inline bool is_area_light(eLightType type)
+{
+ return type >= LIGHT_RECT;
+}
+
+struct LightData {
+ /** Normalized object matrix. Last column contains data accessible using the following macros. */
+ float4x4 object_mat;
+ /** Packed data in the last column of the object_mat. */
+#define _area_size_x object_mat[0][3]
+#define _area_size_y object_mat[1][3]
+#define _radius _area_size_x
+#define _spot_mul object_mat[2][3]
+#define _spot_bias object_mat[3][3]
+ /** Aliases for axes. */
+#ifndef USE_GPU_SHADER_CREATE_INFO
+# define _right object_mat[0]
+# define _up object_mat[1]
+# define _back object_mat[2]
+# define _position object_mat[3]
+#else
+# define _right object_mat[0].xyz
+# define _up object_mat[1].xyz
+# define _back object_mat[2].xyz
+# define _position object_mat[3].xyz
+#endif
+ /** Influence radius (inverted and squared) adjusted for Surface / Volume power. */
+ float influence_radius_invsqr_surface;
+ float influence_radius_invsqr_volume;
+ /** Maximum influence radius. Used for culling. */
+ float influence_radius_max;
+ /** Index of the shadow struct on CPU. -1 means no shadow. */
+ int shadow_id;
+ /** NOTE: It is ok to use float3 here. A float is declared right after it.
+ * float3 is also aligned to 16 bytes. */
+ float3 color;
+ /** Power depending on shader type. */
+ float diffuse_power;
+ float specular_power;
+ float volume_power;
+ float transmit_power;
+ /** Special radius factor for point lighting. */
+ float radius_squared;
+ /** Light Type. */
+ eLightType type;
+ /** Spot angle tangent. */
+ float spot_tan;
+ /** Spot size. Aligned to size of float2. */
+ float2 spot_size_inv;
+ /** Associated shadow data. Only valid if shadow_id is not LIGHT_NO_SHADOW. */
+ // ShadowData shadow_data;
+};
+BLI_STATIC_ASSERT_ALIGN(LightData, 16)
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Hierarchical-Z Buffer
+ * \{ */
+
+struct HiZData {
+ /** Scale factor to remove HiZBuffer padding. */
+ float2 uv_scale;
+
+ float2 _pad0;
+};
+BLI_STATIC_ASSERT_ALIGN(HiZData, 16)
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
/** \name Ray-Tracing
* \{ */
@@ -332,6 +662,34 @@ enum eClosureBits : uint32_t {
/** \} */
/* -------------------------------------------------------------------- */
+/** \name Subsurface
+ * \{ */
+
+#define SSS_SAMPLE_MAX 64
+#define SSS_BURLEY_TRUNCATE 16.0
+#define SSS_BURLEY_TRUNCATE_CDF 0.9963790093708328
+#define SSS_TRANSMIT_LUT_SIZE 64.0
+#define SSS_TRANSMIT_LUT_RADIUS 1.218
+#define SSS_TRANSMIT_LUT_SCALE ((SSS_TRANSMIT_LUT_SIZE - 1.0) / float(SSS_TRANSMIT_LUT_SIZE))
+#define SSS_TRANSMIT_LUT_BIAS (0.5 / float(SSS_TRANSMIT_LUT_SIZE))
+#define SSS_TRANSMIT_LUT_STEP_RES 64.0
+
+struct SubsurfaceData {
+ /** xy: 2D sample position [-1..1], zw: sample_bounds. */
+ /* NOTE(fclem) Using float4 for alignment. */
+ float4 samples[SSS_SAMPLE_MAX];
+ /** Sample index after which samples are not randomly rotated anymore. */
+ int jitter_threshold;
+ /** Number of samples precomputed in the set. */
+ int sample_len;
+ int _pad0;
+ int _pad1;
+};
+BLI_STATIC_ASSERT_ALIGN(SubsurfaceData, 16)
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
/** \name Utility Texture
* \{ */
@@ -370,7 +728,19 @@ float4 utility_tx_sample(sampler2DArray util_tx, float2 uv, float layer)
using AOVsInfoDataBuf = draw::StorageBuffer<AOVsInfoData>;
using CameraDataBuf = draw::UniformBuffer<CameraData>;
+using DepthOfFieldDataBuf = draw::UniformBuffer<DepthOfFieldData>;
+using DepthOfFieldScatterListBuf = draw::StorageArrayBuffer<ScatterRect, 16, true>;
+using DrawIndirectBuf = draw::StorageBuffer<DrawCommand, true>;
using FilmDataBuf = draw::UniformBuffer<FilmData>;
+using HiZDataBuf = draw::UniformBuffer<HiZData>;
+using LightCullingDataBuf = draw::StorageBuffer<LightCullingData>;
+using LightCullingKeyBuf = draw::StorageArrayBuffer<uint, LIGHT_CHUNK, true>;
+using LightCullingTileBuf = draw::StorageArrayBuffer<uint, LIGHT_CHUNK, true>;
+using LightCullingZbinBuf = draw::StorageArrayBuffer<uint, CULLING_ZBIN_COUNT, true>;
+using LightCullingZdistBuf = draw::StorageArrayBuffer<float, LIGHT_CHUNK, true>;
+using LightDataBuf = draw::StorageArrayBuffer<LightData, LIGHT_CHUNK>;
+using MotionBlurDataBuf = draw::UniformBuffer<MotionBlurData>;
+using MotionBlurTileIndirectionBuf = draw::StorageBuffer<MotionBlurTileIndirection, true>;
using SamplingDataBuf = draw::StorageBuffer<SamplingData>;
using VelocityGeometryBuf = draw::StorageArrayBuffer<float4, 16, true>;
using VelocityIndexBuf = draw::StorageArrayBuffer<VelocityIndex, 16>;