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Diffstat (limited to 'source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_flatten_comp.glsl')
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_flatten_comp.glsl103
1 files changed, 103 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_flatten_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_flatten_comp.glsl
new file mode 100644
index 00000000000..cbbeea25d20
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_flatten_comp.glsl
@@ -0,0 +1,103 @@
+
+/**
+ * Shaders that down-sample velocity buffer into squared tile of MB_TILE_DIVISOR pixels wide.
+ * Outputs the largest motion vector in the tile area.
+ * Also perform velocity resolve to speedup the convolution pass.
+ *
+ * Based on:
+ * A Fast and Stable Feature-Aware Motion Blur Filter
+ * by Jean-Philippe Guertin, Morgan McGuire, Derek Nowrouzezahrai
+ *
+ * Adapted from G3D Innovation Engine implementation.
+ */
+
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_velocity_lib.glsl)
+
+shared uint payload_prev;
+shared uint payload_next;
+shared vec2 max_motion_prev;
+shared vec2 max_motion_next;
+
+/* Store velocity magnitude in the MSB and thread id in the LSB. */
+uint pack_payload(vec2 motion, uvec2 thread_id)
+{
+ /* NOTE: We clamp max velocity to 16k pixels. */
+ return (min(uint(ceil(length(motion))), 0xFFFFu) << 16u) | (thread_id.y << 8) | thread_id.x;
+}
+
+/* Return thread index from the payload. */
+uvec2 unpack_payload(uint payload)
+{
+ return uvec2(payload & 0xFFu, (payload >> 8) & 0xFFu);
+}
+
+void main()
+{
+ if (all(equal(gl_LocalInvocationID.xy, uvec2(0)))) {
+ payload_prev = 0u;
+ payload_next = 0u;
+ }
+ barrier();
+
+ uint local_payload_prev = 0u;
+ uint local_payload_next = 0u;
+ vec2 local_max_motion_prev;
+ vec2 local_max_motion_next;
+
+ ivec2 texel = min(ivec2(gl_GlobalInvocationID.xy), imageSize(velocity_img) - 1);
+
+ vec2 render_size = vec2(imageSize(velocity_img).xy);
+ vec2 uv = (vec2(texel) + 0.5) / render_size;
+ float depth = texelFetch(depth_tx, texel, 0).r;
+ vec4 motion = velocity_resolve(imageLoad(velocity_img, texel), uv, depth);
+#ifdef FLATTEN_VIEWPORT
+ /* imageLoad does not perform the swizzling like sampler does. Do it manually. */
+ motion = motion.xyxy;
+#endif
+
+ /* Store resolved velocity to speedup the gather pass. Out of bounds writes are ignored.
+ * Unfortunately, we cannot convert to pixel space here since it is also used by TAA and the
+ * motion blur needs to remain optional. */
+ imageStore(velocity_img, ivec2(gl_GlobalInvocationID.xy), velocity_pack(motion));
+ /* Clip velocity to viewport bounds (in NDC space). */
+ vec2 line_clip;
+ line_clip.x = line_unit_square_intersect_dist_safe(uv * 2.0 - 1.0, motion.xy * 2.0);
+ line_clip.y = line_unit_square_intersect_dist_safe(uv * 2.0 - 1.0, -motion.zw * 2.0);
+ motion *= min(line_clip, vec2(1.0)).xxyy;
+ /* Convert to pixel space. Note this is only for velocity tiles. */
+ motion *= render_size.xyxy;
+ /* Rescale to shutter relative motion for viewport. */
+ motion *= motion_blur_buf.motion_scale.xxyy;
+
+ uint sample_payload_prev = pack_payload(motion.xy, gl_LocalInvocationID.xy);
+ if (local_payload_prev < sample_payload_prev) {
+ local_payload_prev = sample_payload_prev;
+ local_max_motion_prev = motion.xy;
+ }
+
+ uint sample_payload_next = pack_payload(motion.zw, gl_LocalInvocationID.xy);
+ if (local_payload_next < sample_payload_next) {
+ local_payload_next = sample_payload_next;
+ local_max_motion_next = motion.zw;
+ }
+
+ /* Compare the local payload with the other threads. */
+ atomicMax(payload_prev, local_payload_prev);
+ atomicMax(payload_next, local_payload_next);
+ barrier();
+
+ /* Need to broadcast the result to another thread in order to issue a unique write. */
+ if (all(equal(unpack_payload(payload_prev), gl_LocalInvocationID.xy))) {
+ max_motion_prev = local_max_motion_prev;
+ }
+ if (all(equal(unpack_payload(payload_next), gl_LocalInvocationID.xy))) {
+ max_motion_next = local_max_motion_next;
+ }
+ barrier();
+
+ if (all(equal(gl_LocalInvocationID.xy, uvec2(0)))) {
+ ivec2 tile_co = ivec2(gl_WorkGroupID.xy);
+ imageStore(out_tiles_img, tile_co, vec4(max_motion_prev, max_motion_next));
+ }
+}