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Diffstat (limited to 'source/blender/draw/engines/eevee_next/eevee_velocity.cc')
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_velocity.cc93
1 files changed, 19 insertions, 74 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_velocity.cc b/source/blender/draw/engines/eevee_next/eevee_velocity.cc
index ceae9df44d0..048daf1b2db 100644
--- a/source/blender/draw/engines/eevee_next/eevee_velocity.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_velocity.cc
@@ -9,10 +9,6 @@
* temporal re-projection or motion blur.
*
* It is the module that tracks the objects between frames updates.
- *
- * #VelocityModule contains all motion steps data and logic.
- * #VelocityPass contains the resolve pass for static geometry.
- * #VelocityView is a per view instance that contain the velocity buffer.
*/
#include "BKE_duplilist.h"
@@ -36,8 +32,7 @@ namespace blender::eevee {
void VelocityModule::init()
{
-#if 0 /* TODO renderpasses */
- if (inst_.render && (inst_.render_passes.vector != nullptr)) {
+ if (inst_.render && (inst_.film.enabled_passes_get() & EEVEE_RENDER_PASS_VECTOR)) {
/* No motion blur and the vector pass was requested. Do the step sync here. */
const Scene *scene = inst_.scene;
float initial_time = scene->r.cfra + scene->r.subframe;
@@ -45,7 +40,6 @@ void VelocityModule::init()
step_sync(STEP_NEXT, initial_time + 1.0f);
inst_.set_time(initial_time);
}
-#endif
}
static void step_object_sync_render(void *velocity,
@@ -70,6 +64,11 @@ void VelocityModule::step_camera_sync()
{
inst_.camera.sync();
*camera_steps[step_] = inst_.camera.data_get();
+ /* Fix undefined camera steps when rendering is starting. */
+ if ((step_ == STEP_CURRENT) && (camera_steps[STEP_PREVIOUS]->initialized == false)) {
+ *camera_steps[STEP_PREVIOUS] = *static_cast<CameraData *>(camera_steps[step_]);
+ camera_steps[STEP_PREVIOUS]->initialized = true;
+ }
}
bool VelocityModule::step_object_sync(Object *ob,
@@ -162,7 +161,7 @@ bool VelocityModule::step_object_sync(Object *ob,
}
/* TODO(@fclem): Reset sampling here? Should ultimately be covered by depsgraph update tags. */
- // inst_.sampling.reset();
+ inst_.sampling.reset();
return true;
}
@@ -264,7 +263,11 @@ void VelocityModule::end_sync()
}
if (deleted_obj.size() > 0) {
- // inst_.sampling.reset();
+ inst_.sampling.reset();
+ }
+
+ if (inst_.is_viewport() && camera_has_motion()) {
+ inst_.sampling.reset();
}
for (auto key : deleted_obj) {
@@ -300,19 +303,6 @@ void VelocityModule::end_sync()
camera_steps[STEP_CURRENT]->push_update();
camera_steps[STEP_NEXT]->push_update();
indirection_buf.push_update();
-
- {
- resolve_ps_ = DRW_pass_create("Velocity.Resolve", (DRWState)0);
- GPUShader *sh = inst_.shaders.static_shader_get(VELOCITY_RESOLVE);
- DRWShadingGroup *grp = DRW_shgroup_create(sh, resolve_ps_);
- DRW_shgroup_uniform_texture_ref(grp, "depth_tx", &input_depth_tx_);
- DRW_shgroup_uniform_image_ref(grp, "velocity_view_img", &velocity_view_tx_);
- DRW_shgroup_uniform_image_ref(grp, "velocity_camera_img", &velocity_camera_tx_);
- DRW_shgroup_uniform_block(grp, "camera_prev", *camera_steps[STEP_PREVIOUS]);
- DRW_shgroup_uniform_block(grp, "camera_curr", *camera_steps[STEP_CURRENT]);
- DRW_shgroup_uniform_block(grp, "camera_next", *camera_steps[STEP_NEXT]);
- DRW_shgroup_call_compute_ref(grp, resolve_dispatch_size_);
- }
}
bool VelocityModule::object_has_velocity(const Object *ob)
@@ -359,60 +349,15 @@ void VelocityModule::bind_resources(DRWShadingGroup *grp)
DRW_shgroup_storage_block_ref(grp, "velocity_indirection_buf", &indirection_buf);
}
-/* Resolve pass for static geometry and to camera space projection. */
-void VelocityModule::resolve_camera_motion(GPUTexture *depth_tx,
- GPUTexture *velocity_view_tx,
- GPUTexture *velocity_camera_tx)
-{
- input_depth_tx_ = depth_tx;
- velocity_view_tx_ = velocity_view_tx;
- velocity_camera_tx_ = velocity_camera_tx;
-
- resolve_dispatch_size_.x = divide_ceil_u(GPU_texture_width(depth_tx), 8);
- resolve_dispatch_size_.y = divide_ceil_u(GPU_texture_height(depth_tx), 8);
-
- DRW_draw_pass(resolve_ps_);
-}
-
-/** \} */
-
-/* -------------------------------------------------------------------- */
-/** \name Velocity View
- * \{ */
-
-void VelocityView::sync()
-{
- /* TODO: Remove. */
- velocity_view_tx_.sync();
- velocity_camera_tx_.sync();
-}
-
-void VelocityView::acquire(int2 extent)
+bool VelocityModule::camera_has_motion() const
{
- /* WORKAROUND: View name should be unique and static.
- * With this, we can reuse the same texture across views. */
- DrawEngineType *owner = (DrawEngineType *)view_name_.c_str();
-
- /* Only RG16F when only doing only reprojection or motion blur. */
- eGPUTextureFormat format = inst_.is_viewport() ? GPU_RG16F : GPU_RGBA16F;
- velocity_view_tx_.acquire(extent, format, owner);
- if (false /* TODO(fclem): Panoramic camera. */) {
- velocity_camera_tx_.acquire(extent, format, owner);
- }
- else {
- velocity_camera_tx_.acquire(int2(1), format, owner);
+ /* Only valid after sync. */
+ if (inst_.is_viewport()) {
+ /* Viewport has no next step. */
+ return *camera_steps[STEP_PREVIOUS] != *camera_steps[STEP_CURRENT];
}
-}
-
-void VelocityView::resolve(GPUTexture *depth_tx)
-{
- inst_.velocity.resolve_camera_motion(depth_tx, velocity_view_tx_, velocity_camera_tx_);
-}
-
-void VelocityView::release()
-{
- velocity_view_tx_.release();
- velocity_camera_tx_.release();
+ return *camera_steps[STEP_PREVIOUS] != *camera_steps[STEP_CURRENT] &&
+ *camera_steps[STEP_NEXT] != *camera_steps[STEP_CURRENT];
}
/** \} */