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Diffstat (limited to 'source/blender/draw/engines/eevee_next/shaders/infos/eevee_depth_of_field_info.hh')
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/infos/eevee_depth_of_field_info.hh247
1 files changed, 247 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_depth_of_field_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_depth_of_field_info.hh
new file mode 100644
index 00000000000..b398a6cc4e7
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_depth_of_field_info.hh
@@ -0,0 +1,247 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "eevee_defines.hh"
+#include "gpu_shader_create_info.hh"
+
+/* -------------------------------------------------------------------- */
+/** \name Setup
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(eevee_depth_of_field_bokeh_lut)
+ .do_static_compilation(true)
+ .local_group_size(DOF_BOKEH_LUT_SIZE, DOF_BOKEH_LUT_SIZE)
+ .additional_info("eevee_shared", "draw_view")
+ .uniform_buf(1, "DepthOfFieldData", "dof_buf")
+ .image(0, GPU_RG16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_gather_lut_img")
+ .image(1, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_scatter_lut_img")
+ .image(2, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_resolve_lut_img")
+ .compute_source("eevee_depth_of_field_bokeh_lut_comp.glsl");
+
+GPU_SHADER_CREATE_INFO(eevee_depth_of_field_setup)
+ .do_static_compilation(true)
+ .local_group_size(DOF_DEFAULT_GROUP_SIZE, DOF_DEFAULT_GROUP_SIZE)
+ .additional_info("eevee_shared", "draw_view")
+ .uniform_buf(1, "DepthOfFieldData", "dof_buf")
+ .sampler(0, ImageType::FLOAT_2D, "color_tx")
+ .sampler(1, ImageType::DEPTH_2D, "depth_tx")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img")
+ .image(1, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_coc_img")
+ .compute_source("eevee_depth_of_field_setup_comp.glsl");
+
+GPU_SHADER_CREATE_INFO(eevee_depth_of_field_stabilize)
+ .do_static_compilation(true)
+ .local_group_size(DOF_STABILIZE_GROUP_SIZE, DOF_STABILIZE_GROUP_SIZE)
+ .additional_info("eevee_shared", "draw_view", "eevee_velocity_camera")
+ .uniform_buf(4, "DepthOfFieldData", "dof_buf")
+ .sampler(0, ImageType::FLOAT_2D, "coc_tx")
+ .sampler(1, ImageType::FLOAT_2D, "color_tx")
+ .sampler(2, ImageType::FLOAT_2D, "velocity_tx")
+ .sampler(3, ImageType::FLOAT_2D, "in_history_tx")
+ .sampler(4, ImageType::DEPTH_2D, "depth_tx")
+ .push_constant(Type::BOOL, "use_history")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img")
+ .image(1, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_coc_img")
+ .image(2, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_history_img")
+ .compute_source("eevee_depth_of_field_stabilize_comp.glsl");
+
+GPU_SHADER_CREATE_INFO(eevee_depth_of_field_downsample)
+ .do_static_compilation(true)
+ .local_group_size(DOF_DEFAULT_GROUP_SIZE, DOF_DEFAULT_GROUP_SIZE)
+ .additional_info("eevee_shared", "draw_view")
+ .sampler(0, ImageType::FLOAT_2D, "color_tx")
+ .sampler(1, ImageType::FLOAT_2D, "coc_tx")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img")
+ .compute_source("eevee_depth_of_field_downsample_comp.glsl");
+
+GPU_SHADER_CREATE_INFO(eevee_depth_of_field_reduce)
+ .do_static_compilation(true)
+ .local_group_size(DOF_REDUCE_GROUP_SIZE, DOF_REDUCE_GROUP_SIZE)
+ .additional_info("eevee_shared", "draw_view")
+ .uniform_buf(1, "DepthOfFieldData", "dof_buf")
+ .sampler(0, ImageType::FLOAT_2D, "downsample_tx")
+ .storage_buf(0, Qualifier::WRITE, "ScatterRect", "scatter_fg_list_buf[]")
+ .storage_buf(1, Qualifier::WRITE, "ScatterRect", "scatter_bg_list_buf[]")
+ .storage_buf(2, Qualifier::READ_WRITE, "DrawCommand", "scatter_fg_indirect_buf")
+ .storage_buf(3, Qualifier::READ_WRITE, "DrawCommand", "scatter_bg_indirect_buf")
+ .image(0, GPU_RGBA16F, Qualifier::READ_WRITE, ImageType::FLOAT_2D, "inout_color_lod0_img")
+ .image(1, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_lod1_img")
+ .image(2, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_lod2_img")
+ .image(3, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_lod3_img")
+ .image(4, GPU_R16F, Qualifier::READ, ImageType::FLOAT_2D, "in_coc_lod0_img")
+ .image(5, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_coc_lod1_img")
+ .image(6, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_coc_lod2_img")
+ .image(7, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_coc_lod3_img")
+ .compute_source("eevee_depth_of_field_reduce_comp.glsl");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Circle-Of-Confusion Tiles
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(eevee_depth_of_field_tiles_flatten)
+ .do_static_compilation(true)
+ .local_group_size(DOF_TILES_FLATTEN_GROUP_SIZE, DOF_TILES_FLATTEN_GROUP_SIZE)
+ .additional_info("eevee_shared", "draw_view")
+ .sampler(0, ImageType::FLOAT_2D, "coc_tx")
+ .image(2, GPU_R11F_G11F_B10F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_tiles_fg_img")
+ .image(3, GPU_R11F_G11F_B10F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_tiles_bg_img")
+ .compute_source("eevee_depth_of_field_tiles_flatten_comp.glsl");
+
+GPU_SHADER_CREATE_INFO(eevee_depth_of_field_tiles_dilate)
+ .additional_info("eevee_shared", "draw_view", "eevee_depth_of_field_tiles_common")
+ .local_group_size(DOF_TILES_DILATE_GROUP_SIZE, DOF_TILES_DILATE_GROUP_SIZE)
+ .image(2, GPU_R11F_G11F_B10F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_tiles_fg_img")
+ .image(3, GPU_R11F_G11F_B10F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_tiles_bg_img")
+ .push_constant(Type::INT, "ring_count")
+ .push_constant(Type::INT, "ring_width_multiplier")
+ .compute_source("eevee_depth_of_field_tiles_dilate_comp.glsl");
+
+GPU_SHADER_CREATE_INFO(eevee_depth_of_field_tiles_dilate_minabs)
+ .do_static_compilation(true)
+ .define("DILATE_MODE_MIN_MAX", "false")
+ .additional_info("eevee_depth_of_field_tiles_dilate");
+
+GPU_SHADER_CREATE_INFO(eevee_depth_of_field_tiles_dilate_minmax)
+ .do_static_compilation(true)
+ .define("DILATE_MODE_MIN_MAX", "true")
+ .additional_info("eevee_depth_of_field_tiles_dilate");
+
+GPU_SHADER_CREATE_INFO(eevee_depth_of_field_tiles_common)
+ .image(0, GPU_R11F_G11F_B10F, Qualifier::READ, ImageType::FLOAT_2D, "in_tiles_fg_img")
+ .image(1, GPU_R11F_G11F_B10F, Qualifier::READ, ImageType::FLOAT_2D, "in_tiles_bg_img");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Variations
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(eevee_depth_of_field_no_lut)
+ .define("DOF_BOKEH_TEXTURE", "false")
+ /**
+ * WORKAROUND(@fclem): This is to keep the code as is for now. The bokeh_lut_tx is referenced
+ * even if not used after optimization. But we don't want to include it in the create infos.
+ */
+ .define("bokeh_lut_tx", "color_tx");
+
+GPU_SHADER_CREATE_INFO(eevee_depth_of_field_lut)
+ .define("DOF_BOKEH_TEXTURE", "true")
+ .sampler(5, ImageType::FLOAT_2D, "bokeh_lut_tx");
+
+GPU_SHADER_CREATE_INFO(eevee_depth_of_field_background).define("DOF_FOREGROUND_PASS", "false");
+GPU_SHADER_CREATE_INFO(eevee_depth_of_field_foreground).define("DOF_FOREGROUND_PASS", "true");
+
+#define EEVEE_DOF_FINAL_VARIATION(name, ...) \
+ GPU_SHADER_CREATE_INFO(name).additional_info(__VA_ARGS__).do_static_compilation(true);
+
+#define EEVEE_DOF_LUT_VARIATIONS(prefix, ...) \
+ EEVEE_DOF_FINAL_VARIATION(prefix##_lut, "eevee_depth_of_field_lut", __VA_ARGS__) \
+ EEVEE_DOF_FINAL_VARIATION(prefix##_no_lut, "eevee_depth_of_field_no_lut", __VA_ARGS__)
+
+#define EEVEE_DOF_GROUND_VARIATIONS(name, ...) \
+ EEVEE_DOF_LUT_VARIATIONS(name##_background, "eevee_depth_of_field_background", __VA_ARGS__) \
+ EEVEE_DOF_LUT_VARIATIONS(name##_foreground, "eevee_depth_of_field_foreground", __VA_ARGS__)
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Gather
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(eevee_depth_of_field_gather_common)
+ .additional_info("eevee_shared",
+ "draw_view",
+ "eevee_depth_of_field_tiles_common",
+ "eevee_sampling_data")
+ .uniform_buf(2, "DepthOfFieldData", "dof_buf")
+ .local_group_size(DOF_GATHER_GROUP_SIZE, DOF_GATHER_GROUP_SIZE)
+ .sampler(0, ImageType::FLOAT_2D, "color_tx")
+ .sampler(1, ImageType::FLOAT_2D, "color_bilinear_tx")
+ .sampler(2, ImageType::FLOAT_2D, "coc_tx")
+ .image(2, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img")
+ .image(3, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_weight_img");
+
+GPU_SHADER_CREATE_INFO(eevee_depth_of_field_gather)
+ .image(4, GPU_RG16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_occlusion_img")
+ .compute_source("eevee_depth_of_field_gather_comp.glsl")
+ .additional_info("eevee_depth_of_field_gather_common");
+
+EEVEE_DOF_GROUND_VARIATIONS(eevee_depth_of_field_gather, "eevee_depth_of_field_gather")
+
+GPU_SHADER_CREATE_INFO(eevee_depth_of_field_hole_fill)
+ .do_static_compilation(true)
+ .compute_source("eevee_depth_of_field_hole_fill_comp.glsl")
+ .additional_info("eevee_depth_of_field_gather_common", "eevee_depth_of_field_no_lut");
+
+GPU_SHADER_CREATE_INFO(eevee_depth_of_field_filter)
+ .do_static_compilation(true)
+ .local_group_size(DOF_FILTER_GROUP_SIZE, DOF_FILTER_GROUP_SIZE)
+ .additional_info("eevee_shared")
+ .sampler(0, ImageType::FLOAT_2D, "color_tx")
+ .sampler(1, ImageType::FLOAT_2D, "weight_tx")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img")
+ .image(1, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_weight_img")
+ .compute_source("eevee_depth_of_field_filter_comp.glsl");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Scatter
+ * \{ */
+
+GPU_SHADER_INTERFACE_INFO(eevee_depth_of_field_scatter_iface, "interp")
+ /** Colors, weights, and Circle of confusion radii for the 4 pixels to scatter. */
+ .flat(Type::VEC4, "color_and_coc1")
+ .flat(Type::VEC4, "color_and_coc2")
+ .flat(Type::VEC4, "color_and_coc3")
+ .flat(Type::VEC4, "color_and_coc4")
+ /** Sprite pixel position with origin at sprite center. In pixels. */
+ .no_perspective(Type::VEC2, "rect_uv1")
+ .no_perspective(Type::VEC2, "rect_uv2")
+ .no_perspective(Type::VEC2, "rect_uv3")
+ .no_perspective(Type::VEC2, "rect_uv4")
+ /** Scaling factor for the bokeh distance. */
+ .flat(Type::FLOAT, "distance_scale");
+
+GPU_SHADER_CREATE_INFO(eevee_depth_of_field_scatter)
+ .do_static_compilation(true)
+ .additional_info("eevee_shared", "draw_view")
+ .sampler(0, ImageType::FLOAT_2D, "occlusion_tx")
+ .sampler(1, ImageType::FLOAT_2D, "bokeh_lut_tx")
+ .storage_buf(0, Qualifier::READ, "ScatterRect", "scatter_list_buf[]")
+ .fragment_out(0, Type::VEC4, "out_color")
+ .push_constant(Type::BOOL, "use_bokeh_lut")
+ .vertex_out(eevee_depth_of_field_scatter_iface)
+ .vertex_source("eevee_depth_of_field_scatter_vert.glsl")
+ .fragment_source("eevee_depth_of_field_scatter_frag.glsl");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Resolve
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(eevee_depth_of_field_resolve)
+ .define("DOF_RESOLVE_PASS", "true")
+ .local_group_size(DOF_RESOLVE_GROUP_SIZE, DOF_RESOLVE_GROUP_SIZE)
+ .additional_info("eevee_shared",
+ "draw_view",
+ "eevee_depth_of_field_tiles_common",
+ "eevee_sampling_data")
+ .uniform_buf(2, "DepthOfFieldData", "dof_buf")
+ .sampler(0, ImageType::DEPTH_2D, "depth_tx")
+ .sampler(1, ImageType::FLOAT_2D, "color_tx")
+ .sampler(2, ImageType::FLOAT_2D, "color_bg_tx")
+ .sampler(3, ImageType::FLOAT_2D, "color_fg_tx")
+ .sampler(4, ImageType::FLOAT_2D, "color_hole_fill_tx")
+ .sampler(7, ImageType::FLOAT_2D, "weight_bg_tx")
+ .sampler(8, ImageType::FLOAT_2D, "weight_fg_tx")
+ .sampler(9, ImageType::FLOAT_2D, "weight_hole_fill_tx")
+ .sampler(10, ImageType::FLOAT_2D, "stable_color_tx")
+ .image(2, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img")
+ .compute_source("eevee_depth_of_field_resolve_comp.glsl");
+
+EEVEE_DOF_LUT_VARIATIONS(eevee_depth_of_field_resolve, "eevee_depth_of_field_resolve")
+
+/** \} */