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-rw-r--r--source/blender/draw/CMakeLists.txt72
-rw-r--r--source/blender/draw/engines/compositor/compositor_engine.cc203
-rw-r--r--source/blender/draw/engines/compositor/compositor_engine.h13
-rw-r--r--source/blender/draw/engines/eevee/eevee_shadows_cascade.c2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_camera.hh5
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_defines.hh43
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc768
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_depth_of_field.hh195
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_film.cc46
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_film.hh12
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_hizbuffer.cc102
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_hizbuffer.hh81
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_instance.cc80
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_instance.hh18
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_light.cc503
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_light.hh164
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_motion_blur.cc262
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_motion_blur.hh132
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_pipeline.cc46
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_pipeline.hh1
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_renderbuffers.cc66
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_renderbuffers.hh6
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_sampling.cc2
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_sampling.hh6
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_shader.cc56
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_shader.hh32
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_shader_shared.hh372
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_velocity.cc30
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_velocity.hh7
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_view.cc50
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_view.hh7
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_colorspace_lib.glsl37
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl680
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_bokeh_lut_comp.glsl55
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_downsample_comp.glsl32
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl163
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl99
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl70
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_lib.glsl327
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl247
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl178
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_frag.glsl62
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_vert.glsl45
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_setup_comp.glsl46
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_stabilize_comp.glsl367
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_tiles_dilate_comp.glsl97
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_tiles_flatten_comp.glsl78
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl77
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_hiz_debug_frag.glsl24
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl121
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl54
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_select_comp.glsl62
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_sort_comp.glsl57
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_tile_comp.glsl188
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_zbin_comp.glsl56
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_light_eval_lib.glsl129
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl72
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl209
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_ltc_lib.glsl299
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl116
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_flatten_comp.glsl103
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_gather_comp.glsl221
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_lib.glsl48
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl14
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl104
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl69
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_surf_world_frag.glsl6
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl40
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/infos/eevee_depth_of_field_info.hh247
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/infos/eevee_film_info.hh21
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/infos/eevee_hiz_info.hh31
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/infos/eevee_light_culling_info.hh76
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh31
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/infos/eevee_motion_blur_info.hh46
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_engine.h2
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_shader_shared.h26
-rw-r--r--source/blender/draw/engines/gpencil/shaders/infos/gpencil_info.hh2
-rw-r--r--source/blender/draw/engines/overlay/overlay_armature.c2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_antialiasing_frag.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl2
-rw-r--r--source/blender/draw/engines/select/select_engine.c2
-rw-r--r--source/blender/draw/intern/DRW_gpu_wrapper.hh110
-rw-r--r--source/blender/draw/intern/DRW_render.h6
-rw-r--r--source/blender/draw/intern/draw_cache.c16
-rw-r--r--source/blender/draw/intern/draw_cache_extract_mesh_render_data.cc17
-rw-r--r--source/blender/draw/intern/draw_cache_impl_mesh.cc177
-rw-r--r--source/blender/draw/intern/draw_cache_impl_pointcloud.cc (renamed from source/blender/draw/intern/draw_cache_impl_pointcloud.c)164
-rw-r--r--source/blender/draw/intern/draw_cache_impl_subdivision.cc10
-rw-r--r--source/blender/draw/intern/draw_debug.c196
-rw-r--r--source/blender/draw/intern/draw_debug.cc732
-rw-r--r--source/blender/draw/intern/draw_debug.h19
-rw-r--r--source/blender/draw/intern/draw_debug.hh198
-rw-r--r--source/blender/draw/intern/draw_manager.c37
-rw-r--r--source/blender/draw/intern/draw_manager.h34
-rw-r--r--source/blender/draw/intern/draw_manager_data.c111
-rw-r--r--source/blender/draw/intern/draw_manager_exec.c31
-rw-r--r--source/blender/draw/intern/draw_shader.cc20
-rw-r--r--source/blender/draw/intern/draw_shader.h3
-rw-r--r--source/blender/draw/intern/draw_shader_shared.h100
-rw-r--r--source/blender/draw/intern/draw_texture_pool.cc13
-rw-r--r--source/blender/draw/intern/draw_texture_pool.h17
-rw-r--r--source/blender/draw/intern/mesh_extractors/extract_mesh.hh3
-rw-r--r--source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_edituv.cc1
-rw-r--r--source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_fdots.cc6
-rw-r--r--source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines.cc40
-rw-r--r--source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines_adjacency.cc19
-rw-r--r--source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines_paint_mask.cc6
-rw-r--r--source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_points.cc11
-rw-r--r--source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_tris.cc8
-rw-r--r--source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_attributes.cc1
-rw-r--r--source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_lnor.cc12
-rw-r--r--source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc11
-rw-r--r--source/blender/draw/intern/shaders/common_aabb_lib.glsl59
-rw-r--r--source/blender/draw/intern/shaders/common_debug_draw_lib.glsl216
-rw-r--r--source/blender/draw/intern/shaders/common_debug_print_lib.glsl389
-rw-r--r--source/blender/draw/intern/shaders/common_debug_shape_lib.glsl57
-rw-r--r--source/blender/draw/intern/shaders/common_intersect_lib.glsl399
-rw-r--r--source/blender/draw/intern/shaders/common_math_geom_lib.glsl36
-rw-r--r--source/blender/draw/intern/shaders/common_math_lib.glsl13
-rw-r--r--source/blender/draw/intern/shaders/common_shape_lib.glsl202
-rw-r--r--source/blender/draw/intern/shaders/common_view_lib.glsl3
-rw-r--r--source/blender/draw/intern/shaders/draw_debug_draw_display_frag.glsl9
-rw-r--r--source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl15
-rw-r--r--source/blender/draw/intern/shaders/draw_debug_info.hh52
-rw-r--r--source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl133
-rw-r--r--source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl29
129 files changed, 11450 insertions, 823 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 30352d3d19c..0a62263ce3b 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -23,11 +23,11 @@ set(INC
../nodes
../render
../render/intern
+ ../compositor/realtime_compositor
../windowmanager
../../../intern/atomic
../../../intern/clog
- ../../../intern/glew-mx
../../../intern/guardedalloc
../../../intern/opensubdiv
@@ -77,13 +77,13 @@ set(SRC
intern/draw_cache_impl_mesh.cc
intern/draw_cache_impl_metaball.c
intern/draw_cache_impl_particles.c
- intern/draw_cache_impl_pointcloud.c
+ intern/draw_cache_impl_pointcloud.cc
intern/draw_cache_impl_subdivision.cc
intern/draw_cache_impl_volume.c
intern/draw_color_management.cc
intern/draw_common.c
intern/draw_curves.cc
- intern/draw_debug.c
+ intern/draw_debug.cc
intern/draw_fluid.c
intern/draw_hair.cc
intern/draw_instance_data.c
@@ -103,6 +103,7 @@ set(SRC
intern/smaa_textures.c
engines/basic/basic_engine.c
engines/basic/basic_shader.c
+ engines/compositor/compositor_engine.cc
engines/image/image_engine.cc
engines/image/image_shader.cc
engines/eevee/eevee_bloom.c
@@ -134,10 +135,14 @@ set(SRC
engines/eevee/eevee_temporal_sampling.c
engines/eevee/eevee_volumes.c
engines/eevee_next/eevee_camera.cc
+ engines/eevee_next/eevee_depth_of_field.cc
engines/eevee_next/eevee_engine.cc
engines/eevee_next/eevee_film.cc
engines/eevee_next/eevee_instance.cc
+ engines/eevee_next/eevee_light.cc
engines/eevee_next/eevee_material.cc
+ engines/eevee_next/eevee_hizbuffer.cc
+ engines/eevee_next/eevee_motion_blur.cc
engines/eevee_next/eevee_pipeline.cc
engines/eevee_next/eevee_renderbuffers.cc
engines/eevee_next/eevee_sampling.cc
@@ -212,6 +217,7 @@ set(SRC
intern/draw_common_shader_shared.h
intern/draw_curves_private.h
intern/draw_debug.h
+ intern/draw_debug.hh
intern/draw_hair_private.h
intern/draw_instance_data.h
intern/draw_manager.h
@@ -228,6 +234,7 @@ set(SRC
intern/smaa_textures.h
engines/basic/basic_engine.h
engines/basic/basic_private.h
+ engines/compositor/compositor_engine.h
engines/eevee/eevee_engine.h
engines/eevee/eevee_lightcache.h
engines/eevee/eevee_lut.h
@@ -259,6 +266,7 @@ set(SRC
set(LIB
bf_blenkernel
bf_blenlib
+ bf_realtime_compositor
bf_windowmanager
)
@@ -361,6 +369,22 @@ set(GLSL_SRC
engines/eevee_next/shaders/eevee_attributes_lib.glsl
engines/eevee_next/shaders/eevee_camera_lib.glsl
+ engines/eevee_next/shaders/eevee_colorspace_lib.glsl
+ engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl
+ engines/eevee_next/shaders/eevee_depth_of_field_bokeh_lut_comp.glsl
+ engines/eevee_next/shaders/eevee_depth_of_field_downsample_comp.glsl
+ engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl
+ engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl
+ engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl
+ engines/eevee_next/shaders/eevee_depth_of_field_lib.glsl
+ engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl
+ engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl
+ engines/eevee_next/shaders/eevee_depth_of_field_scatter_frag.glsl
+ engines/eevee_next/shaders/eevee_depth_of_field_scatter_vert.glsl
+ engines/eevee_next/shaders/eevee_depth_of_field_setup_comp.glsl
+ engines/eevee_next/shaders/eevee_depth_of_field_stabilize_comp.glsl
+ engines/eevee_next/shaders/eevee_depth_of_field_tiles_dilate_comp.glsl
+ engines/eevee_next/shaders/eevee_depth_of_field_tiles_flatten_comp.glsl
engines/eevee_next/shaders/eevee_film_comp.glsl
engines/eevee_next/shaders/eevee_film_frag.glsl
engines/eevee_next/shaders/eevee_film_lib.glsl
@@ -368,7 +392,23 @@ set(GLSL_SRC
engines/eevee_next/shaders/eevee_geom_gpencil_vert.glsl
engines/eevee_next/shaders/eevee_geom_mesh_vert.glsl
engines/eevee_next/shaders/eevee_geom_world_vert.glsl
+ engines/eevee_next/shaders/eevee_hiz_debug_frag.glsl
+ engines/eevee_next/shaders/eevee_hiz_update_comp.glsl
+ engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
+ engines/eevee_next/shaders/eevee_light_culling_select_comp.glsl
+ engines/eevee_next/shaders/eevee_light_culling_sort_comp.glsl
+ engines/eevee_next/shaders/eevee_light_culling_tile_comp.glsl
+ engines/eevee_next/shaders/eevee_light_culling_zbin_comp.glsl
+ engines/eevee_next/shaders/eevee_light_eval_lib.glsl
+ engines/eevee_next/shaders/eevee_light_iter_lib.glsl
+ engines/eevee_next/shaders/eevee_light_lib.glsl
+ engines/eevee_next/shaders/eevee_ltc_lib.glsl
+ engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl
+ engines/eevee_next/shaders/eevee_motion_blur_flatten_comp.glsl
+ engines/eevee_next/shaders/eevee_motion_blur_gather_comp.glsl
+ engines/eevee_next/shaders/eevee_motion_blur_lib.glsl
engines/eevee_next/shaders/eevee_nodetree_lib.glsl
+ engines/eevee_next/shaders/eevee_sampling_lib.glsl
engines/eevee_next/shaders/eevee_surf_deferred_frag.glsl
engines/eevee_next/shaders/eevee_surf_depth_frag.glsl
engines/eevee_next/shaders/eevee_surf_forward_frag.glsl
@@ -409,22 +449,25 @@ set(GLSL_SRC
engines/workbench/workbench_shader_shared.h
+ intern/shaders/common_aabb_lib.glsl
intern/shaders/common_attribute_lib.glsl
intern/shaders/common_colormanagement_lib.glsl
+ intern/shaders/common_debug_draw_lib.glsl
+ intern/shaders/common_debug_print_lib.glsl
+ intern/shaders/common_debug_shape_lib.glsl
+ intern/shaders/common_fullscreen_vert.glsl
+ intern/shaders/common_fxaa_lib.glsl
intern/shaders/common_globals_lib.glsl
intern/shaders/common_gpencil_lib.glsl
- intern/shaders/common_pointcloud_lib.glsl
intern/shaders/common_hair_lib.glsl
- intern/shaders/common_hair_refine_vert.glsl
intern/shaders/common_hair_refine_comp.glsl
- intern/shaders/common_math_lib.glsl
+ intern/shaders/common_hair_refine_vert.glsl
+ intern/shaders/common_intersect_lib.glsl
intern/shaders/common_math_geom_lib.glsl
- intern/shaders/common_view_clipping_lib.glsl
- intern/shaders/common_view_lib.glsl
- intern/shaders/common_fxaa_lib.glsl
+ intern/shaders/common_math_lib.glsl
+ intern/shaders/common_pointcloud_lib.glsl
+ intern/shaders/common_shape_lib.glsl
intern/shaders/common_smaa_lib.glsl
- intern/shaders/common_fullscreen_vert.glsl
-
intern/shaders/common_subdiv_custom_data_interp_comp.glsl
intern/shaders/common_subdiv_ibo_lines_comp.glsl
intern/shaders/common_subdiv_ibo_tris_comp.glsl
@@ -437,6 +480,13 @@ set(GLSL_SRC
intern/shaders/common_subdiv_vbo_edituv_strech_area_comp.glsl
intern/shaders/common_subdiv_vbo_lnor_comp.glsl
intern/shaders/common_subdiv_vbo_sculpt_data_comp.glsl
+ intern/shaders/common_view_clipping_lib.glsl
+ intern/shaders/common_view_lib.glsl
+ intern/shaders/draw_debug_draw_display_frag.glsl
+ intern/shaders/draw_debug_draw_display_vert.glsl
+ intern/shaders/draw_debug_info.hh
+ intern/shaders/draw_debug_print_display_frag.glsl
+ intern/shaders/draw_debug_print_display_vert.glsl
intern/draw_common_shader_shared.h
intern/draw_shader_shared.h
diff --git a/source/blender/draw/engines/compositor/compositor_engine.cc b/source/blender/draw/engines/compositor/compositor_engine.cc
new file mode 100644
index 00000000000..f36a59a4ce6
--- /dev/null
+++ b/source/blender/draw/engines/compositor/compositor_engine.cc
@@ -0,0 +1,203 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "BLI_listbase.h"
+#include "BLI_math_vec_types.hh"
+#include "BLI_string_ref.hh"
+#include "BLI_utildefines.h"
+
+#include "BLT_translation.h"
+
+#include "DNA_ID_enums.h"
+#include "DNA_scene_types.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "DRW_render.h"
+
+#include "IMB_colormanagement.h"
+
+#include "COM_context.hh"
+#include "COM_evaluator.hh"
+#include "COM_texture_pool.hh"
+
+#include "GPU_texture.h"
+
+namespace blender::draw::compositor {
+
+class TexturePool : public realtime_compositor::TexturePool {
+ public:
+ GPUTexture *allocate_texture(int2 size, eGPUTextureFormat format) override
+ {
+ DrawEngineType *owner = (DrawEngineType *)this;
+ return DRW_texture_pool_query_2d(size.x, size.y, format, owner);
+ }
+};
+
+class Context : public realtime_compositor::Context {
+ private:
+ /* A pointer to the info message of the compositor engine. This is a char array of size
+ * GPU_INFO_SIZE. The message is cleared prior to updating or evaluating the compositor. */
+ char *info_message_;
+
+ public:
+ Context(realtime_compositor::TexturePool &texture_pool, char *info_message)
+ : realtime_compositor::Context(texture_pool), info_message_(info_message)
+ {
+ }
+
+ const Scene *get_scene() const override
+ {
+ return DRW_context_state_get()->scene;
+ }
+
+ int2 get_output_size() override
+ {
+ return int2(float2(DRW_viewport_size_get()));
+ }
+
+ GPUTexture *get_output_texture() override
+ {
+ return DRW_viewport_texture_list_get()->color;
+ }
+
+ GPUTexture *get_input_texture(int UNUSED(view_layer), eScenePassType UNUSED(pass_type)) override
+ {
+ return get_output_texture();
+ }
+
+ StringRef get_view_name() override
+ {
+ const SceneRenderView *view = static_cast<SceneRenderView *>(
+ BLI_findlink(&get_scene()->r.views, DRW_context_state_get()->v3d->multiview_eye));
+ return view->name;
+ }
+
+ void set_info_message(StringRef message) const override
+ {
+ message.copy(info_message_, GPU_INFO_SIZE);
+ }
+};
+
+class Engine {
+ private:
+ TexturePool texture_pool_;
+ Context context_;
+ realtime_compositor::Evaluator evaluator_;
+ /* Stores the viewport size at the time the last compositor evaluation happened. See the
+ * update_viewport_size method for more information. */
+ int2 last_viewport_size_;
+
+ public:
+ Engine(char *info_message)
+ : context_(texture_pool_, info_message),
+ evaluator_(context_, node_tree()),
+ last_viewport_size_(context_.get_output_size())
+ {
+ }
+
+ /* Update the viewport size and evaluate the compositor. */
+ void draw()
+ {
+ update_viewport_size();
+ evaluator_.evaluate();
+ }
+
+ /* If the size of the viewport changed from the last time the compositor was evaluated, update
+ * the viewport size and reset the evaluator. That's because the evaluator compiles the node tree
+ * in a manner that is specifically optimized for the size of the viewport. This should be called
+ * before evaluating the compositor. */
+ void update_viewport_size()
+ {
+ if (last_viewport_size_ == context_.get_output_size()) {
+ return;
+ }
+
+ last_viewport_size_ = context_.get_output_size();
+
+ evaluator_.reset();
+ }
+
+ /* If the compositor node tree changed, reset the evaluator. */
+ void update(const Depsgraph *depsgraph)
+ {
+ if (DEG_id_type_updated(depsgraph, ID_NT)) {
+ evaluator_.reset();
+ }
+ }
+
+ /* Get a reference to the compositor node tree. */
+ static bNodeTree &node_tree()
+ {
+ return *DRW_context_state_get()->scene->nodetree;
+ }
+};
+
+} // namespace blender::draw::compositor
+
+using namespace blender::draw::compositor;
+
+struct COMPOSITOR_Data {
+ DrawEngineType *engine_type;
+ DRWViewportEmptyList *fbl;
+ DRWViewportEmptyList *txl;
+ DRWViewportEmptyList *psl;
+ DRWViewportEmptyList *stl;
+ Engine *instance_data;
+ char info[GPU_INFO_SIZE];
+};
+
+static void compositor_engine_init(void *data)
+{
+ COMPOSITOR_Data *compositor_data = static_cast<COMPOSITOR_Data *>(data);
+
+ if (!compositor_data->instance_data) {
+ compositor_data->instance_data = new Engine(compositor_data->info);
+ }
+}
+
+static void compositor_engine_free(void *instance_data)
+{
+ Engine *engine = static_cast<Engine *>(instance_data);
+ delete engine;
+}
+
+static void compositor_engine_draw(void *data)
+{
+ const COMPOSITOR_Data *compositor_data = static_cast<COMPOSITOR_Data *>(data);
+ compositor_data->instance_data->draw();
+}
+
+static void compositor_engine_update(void *data)
+{
+ COMPOSITOR_Data *compositor_data = static_cast<COMPOSITOR_Data *>(data);
+
+ /* Clear any info message that was set in a previous update. */
+ compositor_data->info[0] = '\0';
+
+ if (compositor_data->instance_data) {
+ compositor_data->instance_data->update(DRW_context_state_get()->depsgraph);
+ }
+}
+
+extern "C" {
+
+static const DrawEngineDataSize compositor_data_size = DRW_VIEWPORT_DATA_SIZE(COMPOSITOR_Data);
+
+DrawEngineType draw_engine_compositor_type = {
+ nullptr, /* next */
+ nullptr, /* prev */
+ N_("Compositor"), /* idname */
+ &compositor_data_size, /* vedata_size */
+ &compositor_engine_init, /* engine_init */
+ nullptr, /* engine_free */
+ &compositor_engine_free, /* instance_free */
+ nullptr, /* cache_init */
+ nullptr, /* cache_populate */
+ nullptr, /* cache_finish */
+ &compositor_engine_draw, /* draw_scene */
+ &compositor_engine_update, /* view_update */
+ nullptr, /* id_update */
+ nullptr, /* render_to_image */
+ nullptr, /* store_metadata */
+};
+}
diff --git a/source/blender/draw/engines/compositor/compositor_engine.h b/source/blender/draw/engines/compositor/compositor_engine.h
new file mode 100644
index 00000000000..5de0de8a0b3
--- /dev/null
+++ b/source/blender/draw/engines/compositor/compositor_engine.h
@@ -0,0 +1,13 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+extern DrawEngineType draw_engine_compositor_type;
+
+#ifdef __cplusplus
+}
+#endif
diff --git a/source/blender/draw/engines/eevee/eevee_shadows_cascade.c b/source/blender/draw/engines/eevee/eevee_shadows_cascade.c
index 536242f67d8..a3ab4cdb830 100644
--- a/source/blender/draw/engines/eevee/eevee_shadows_cascade.c
+++ b/source/blender/draw/engines/eevee/eevee_shadows_cascade.c
@@ -357,7 +357,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo,
mul_m4_m4m4(csm_data->shadowmat[c], texcomat, viewprojmat);
#ifdef DEBUG_CSM
- DRW_debug_m4_as_bbox(viewprojmat, dbg_col, true);
+ DRW_debug_m4_as_bbox(viewprojmat, true, dbg_col);
#endif
}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
index 688ae4915e1..7dec30a96b1 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
@@ -124,7 +124,7 @@ void dof_slight_focus_gather(float radius, out vec4 out_color, out float out_wei
dof_gather_accumulate_resolve(total_sample_count, bg_accum, bg_col, bg_weight, unused_occlusion);
dof_gather_accumulate_resolve(total_sample_count, fg_accum, fg_col, fg_weight, unused_occlusion);
- /* Fix weighting issues on perfectly focus > slight focus transitionning areas. */
+ /* Fix weighting issues on perfectly focus > slight focus transitioning areas. */
if (abs(center_data.coc) < 0.5) {
bg_col = center_data.color;
bg_weight = 1.0;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl
index 06dcbeaed66..7230758a93f 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl
@@ -67,7 +67,7 @@ void main(void)
/* Occlude the sprite with geometry from the same field
* using a VSM like chebychev test (slide 85). */
float mean = occlusion_data.x;
- float variance = occlusion_data.x;
+ float variance = occlusion_data.y;
shapes *= variance * safe_rcp(variance + sqr(max(cocs * correction_fac - mean, 0.0)));
}
diff --git a/source/blender/draw/engines/eevee_next/eevee_camera.hh b/source/blender/draw/engines/eevee_next/eevee_camera.hh
index 8bf64199246..49f9b14e11b 100644
--- a/source/blender/draw/engines/eevee_next/eevee_camera.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_camera.hh
@@ -82,7 +82,6 @@ class Camera {
private:
Instance &inst_;
- /** Double buffered to detect changes and have history for re-projection. */
CameraDataBuf data_;
public:
@@ -112,6 +111,10 @@ class Camera {
{
return data_.type == CAMERA_ORTHO;
}
+ bool is_perspective() const
+ {
+ return data_.type == CAMERA_PERSP;
+ }
const float3 &position() const
{
return *reinterpret_cast<const float3 *>(data_.viewinv[3]);
diff --git a/source/blender/draw/engines/eevee_next/eevee_defines.hh b/source/blender/draw/engines/eevee_next/eevee_defines.hh
index 1e7979b594e..67643471639 100644
--- a/source/blender/draw/engines/eevee_next/eevee_defines.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_defines.hh
@@ -11,12 +11,18 @@
#pragma once
-/**
- * Number of items in a culling batch. Needs to be Power of 2. Must be <= to 65536.
- * Current limiting factor is the sorting phase which is single pass and only sort within a
- * thread-group which maximum size is 1024.
- */
-#define CULLING_BATCH_SIZE 1024
+/* Hierarchical Z down-sampling. */
+#define HIZ_MIP_COUNT 8
+/* NOTE: The shader is written to update 5 mipmaps using LDS. */
+#define HIZ_GROUP_SIZE 32
+
+/* Avoid too much overhead caused by resizing the light buffers too many time. */
+#define LIGHT_CHUNK 256
+
+#define CULLING_SELECT_GROUP_SIZE 256
+#define CULLING_SORT_GROUP_SIZE 256
+#define CULLING_ZBIN_GROUP_SIZE 1024
+#define CULLING_TILE_GROUP_SIZE 1024
/**
* IMPORTANT: Some data packing are tweaked for these values.
@@ -34,14 +40,31 @@
#define SHADOW_MAX_PAGE 4096
#define SHADOW_PAGE_PER_ROW 64
-#define HIZ_MIP_COUNT 6u
-/* Group size is 2x smaller because we simply copy the level 0. */
-#define HIZ_GROUP_SIZE 1u << (HIZ_MIP_COUNT - 2u)
-
+/* Ray-tracing. */
#define RAYTRACE_GROUP_SIZE 16
#define RAYTRACE_MAX_TILES (16384 / RAYTRACE_GROUP_SIZE) * (16384 / RAYTRACE_GROUP_SIZE)
/* Minimum visibility size. */
#define LIGHTPROBE_FILTER_VIS_GROUP_SIZE 16
+/* Film. */
#define FILM_GROUP_SIZE 16
+
+/* Motion Blur. */
+#define MOTION_BLUR_GROUP_SIZE 32
+#define MOTION_BLUR_DILATE_GROUP_SIZE 512
+
+/* Depth Of Field. */
+#define DOF_TILES_SIZE 8
+#define DOF_TILES_FLATTEN_GROUP_SIZE DOF_TILES_SIZE
+#define DOF_TILES_DILATE_GROUP_SIZE 8
+#define DOF_BOKEH_LUT_SIZE 32
+#define DOF_MAX_SLIGHT_FOCUS_RADIUS 5
+#define DOF_SLIGHT_FOCUS_SAMPLE_MAX 16
+#define DOF_MIP_COUNT 4
+#define DOF_REDUCE_GROUP_SIZE (1 << (DOF_MIP_COUNT - 1))
+#define DOF_DEFAULT_GROUP_SIZE 32
+#define DOF_STABILIZE_GROUP_SIZE 16
+#define DOF_FILTER_GROUP_SIZE 8
+#define DOF_GATHER_GROUP_SIZE DOF_TILES_SIZE
+#define DOF_RESOLVE_GROUP_SIZE (DOF_TILES_SIZE * 2)
diff --git a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc
new file mode 100644
index 00000000000..afabeb8b729
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc
@@ -0,0 +1,768 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2021 Blender Foundation.
+ */
+
+/** \file
+ * \ingroup eevee
+ *
+ * Depth of field post process effect.
+ *
+ * There are 2 methods to achieve this effect.
+ * - The first uses projection matrix offsetting and sample accumulation to give
+ * reference quality depth of field. But this needs many samples to hide the
+ * under-sampling.
+ * - The second one is a post-processing based one. It follows the
+ * implementation described in the presentation
+ * "Life of a Bokeh - Siggraph 2018" from Guillaume Abadie.
+ * There are some difference with our actual implementation that prioritize quality.
+ */
+
+#include "DRW_render.h"
+
+#include "BKE_camera.h"
+#include "DNA_camera_types.h"
+
+#include "GPU_platform.h"
+#include "GPU_texture.h"
+#include "GPU_uniform_buffer.h"
+
+#include "eevee_camera.hh"
+#include "eevee_instance.hh"
+#include "eevee_sampling.hh"
+#include "eevee_shader.hh"
+#include "eevee_shader_shared.hh"
+
+#include "eevee_depth_of_field.hh"
+
+namespace blender::eevee {
+
+/* -------------------------------------------------------------------- */
+/** \name Depth of field
+ * \{ */
+
+void DepthOfField::init()
+{
+ const SceneEEVEE &sce_eevee = inst_.scene->eevee;
+ const Object *camera_object_eval = inst_.camera_eval_object;
+ const ::Camera *camera = (camera_object_eval) ?
+ reinterpret_cast<const ::Camera *>(camera_object_eval->data) :
+ nullptr;
+ if (camera == nullptr) {
+ /* Set to invalid value for update detection */
+ data_.scatter_color_threshold = -1.0f;
+ return;
+ }
+ /* Reminder: These are parameters not interpolated by motion blur. */
+ int update = 0;
+ int sce_flag = sce_eevee.flag;
+ update += assign_if_different(do_jitter_, (sce_flag & SCE_EEVEE_DOF_JITTER) != 0);
+ update += assign_if_different(user_overblur_, sce_eevee.bokeh_overblur / 100.0f);
+ update += assign_if_different(fx_max_coc_, sce_eevee.bokeh_max_size);
+ update += assign_if_different(data_.scatter_color_threshold, sce_eevee.bokeh_threshold);
+ update += assign_if_different(data_.scatter_neighbor_max_color, sce_eevee.bokeh_neighbor_max);
+ update += assign_if_different(data_.bokeh_blades, float(camera->dof.aperture_blades));
+ if (update > 0) {
+ inst_.sampling.reset();
+ }
+}
+
+void DepthOfField::sync()
+{
+ const Camera &camera = inst_.camera;
+ const Object *camera_object_eval = inst_.camera_eval_object;
+ const ::Camera *camera_data = (camera_object_eval) ?
+ reinterpret_cast<const ::Camera *>(camera_object_eval->data) :
+ nullptr;
+
+ int update = 0;
+
+ if (camera_data == nullptr || (camera_data->dof.flag & CAM_DOF_ENABLED) == 0) {
+ update += assign_if_different(jitter_radius_, 0.0f);
+ update += assign_if_different(fx_radius_, 0.0f);
+ if (update > 0) {
+ inst_.sampling.reset();
+ }
+ return;
+ }
+
+ float2 anisotropic_scale = {clamp_f(1.0f / camera_data->dof.aperture_ratio, 1e-5f, 1.0f),
+ clamp_f(camera_data->dof.aperture_ratio, 1e-5f, 1.0f)};
+ update += assign_if_different(data_.bokeh_anisotropic_scale, anisotropic_scale);
+ update += assign_if_different(data_.bokeh_rotation, camera_data->dof.aperture_rotation);
+ update += assign_if_different(focus_distance_,
+ BKE_camera_object_dof_distance(camera_object_eval));
+ data_.bokeh_anisotropic_scale_inv = 1.0f / data_.bokeh_anisotropic_scale;
+
+ float fstop = max_ff(camera_data->dof.aperture_fstop, 1e-5f);
+
+ if (update) {
+ inst_.sampling.reset();
+ }
+
+ float aperture = 1.0f / (2.0f * fstop);
+ if (camera.is_perspective()) {
+ aperture *= camera_data->lens * 1e-3f;
+ }
+
+ if (camera.is_orthographic()) {
+ /* FIXME: Why is this needed? Some kind of implicit unit conversion? */
+ aperture *= 0.04f;
+ /* Really strange behavior from Cycles but replicating. */
+ focus_distance_ += camera.data_get().clip_near;
+ }
+
+ if (camera.is_panoramic()) {
+ /* FIXME: Eyeballed. */
+ aperture *= 0.185f;
+ }
+
+ if (camera_data->dof.aperture_ratio < 1.0) {
+ /* If ratio is scaling the bokeh outwards, we scale the aperture so that
+ * the gather kernel size will encompass the maximum axis. */
+ aperture /= max_ff(camera_data->dof.aperture_ratio, 1e-5f);
+ }
+
+ float jitter_radius, fx_radius;
+
+ /* Balance blur radius between fx dof and jitter dof. */
+ if (do_jitter_ && (inst_.sampling.dof_ring_count_get() > 0) && !camera.is_panoramic() &&
+ !inst_.is_viewport()) {
+ /* Compute a minimal overblur radius to fill the gaps between the samples.
+ * This is just the simplified form of dividing the area of the bokeh by
+ * the number of samples. */
+ float minimal_overblur = 1.0f / sqrtf(inst_.sampling.dof_sample_count_get());
+
+ fx_radius = (minimal_overblur + user_overblur_) * aperture;
+ /* Avoid dilating the shape. Over-blur only soften. */
+ jitter_radius = max_ff(0.0f, aperture - fx_radius);
+ }
+ else {
+ jitter_radius = 0.0f;
+ fx_radius = aperture;
+ }
+
+ /* Disable post fx if result wouldn't be noticeable. */
+ if (fx_max_coc_ <= 0.5f) {
+ fx_radius = 0.0f;
+ }
+
+ update += assign_if_different(jitter_radius_, jitter_radius);
+ update += assign_if_different(fx_radius_, fx_radius);
+ if (update > 0) {
+ inst_.sampling.reset();
+ }
+
+ if (fx_radius_ == 0.0f) {
+ return;
+ }
+
+ /* TODO(fclem): Once we render into multiple view, we will need to use the maximum resolution. */
+ int2 max_render_res = inst_.film.render_extent_get();
+ int2 half_res = math::divide_ceil(max_render_res, int2(2));
+ int2 reduce_size = math::ceil_to_multiple(half_res, int2(DOF_REDUCE_GROUP_SIZE));
+
+ data_.gather_uv_fac = 1.0f / float2(reduce_size);
+
+ /* Now that we know the maximum render resolution of every view, using depth of field, allocate
+ * the reduced buffers. Color needs to be signed format here. See note in shader for
+ * explanation. Do not use texture pool because of needs mipmaps. */
+ reduced_color_tx_.ensure_2d(GPU_RGBA16F, reduce_size, nullptr, DOF_MIP_COUNT);
+ reduced_coc_tx_.ensure_2d(GPU_R16F, reduce_size, nullptr, DOF_MIP_COUNT);
+ reduced_color_tx_.ensure_mip_views();
+ reduced_coc_tx_.ensure_mip_views();
+
+ /* Resize the scatter list to contain enough entry to cover half the screen with sprites (which
+ * is unlikely due to local contrast test). */
+ data_.scatter_max_rect = (reduced_color_tx_.pixel_count() / 4) / 2;
+ scatter_fg_list_buf_.resize(data_.scatter_max_rect);
+ scatter_bg_list_buf_.resize(data_.scatter_max_rect);
+
+ bokeh_lut_pass_sync();
+ setup_pass_sync();
+ stabilize_pass_sync();
+ downsample_pass_sync();
+ reduce_pass_sync();
+ tiles_flatten_pass_sync();
+ tiles_dilate_pass_sync();
+ gather_pass_sync();
+ filter_pass_sync();
+ scatter_pass_sync();
+ hole_fill_pass_sync();
+ resolve_pass_sync();
+}
+
+void DepthOfField::jitter_apply(float4x4 &winmat, float4x4 &viewmat)
+{
+ if (jitter_radius_ == 0.0f) {
+ return;
+ }
+
+ float radius, theta;
+ inst_.sampling.dof_disk_sample_get(&radius, &theta);
+
+ if (data_.bokeh_blades >= 3.0f) {
+ theta = circle_to_polygon_angle(data_.bokeh_blades, theta);
+ radius *= circle_to_polygon_radius(data_.bokeh_blades, theta);
+ }
+ radius *= jitter_radius_;
+ theta += data_.bokeh_rotation;
+
+ /* Sample in View Space. */
+ float2 sample = float2(radius * cosf(theta), radius * sinf(theta));
+ sample *= data_.bokeh_anisotropic_scale;
+ /* Convert to NDC Space. */
+ float3 jitter = float3(UNPACK2(sample), -focus_distance_);
+ float3 center = float3(0.0f, 0.0f, -focus_distance_);
+ mul_project_m4_v3(winmat.ptr(), jitter);
+ mul_project_m4_v3(winmat.ptr(), center);
+
+ const bool is_ortho = (winmat[2][3] != -1.0f);
+ if (is_ortho) {
+ sample *= focus_distance_;
+ }
+ /* Translate origin. */
+ sub_v2_v2(viewmat[3], sample);
+ /* Skew winmat Z axis. */
+ add_v2_v2(winmat[2], center - jitter);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Passes setup.
+ * \{ */
+
+void DepthOfField::bokeh_lut_pass_sync()
+{
+ const bool has_anisotropy = data_.bokeh_anisotropic_scale != float2(1.0f);
+ if (!has_anisotropy && (data_.bokeh_blades == 0.0)) {
+ /* No need for LUTs in these cases. */
+ bokeh_lut_ps_ = nullptr;
+ return;
+ }
+
+ /* Precompute bokeh texture. */
+ bokeh_lut_ps_ = DRW_pass_create("Dof.bokeh_lut_ps_", DRW_STATE_NO_DRAW);
+ GPUShader *sh = inst_.shaders.static_shader_get(DOF_BOKEH_LUT);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, bokeh_lut_ps_);
+ DRW_shgroup_uniform_block(grp, "dof_buf", data_);
+ DRW_shgroup_uniform_image_ref(grp, "out_gather_lut_img", &bokeh_gather_lut_tx_);
+ DRW_shgroup_uniform_image_ref(grp, "out_scatter_lut_img", &bokeh_scatter_lut_tx_);
+ DRW_shgroup_uniform_image_ref(grp, "out_resolve_lut_img", &bokeh_resolve_lut_tx_);
+ DRW_shgroup_call_compute(grp, 1, 1, 1);
+}
+
+void DepthOfField::setup_pass_sync()
+{
+ RenderBuffers &render_buffers = inst_.render_buffers;
+
+ setup_ps_ = DRW_pass_create("Dof.setup_ps_", DRW_STATE_NO_DRAW);
+ GPUShader *sh = inst_.shaders.static_shader_get(DOF_SETUP);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, setup_ps_);
+ DRW_shgroup_uniform_texture_ref_ex(grp, "color_tx", &input_color_tx_, no_filter);
+ DRW_shgroup_uniform_texture_ref_ex(grp, "depth_tx", &render_buffers.depth_tx, no_filter);
+ DRW_shgroup_uniform_block(grp, "dof_buf", data_);
+ DRW_shgroup_uniform_image_ref(grp, "out_color_img", &setup_color_tx_);
+ DRW_shgroup_uniform_image_ref(grp, "out_coc_img", &setup_coc_tx_);
+ DRW_shgroup_call_compute_ref(grp, dispatch_setup_size_);
+ DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH);
+}
+
+void DepthOfField::stabilize_pass_sync()
+{
+ RenderBuffers &render_buffers = inst_.render_buffers;
+ VelocityModule &velocity = inst_.velocity;
+
+ stabilize_ps_ = DRW_pass_create("Dof.stabilize_ps_", DRW_STATE_NO_DRAW);
+ GPUShader *sh = inst_.shaders.static_shader_get(DOF_STABILIZE);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, stabilize_ps_);
+ DRW_shgroup_uniform_block_ref(grp, "camera_prev", &(*velocity.camera_steps[STEP_PREVIOUS]));
+ DRW_shgroup_uniform_block_ref(grp, "camera_curr", &(*velocity.camera_steps[STEP_CURRENT]));
+ /* This is only for temporal stability. The next step is not needed. */
+ DRW_shgroup_uniform_block_ref(grp, "camera_next", &(*velocity.camera_steps[STEP_PREVIOUS]));
+ DRW_shgroup_uniform_texture_ref_ex(grp, "coc_tx", &setup_coc_tx_, no_filter);
+ DRW_shgroup_uniform_texture_ref_ex(grp, "color_tx", &setup_color_tx_, no_filter);
+ DRW_shgroup_uniform_texture_ref_ex(grp, "velocity_tx", &render_buffers.vector_tx, no_filter);
+ DRW_shgroup_uniform_texture_ref_ex(grp, "in_history_tx", &stabilize_input_, with_filter);
+ DRW_shgroup_uniform_texture_ref_ex(grp, "depth_tx", &render_buffers.depth_tx, no_filter);
+ DRW_shgroup_uniform_bool(grp, "use_history", &stabilize_valid_history_, 1);
+ DRW_shgroup_uniform_block(grp, "dof_buf", data_);
+ DRW_shgroup_uniform_image(grp, "out_coc_img", reduced_coc_tx_.mip_view(0));
+ DRW_shgroup_uniform_image(grp, "out_color_img", reduced_color_tx_.mip_view(0));
+ DRW_shgroup_uniform_image_ref(grp, "out_history_img", &stabilize_output_tx_);
+ DRW_shgroup_call_compute_ref(grp, dispatch_stabilize_size_);
+ DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH | GPU_BARRIER_SHADER_IMAGE_ACCESS);
+}
+
+void DepthOfField::downsample_pass_sync()
+{
+ downsample_ps_ = DRW_pass_create("Dof.downsample_ps_", DRW_STATE_NO_DRAW);
+ GPUShader *sh = inst_.shaders.static_shader_get(DOF_DOWNSAMPLE);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, downsample_ps_);
+ DRW_shgroup_uniform_texture_ex(grp, "color_tx", reduced_color_tx_.mip_view(0), no_filter);
+ DRW_shgroup_uniform_texture_ex(grp, "coc_tx", reduced_coc_tx_.mip_view(0), no_filter);
+ DRW_shgroup_uniform_image_ref(grp, "out_color_img", &downsample_tx_);
+ DRW_shgroup_call_compute_ref(grp, dispatch_downsample_size_);
+ DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH);
+}
+
+void DepthOfField::reduce_pass_sync()
+{
+ reduce_ps_ = DRW_pass_create("Dof.reduce_ps_", DRW_STATE_NO_DRAW);
+ GPUShader *sh = inst_.shaders.static_shader_get(DOF_REDUCE);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, reduce_ps_);
+ DRW_shgroup_uniform_block(grp, "dof_buf", data_);
+ DRW_shgroup_uniform_texture_ref_ex(grp, "downsample_tx", &downsample_tx_, no_filter);
+ DRW_shgroup_storage_block(grp, "scatter_fg_list_buf", scatter_fg_list_buf_);
+ DRW_shgroup_storage_block(grp, "scatter_bg_list_buf", scatter_bg_list_buf_);
+ DRW_shgroup_storage_block(grp, "scatter_fg_indirect_buf", scatter_fg_indirect_buf_);
+ DRW_shgroup_storage_block(grp, "scatter_bg_indirect_buf", scatter_bg_indirect_buf_);
+ DRW_shgroup_uniform_image(grp, "inout_color_lod0_img", reduced_color_tx_.mip_view(0));
+ DRW_shgroup_uniform_image(grp, "out_color_lod1_img", reduced_color_tx_.mip_view(1));
+ DRW_shgroup_uniform_image(grp, "out_color_lod2_img", reduced_color_tx_.mip_view(2));
+ DRW_shgroup_uniform_image(grp, "out_color_lod3_img", reduced_color_tx_.mip_view(3));
+ DRW_shgroup_uniform_image(grp, "in_coc_lod0_img", reduced_coc_tx_.mip_view(0));
+ DRW_shgroup_uniform_image(grp, "out_coc_lod1_img", reduced_coc_tx_.mip_view(1));
+ DRW_shgroup_uniform_image(grp, "out_coc_lod2_img", reduced_coc_tx_.mip_view(2));
+ DRW_shgroup_uniform_image(grp, "out_coc_lod3_img", reduced_coc_tx_.mip_view(3));
+ DRW_shgroup_call_compute_ref(grp, dispatch_reduce_size_);
+ /* NOTE: Command buffer barrier is done automatically by the GPU backend. */
+ DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH | GPU_BARRIER_SHADER_STORAGE);
+}
+
+void DepthOfField::tiles_flatten_pass_sync()
+{
+ tiles_flatten_ps_ = DRW_pass_create("Dof.tiles_flatten_ps_", DRW_STATE_NO_DRAW);
+ GPUShader *sh = inst_.shaders.static_shader_get(DOF_TILES_FLATTEN);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, tiles_flatten_ps_);
+ /* NOTE(fclem): We should use the reduced_coc_tx_ as it is stable, but we need the slight focus
+ * flag from the setup pass. A better way would be to do the brute-force in focus gather without
+ * this. */
+ DRW_shgroup_uniform_texture_ref_ex(grp, "coc_tx", &setup_coc_tx_, no_filter);
+ DRW_shgroup_uniform_image_ref(grp, "out_tiles_fg_img", &tiles_fg_tx_.current());
+ DRW_shgroup_uniform_image_ref(grp, "out_tiles_bg_img", &tiles_bg_tx_.current());
+ DRW_shgroup_call_compute_ref(grp, dispatch_tiles_flatten_size_);
+ DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS);
+}
+
+void DepthOfField::tiles_dilate_pass_sync()
+{
+ tiles_dilate_minmax_ps_ = DRW_pass_create("Dof.tiles_dilate_minmax_ps_", DRW_STATE_NO_DRAW);
+ tiles_dilate_minabs_ps_ = DRW_pass_create("Dof.tiles_dilate_minabs_ps_", DRW_STATE_NO_DRAW);
+ for (int pass = 0; pass < 2; pass++) {
+ DRWPass *drw_pass = (pass == 0) ? tiles_dilate_minmax_ps_ : tiles_dilate_minabs_ps_;
+ GPUShader *sh = inst_.shaders.static_shader_get((pass == 0) ? DOF_TILES_DILATE_MINMAX :
+ DOF_TILES_DILATE_MINABS);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, drw_pass);
+ DRW_shgroup_uniform_image_ref(grp, "in_tiles_fg_img", &tiles_fg_tx_.previous());
+ DRW_shgroup_uniform_image_ref(grp, "in_tiles_bg_img", &tiles_bg_tx_.previous());
+ DRW_shgroup_uniform_image_ref(grp, "out_tiles_fg_img", &tiles_fg_tx_.current());
+ DRW_shgroup_uniform_image_ref(grp, "out_tiles_bg_img", &tiles_bg_tx_.current());
+ DRW_shgroup_uniform_int(grp, "ring_count", &tiles_dilate_ring_count_, 1);
+ DRW_shgroup_uniform_int(grp, "ring_width_multiplier", &tiles_dilate_ring_width_mul_, 1);
+ DRW_shgroup_call_compute_ref(grp, dispatch_tiles_dilate_size_);
+ DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS);
+ }
+}
+
+void DepthOfField::gather_pass_sync()
+{
+ gather_fg_ps_ = DRW_pass_create("Dof.gather_fg_ps_", DRW_STATE_NO_DRAW);
+ gather_bg_ps_ = DRW_pass_create("Dof.gather_bg_ps_", DRW_STATE_NO_DRAW);
+ for (int pass = 0; pass < 2; pass++) {
+ SwapChain<TextureFromPool, 2> &color_chain = (pass == 0) ? color_fg_tx_ : color_bg_tx_;
+ SwapChain<TextureFromPool, 2> &weight_chain = (pass == 0) ? weight_fg_tx_ : weight_bg_tx_;
+ bool use_lut = bokeh_lut_ps_ != nullptr;
+ eShaderType sh_type = (pass == 0) ?
+ (use_lut ? DOF_GATHER_FOREGROUND_LUT : DOF_GATHER_FOREGROUND) :
+ (use_lut ? DOF_GATHER_BACKGROUND_LUT : DOF_GATHER_BACKGROUND);
+ GPUShader *sh = inst_.shaders.static_shader_get(sh_type);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, (pass == 0) ? gather_fg_ps_ : gather_bg_ps_);
+ inst_.sampling.bind_resources(grp);
+ DRW_shgroup_uniform_block(grp, "dof_buf", data_);
+ DRW_shgroup_uniform_texture_ex(grp, "color_bilinear_tx", reduced_color_tx_, gather_bilinear);
+ DRW_shgroup_uniform_texture_ex(grp, "color_tx", reduced_color_tx_, gather_nearest);
+ DRW_shgroup_uniform_texture_ex(grp, "coc_tx", reduced_coc_tx_, gather_nearest);
+ DRW_shgroup_uniform_image_ref(grp, "in_tiles_fg_img", &tiles_fg_tx_.current());
+ DRW_shgroup_uniform_image_ref(grp, "in_tiles_bg_img", &tiles_bg_tx_.current());
+ DRW_shgroup_uniform_image_ref(grp, "out_color_img", &color_chain.current());
+ DRW_shgroup_uniform_image_ref(grp, "out_weight_img", &weight_chain.current());
+ DRW_shgroup_uniform_image_ref(grp, "out_occlusion_img", &occlusion_tx_);
+ DRW_shgroup_uniform_texture_ref(grp, "bokeh_lut_tx", &bokeh_gather_lut_tx_);
+ DRW_shgroup_call_compute_ref(grp, dispatch_gather_size_);
+ DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH);
+ }
+}
+
+void DepthOfField::filter_pass_sync()
+{
+ filter_fg_ps_ = DRW_pass_create("Dof.filter_fg_ps_", DRW_STATE_NO_DRAW);
+ filter_bg_ps_ = DRW_pass_create("Dof.filter_bg_ps_", DRW_STATE_NO_DRAW);
+ for (int pass = 0; pass < 2; pass++) {
+ SwapChain<TextureFromPool, 2> &color_chain = (pass == 0) ? color_fg_tx_ : color_bg_tx_;
+ SwapChain<TextureFromPool, 2> &weight_chain = (pass == 0) ? weight_fg_tx_ : weight_bg_tx_;
+ GPUShader *sh = inst_.shaders.static_shader_get(DOF_FILTER);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, (pass == 0) ? filter_fg_ps_ : filter_bg_ps_);
+ DRW_shgroup_uniform_texture_ref(grp, "color_tx", &color_chain.previous());
+ DRW_shgroup_uniform_texture_ref(grp, "weight_tx", &weight_chain.previous());
+ DRW_shgroup_uniform_image_ref(grp, "out_color_img", &color_chain.current());
+ DRW_shgroup_uniform_image_ref(grp, "out_weight_img", &weight_chain.current());
+ DRW_shgroup_call_compute_ref(grp, dispatch_filter_size_);
+ DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH);
+ }
+}
+
+void DepthOfField::scatter_pass_sync()
+{
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD_FULL;
+ scatter_fg_ps_ = DRW_pass_create("Dof.scatter_fg_ps_", state);
+ scatter_bg_ps_ = DRW_pass_create("Dof.scatter_bg_ps_", state);
+ for (int pass = 0; pass < 2; pass++) {
+ GPUStorageBuf *scatter_buf = (pass == 0) ? scatter_fg_indirect_buf_ : scatter_bg_indirect_buf_;
+ GPUStorageBuf *rect_list_buf = (pass == 0) ? scatter_fg_list_buf_ : scatter_bg_list_buf_;
+
+ GPUShader *sh = inst_.shaders.static_shader_get(DOF_SCATTER);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, (pass == 0) ? scatter_fg_ps_ : scatter_bg_ps_);
+ DRW_shgroup_uniform_bool_copy(grp, "use_bokeh_lut", bokeh_lut_ps_ != nullptr);
+ DRW_shgroup_storage_block(grp, "scatter_list_buf", rect_list_buf);
+ DRW_shgroup_uniform_texture_ref(grp, "bokeh_lut_tx", &bokeh_scatter_lut_tx_);
+ DRW_shgroup_uniform_texture_ref(grp, "occlusion_tx", &occlusion_tx_);
+ DRW_shgroup_call_procedural_indirect(grp, GPU_PRIM_TRI_STRIP, nullptr, scatter_buf);
+ if (pass == 0) {
+ /* Avoid background gather pass writing to the occlusion_tx mid pass. */
+ DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS);
+ }
+ }
+}
+
+void DepthOfField::hole_fill_pass_sync()
+{
+ hole_fill_ps_ = DRW_pass_create("Dof.hole_fill_ps_", DRW_STATE_NO_DRAW);
+ GPUShader *sh = inst_.shaders.static_shader_get(DOF_GATHER_HOLE_FILL);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, hole_fill_ps_);
+ inst_.sampling.bind_resources(grp);
+ DRW_shgroup_uniform_block(grp, "dof_buf", data_);
+ DRW_shgroup_uniform_texture_ex(grp, "color_bilinear_tx", reduced_color_tx_, gather_bilinear);
+ DRW_shgroup_uniform_texture_ex(grp, "color_tx", reduced_color_tx_, gather_nearest);
+ DRW_shgroup_uniform_texture_ex(grp, "coc_tx", reduced_coc_tx_, gather_nearest);
+ DRW_shgroup_uniform_image_ref(grp, "in_tiles_fg_img", &tiles_fg_tx_.current());
+ DRW_shgroup_uniform_image_ref(grp, "in_tiles_bg_img", &tiles_bg_tx_.current());
+ DRW_shgroup_uniform_image_ref(grp, "out_color_img", &hole_fill_color_tx_);
+ DRW_shgroup_uniform_image_ref(grp, "out_weight_img", &hole_fill_weight_tx_);
+ DRW_shgroup_call_compute_ref(grp, dispatch_gather_size_);
+ DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH);
+}
+
+void DepthOfField::resolve_pass_sync()
+{
+ eGPUSamplerState with_filter = GPU_SAMPLER_FILTER;
+ RenderBuffers &render_buffers = inst_.render_buffers;
+
+ resolve_ps_ = DRW_pass_create("Dof.resolve_ps_", DRW_STATE_NO_DRAW);
+ bool use_lut = bokeh_lut_ps_ != nullptr;
+ eShaderType sh_type = use_lut ? DOF_RESOLVE_LUT : DOF_RESOLVE;
+ GPUShader *sh = inst_.shaders.static_shader_get(sh_type);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, resolve_ps_);
+ inst_.sampling.bind_resources(grp);
+ DRW_shgroup_uniform_block(grp, "dof_buf", data_);
+ DRW_shgroup_uniform_texture_ref_ex(grp, "depth_tx", &render_buffers.depth_tx, no_filter);
+ DRW_shgroup_uniform_texture_ref_ex(grp, "color_tx", &input_color_tx_, no_filter);
+ DRW_shgroup_uniform_texture_ref_ex(grp, "stable_color_tx", &resolve_stable_color_tx_, no_filter);
+ DRW_shgroup_uniform_texture_ref_ex(grp, "color_bg_tx", &color_bg_tx_.current(), with_filter);
+ DRW_shgroup_uniform_texture_ref_ex(grp, "color_fg_tx", &color_fg_tx_.current(), with_filter);
+ DRW_shgroup_uniform_image_ref(grp, "in_tiles_fg_img", &tiles_fg_tx_.current());
+ DRW_shgroup_uniform_image_ref(grp, "in_tiles_bg_img", &tiles_bg_tx_.current());
+ DRW_shgroup_uniform_texture_ref(grp, "weight_bg_tx", &weight_bg_tx_.current());
+ DRW_shgroup_uniform_texture_ref(grp, "weight_fg_tx", &weight_fg_tx_.current());
+ DRW_shgroup_uniform_texture_ref(grp, "color_hole_fill_tx", &hole_fill_color_tx_);
+ DRW_shgroup_uniform_texture_ref(grp, "weight_hole_fill_tx", &hole_fill_weight_tx_);
+ DRW_shgroup_uniform_texture_ref(grp, "bokeh_lut_tx", &bokeh_resolve_lut_tx_);
+ DRW_shgroup_uniform_image_ref(grp, "out_color_img", &output_color_tx_);
+ DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH);
+ DRW_shgroup_call_compute_ref(grp, dispatch_resolve_size_);
+ DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Post-FX Rendering.
+ * \{ */
+
+/* Similar to Film::update_sample_table() but with constant filter radius and constant sample
+ * count. */
+void DepthOfField::update_sample_table()
+{
+ float2 subpixel_offset = inst_.film.pixel_jitter_get();
+ /* Since the film jitter is in full-screen res, divide by 2 to get the jitter in half res. */
+ subpixel_offset *= 0.5;
+
+ /* Same offsets as in dof_spatial_filtering(). */
+ const std::array<int2, 4> plus_offsets = {int2(-1, 0), int2(0, -1), int2(1, 0), int2(0, 1)};
+
+ const float radius = 1.5f;
+ int i = 0;
+ for (int2 offset : plus_offsets) {
+ float2 pixel_ofs = float2(offset) - subpixel_offset;
+ data_.filter_samples_weight[i++] = film_filter_weight(radius, math::length_squared(pixel_ofs));
+ }
+ data_.filter_center_weight = film_filter_weight(radius, math::length_squared(subpixel_offset));
+}
+
+void DepthOfField::render(GPUTexture **input_tx,
+ GPUTexture **output_tx,
+ DepthOfFieldBuffer &dof_buffer)
+{
+ if (fx_radius_ == 0.0f) {
+ return;
+ }
+
+ input_color_tx_ = *input_tx;
+ output_color_tx_ = *output_tx;
+ extent_ = {GPU_texture_width(input_color_tx_), GPU_texture_height(input_color_tx_)};
+
+ {
+ const CameraData &cam_data = inst_.camera.data_get();
+ data_.camera_type = cam_data.type;
+ /* OPTI(fclem) Could be optimized. */
+ float3 jitter = float3(fx_radius_, 0.0f, -focus_distance_);
+ float3 center = float3(0.0f, 0.0f, -focus_distance_);
+ mul_project_m4_v3(cam_data.winmat.ptr(), jitter);
+ mul_project_m4_v3(cam_data.winmat.ptr(), center);
+ /* Simplify CoC calculation to a simple MADD. */
+ if (inst_.camera.is_orthographic()) {
+ data_.coc_mul = (center[0] - jitter[0]) * 0.5f * extent_[0];
+ data_.coc_bias = focus_distance_ * data_.coc_mul;
+ }
+ else {
+ data_.coc_bias = -(center[0] - jitter[0]) * 0.5f * extent_[0];
+ data_.coc_mul = focus_distance_ * data_.coc_bias;
+ }
+
+ float min_fg_coc = coc_radius_from_camera_depth(data_, -cam_data.clip_near);
+ float max_bg_coc = coc_radius_from_camera_depth(data_, -cam_data.clip_far);
+ if (data_.camera_type != CAMERA_ORTHO) {
+ /* Background is at infinity so maximum CoC is the limit of coc_radius_from_camera_depth
+ * at -inf. We only do this for perspective camera since orthographic coc limit is inf. */
+ max_bg_coc = data_.coc_bias;
+ }
+ /* Clamp with user defined max. */
+ data_.coc_abs_max = min_ff(max_ff(fabsf(min_fg_coc), fabsf(max_bg_coc)), fx_max_coc_);
+ /* TODO(fclem): Make this dependent of the quality of the gather pass. */
+ data_.scatter_coc_threshold = 4.0f;
+
+ update_sample_table();
+
+ data_.push_update();
+ }
+
+ int2 half_res = math::divide_ceil(extent_, int2(2));
+ int2 quarter_res = math::divide_ceil(extent_, int2(4));
+ int2 tile_res = math::divide_ceil(half_res, int2(DOF_TILES_SIZE));
+
+ dispatch_setup_size_ = int3(math::divide_ceil(half_res, int2(DOF_DEFAULT_GROUP_SIZE)), 1);
+ dispatch_stabilize_size_ = int3(math::divide_ceil(half_res, int2(DOF_STABILIZE_GROUP_SIZE)), 1);
+ dispatch_downsample_size_ = int3(math::divide_ceil(quarter_res, int2(DOF_DEFAULT_GROUP_SIZE)),
+ 1);
+ dispatch_reduce_size_ = int3(math::divide_ceil(half_res, int2(DOF_REDUCE_GROUP_SIZE)), 1);
+ dispatch_tiles_flatten_size_ = int3(math::divide_ceil(half_res, int2(DOF_TILES_SIZE)), 1);
+ dispatch_tiles_dilate_size_ = int3(
+ math::divide_ceil(tile_res, int2(DOF_TILES_DILATE_GROUP_SIZE)), 1);
+ dispatch_gather_size_ = int3(math::divide_ceil(half_res, int2(DOF_GATHER_GROUP_SIZE)), 1);
+ dispatch_filter_size_ = int3(math::divide_ceil(half_res, int2(DOF_FILTER_GROUP_SIZE)), 1);
+ dispatch_resolve_size_ = int3(math::divide_ceil(extent_, int2(DOF_RESOLVE_GROUP_SIZE)), 1);
+
+ if (GPU_type_matches_ex(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_ANY, GPU_BACKEND_OPENGL)) {
+ /* On Mesa, there is a sync bug which can make a portion of the main pass (usually one shader)
+ * leave blocks of un-initialized memory. Doing a flush seems to alleviate the issue. */
+ GPU_flush();
+ }
+
+ DRW_stats_group_start("Depth of Field");
+
+ {
+ DRW_stats_group_start("Setup");
+ {
+ bokeh_gather_lut_tx_.acquire(int2(DOF_BOKEH_LUT_SIZE), GPU_RG16F);
+ bokeh_scatter_lut_tx_.acquire(int2(DOF_BOKEH_LUT_SIZE), GPU_R16F);
+ bokeh_resolve_lut_tx_.acquire(int2(DOF_MAX_SLIGHT_FOCUS_RADIUS * 2 + 1), GPU_R16F);
+
+ DRW_draw_pass(bokeh_lut_ps_);
+ }
+ {
+ setup_color_tx_.acquire(half_res, GPU_RGBA16F);
+ setup_coc_tx_.acquire(half_res, GPU_R16F);
+
+ DRW_draw_pass(setup_ps_);
+ }
+ {
+ stabilize_output_tx_.acquire(half_res, GPU_RGBA16F);
+ stabilize_valid_history_ = !dof_buffer.stabilize_history_tx_.ensure_2d(GPU_RGBA16F,
+ half_res);
+
+ if (stabilize_valid_history_ == false) {
+ /* Avoid uninitialized memory that can contain NaNs. */
+ dof_buffer.stabilize_history_tx_.clear(float4(0.0f));
+ }
+
+ stabilize_input_ = dof_buffer.stabilize_history_tx_;
+ /* Outputs to reduced_*_tx_ mip 0. */
+ DRW_draw_pass(stabilize_ps_);
+
+ /* WATCH(fclem): Swap Texture an TextureFromPool internal GPUTexture in order to reuse
+ * the one that we just consumed. */
+ TextureFromPool::swap(stabilize_output_tx_, dof_buffer.stabilize_history_tx_);
+
+ /* Used by stabilize pass. */
+ stabilize_output_tx_.release();
+ setup_color_tx_.release();
+ }
+ {
+ DRW_stats_group_start("Tile Prepare");
+
+ /* WARNING: If format changes, make sure dof_tile_* GLSL constants are properly encoded. */
+ tiles_fg_tx_.previous().acquire(tile_res, GPU_R11F_G11F_B10F);
+ tiles_bg_tx_.previous().acquire(tile_res, GPU_R11F_G11F_B10F);
+ tiles_fg_tx_.current().acquire(tile_res, GPU_R11F_G11F_B10F);
+ tiles_bg_tx_.current().acquire(tile_res, GPU_R11F_G11F_B10F);
+
+ DRW_draw_pass(tiles_flatten_ps_);
+
+ /* Used by tile_flatten and stabilize_ps pass. */
+ setup_coc_tx_.release();
+
+ /* Error introduced by gather center jittering. */
+ const float error_multiplier = 1.0f + 1.0f / (DOF_GATHER_RING_COUNT + 0.5f);
+ int dilation_end_radius = ceilf((fx_max_coc_ * error_multiplier) / (DOF_TILES_SIZE * 2));
+
+ /* Run dilation twice. One for minmax and one for minabs. */
+ for (int pass = 0; pass < 2; pass++) {
+ /* This algorithm produce the exact dilation radius by dividing it in multiple passes. */
+ int dilation_radius = 0;
+ while (dilation_radius < dilation_end_radius) {
+ int remainder = dilation_end_radius - dilation_radius;
+ /* Do not step over any unvisited tile. */
+ int max_multiplier = dilation_radius + 1;
+
+ int ring_count = min_ii(DOF_DILATE_RING_COUNT, ceilf(remainder / (float)max_multiplier));
+ int multiplier = min_ii(max_multiplier, floorf(remainder / (float)ring_count));
+
+ dilation_radius += ring_count * multiplier;
+
+ tiles_dilate_ring_count_ = ring_count;
+ tiles_dilate_ring_width_mul_ = multiplier;
+
+ tiles_fg_tx_.swap();
+ tiles_bg_tx_.swap();
+
+ DRW_draw_pass((pass == 0) ? tiles_dilate_minmax_ps_ : tiles_dilate_minabs_ps_);
+ }
+ }
+
+ tiles_fg_tx_.previous().release();
+ tiles_bg_tx_.previous().release();
+
+ DRW_stats_group_end();
+ }
+
+ downsample_tx_.acquire(quarter_res, GPU_RGBA16F);
+
+ DRW_draw_pass(downsample_ps_);
+
+ scatter_fg_indirect_buf_.clear_to_zero();
+ scatter_bg_indirect_buf_.clear_to_zero();
+
+ DRW_draw_pass(reduce_ps_);
+
+ /* Used by reduce pass. */
+ downsample_tx_.release();
+
+ DRW_stats_group_end();
+ }
+
+ for (int is_background = 0; is_background < 2; is_background++) {
+ DRW_stats_group_start(is_background ? "Background Convolution" : "Foreground Convolution");
+
+ SwapChain<TextureFromPool, 2> &color_tx = is_background ? color_bg_tx_ : color_fg_tx_;
+ SwapChain<TextureFromPool, 2> &weight_tx = is_background ? weight_bg_tx_ : weight_fg_tx_;
+ Framebuffer &scatter_fb = is_background ? scatter_bg_fb_ : scatter_fg_fb_;
+ DRWPass *gather_ps = is_background ? gather_bg_ps_ : gather_fg_ps_;
+ DRWPass *filter_ps = is_background ? filter_bg_ps_ : filter_fg_ps_;
+ DRWPass *scatter_ps = is_background ? scatter_bg_ps_ : scatter_fg_ps_;
+
+ color_tx.current().acquire(half_res, GPU_RGBA16F);
+ weight_tx.current().acquire(half_res, GPU_R16F);
+ occlusion_tx_.acquire(half_res, GPU_RG16F);
+
+ DRW_draw_pass(gather_ps);
+
+ {
+ /* Filtering pass. */
+ color_tx.swap();
+ weight_tx.swap();
+
+ color_tx.current().acquire(half_res, GPU_RGBA16F);
+ weight_tx.current().acquire(half_res, GPU_R16F);
+
+ DRW_draw_pass(filter_ps);
+
+ color_tx.previous().release();
+ weight_tx.previous().release();
+ }
+
+ GPU_memory_barrier(GPU_BARRIER_FRAMEBUFFER);
+
+ scatter_fb.ensure(GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(color_tx.current()));
+
+ GPU_framebuffer_bind(scatter_fb);
+ DRW_draw_pass(scatter_ps);
+
+ /* Used by scatter pass. */
+ occlusion_tx_.release();
+
+ DRW_stats_group_end();
+ }
+ {
+ DRW_stats_group_start("Hole Fill");
+
+ bokeh_gather_lut_tx_.release();
+ bokeh_scatter_lut_tx_.release();
+
+ hole_fill_color_tx_.acquire(half_res, GPU_RGBA16F);
+ hole_fill_weight_tx_.acquire(half_res, GPU_R16F);
+
+ DRW_draw_pass(hole_fill_ps_);
+
+ /* NOTE: We do not filter the hole-fill pass as effect is likely to not be noticeable. */
+
+ DRW_stats_group_end();
+ }
+ {
+ DRW_stats_group_start("Resolve");
+
+ resolve_stable_color_tx_ = dof_buffer.stabilize_history_tx_;
+
+ DRW_draw_pass(resolve_ps_);
+
+ color_bg_tx_.current().release();
+ color_fg_tx_.current().release();
+ weight_bg_tx_.current().release();
+ weight_fg_tx_.current().release();
+ tiles_fg_tx_.current().release();
+ tiles_bg_tx_.current().release();
+ hole_fill_color_tx_.release();
+ hole_fill_weight_tx_.release();
+ bokeh_resolve_lut_tx_.release();
+
+ DRW_stats_group_end();
+ }
+
+ DRW_stats_group_end();
+
+ /* Swap buffers so that next effect has the right input. */
+ SWAP(GPUTexture *, *input_tx, *output_tx);
+}
+
+/** \} */
+
+} // namespace blender::eevee
diff --git a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.hh b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.hh
new file mode 100644
index 00000000000..8c291b241bd
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.hh
@@ -0,0 +1,195 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2021 Blender Foundation.
+ */
+
+/** \file
+ * \ingroup eevee
+ *
+ * Depth of field post process effect.
+ *
+ * There are 2 methods to achieve this effect.
+ * - The first uses projection matrix offsetting and sample accumulation to give
+ * reference quality depth of field. But this needs many samples to hide the
+ * under-sampling.
+ * - The second one is a post-processing based one. It follows the
+ * implementation described in the presentation
+ * "Life of a Bokeh - Siggraph 2018" from Guillaume Abadie.
+ * There are some difference with our actual implementation that prioritize quality.
+ */
+
+#pragma once
+
+#include "eevee_shader_shared.hh"
+
+namespace blender::eevee {
+
+class Instance;
+
+/* -------------------------------------------------------------------- */
+/** \name Depth of field
+ * \{ */
+
+struct DepthOfFieldBuffer {
+ /**
+ * Per view history texture for stabilize pass.
+ * Swapped with stabilize_output_tx_ in order to reuse the previous history during DoF
+ * processing.
+ * Note this should be private as its inner working only concerns the Depth Of Field
+ * implementation. The view itself should not touch it.
+ */
+ Texture stabilize_history_tx_ = {"dof_taa"};
+};
+
+class DepthOfField {
+ private:
+ class Instance &inst_;
+
+ /** Samplers */
+ static constexpr eGPUSamplerState gather_bilinear = GPU_SAMPLER_MIPMAP | GPU_SAMPLER_FILTER;
+ static constexpr eGPUSamplerState gather_nearest = GPU_SAMPLER_MIPMAP;
+
+ /** Input/Output texture references. */
+ GPUTexture *input_color_tx_ = nullptr;
+ GPUTexture *output_color_tx_ = nullptr;
+
+ /** Bokeh LUT precompute pass. */
+ TextureFromPool bokeh_gather_lut_tx_ = {"dof_bokeh_gather_lut"};
+ TextureFromPool bokeh_resolve_lut_tx_ = {"dof_bokeh_resolve_lut"};
+ TextureFromPool bokeh_scatter_lut_tx_ = {"dof_bokeh_scatter_lut"};
+ DRWPass *bokeh_lut_ps_ = nullptr;
+
+ /** Outputs half-resolution color and Circle Of Confusion. */
+ TextureFromPool setup_coc_tx_ = {"dof_setup_coc"};
+ TextureFromPool setup_color_tx_ = {"dof_setup_color"};
+ int3 dispatch_setup_size_ = int3(-1);
+ DRWPass *setup_ps_ = nullptr;
+
+ /** Allocated because we need mip chain. Which isn't supported by TextureFromPool. */
+ Texture reduced_coc_tx_ = {"dof_reduced_coc"};
+ Texture reduced_color_tx_ = {"dof_reduced_color"};
+
+ /** Stabilization (flicker attenuation) of Color and CoC output of the setup pass. */
+ TextureFromPool stabilize_output_tx_ = {"dof_taa"};
+ GPUTexture *stabilize_input_ = nullptr;
+ bool1 stabilize_valid_history_ = false;
+ int3 dispatch_stabilize_size_ = int3(-1);
+ DRWPass *stabilize_ps_ = nullptr;
+
+ /** 1/4th res color buffer used to speedup the local contrast test in the first reduce pass. */
+ TextureFromPool downsample_tx_ = {"dof_downsample"};
+ int3 dispatch_downsample_size_ = int3(-1);
+ DRWPass *downsample_ps_ = nullptr;
+
+ /** Create mip-mapped color & COC textures for gather passes as well as scatter rect list. */
+ DepthOfFieldScatterListBuf scatter_fg_list_buf_;
+ DepthOfFieldScatterListBuf scatter_bg_list_buf_;
+ DrawIndirectBuf scatter_fg_indirect_buf_;
+ DrawIndirectBuf scatter_bg_indirect_buf_;
+ int3 dispatch_reduce_size_ = int3(-1);
+ DRWPass *reduce_ps_ = nullptr;
+
+ /** Outputs min & max COC in each 8x8 half res pixel tiles (so 1/16th of full resolution). */
+ SwapChain<TextureFromPool, 2> tiles_fg_tx_;
+ SwapChain<TextureFromPool, 2> tiles_bg_tx_;
+ int3 dispatch_tiles_flatten_size_ = int3(-1);
+ DRWPass *tiles_flatten_ps_ = nullptr;
+
+ /** Dilates the min & max CoCs to cover maximum COC values. */
+ int tiles_dilate_ring_count_ = -1;
+ int tiles_dilate_ring_width_mul_ = -1;
+ int3 dispatch_tiles_dilate_size_ = int3(-1);
+ DRWPass *tiles_dilate_minmax_ps_ = nullptr;
+ DRWPass *tiles_dilate_minabs_ps_ = nullptr;
+
+ /** Gather convolution for low intensity pixels and low contrast areas. */
+ SwapChain<TextureFromPool, 2> color_bg_tx_;
+ SwapChain<TextureFromPool, 2> color_fg_tx_;
+ SwapChain<TextureFromPool, 2> weight_bg_tx_;
+ SwapChain<TextureFromPool, 2> weight_fg_tx_;
+ TextureFromPool occlusion_tx_ = {"dof_occlusion"};
+ int3 dispatch_gather_size_ = int3(-1);
+ DRWPass *gather_fg_ps_ = nullptr;
+ DRWPass *gather_bg_ps_ = nullptr;
+
+ /** Hole-fill convolution: Gather pass meant to fill areas of foreground dis-occlusion. */
+ TextureFromPool hole_fill_color_tx_ = {"dof_color_hole_fill"};
+ TextureFromPool hole_fill_weight_tx_ = {"dof_weight_hole_fill"};
+ DRWPass *hole_fill_ps_ = nullptr;
+
+ /** Small Filter pass to reduce noise out of gather passes. */
+ int3 dispatch_filter_size_ = int3(-1);
+ DRWPass *filter_fg_ps_ = nullptr;
+ DRWPass *filter_bg_ps_ = nullptr;
+
+ /** Scatter convolution: A quad is emitted for every 4 bright enough half pixels. */
+ Framebuffer scatter_fg_fb_ = {"dof_scatter_fg"};
+ Framebuffer scatter_bg_fb_ = {"dof_scatter_bg"};
+ DRWPass *scatter_fg_ps_ = nullptr;
+ DRWPass *scatter_bg_ps_ = nullptr;
+
+ /** Recombine the results and also perform a slight out of focus gather. */
+ GPUTexture *resolve_stable_color_tx_ = nullptr;
+ int3 dispatch_resolve_size_ = int3(-1);
+ DRWPass *resolve_ps_ = nullptr;
+
+ DepthOfFieldDataBuf data_;
+
+ /** Scene settings that are immutable. */
+ float user_overblur_;
+ float fx_max_coc_;
+ /** Use jittered depth of field where we randomize camera location. */
+ bool do_jitter_;
+
+ /** Circle of Confusion radius for FX DoF passes. Is in view X direction in [0..1] range. */
+ float fx_radius_;
+ /** Circle of Confusion radius for jittered DoF. Is in view X direction in [0..1] range. */
+ float jitter_radius_;
+ /** Focus distance in view space. */
+ float focus_distance_;
+ /** Extent of the input buffer. */
+ int2 extent_;
+
+ public:
+ DepthOfField(Instance &inst) : inst_(inst){};
+ ~DepthOfField(){};
+
+ void init();
+
+ void sync();
+
+ /**
+ * Apply Depth Of Field jittering to the view and projection matrices..
+ */
+ void jitter_apply(float4x4 &winmat, float4x4 &viewmat);
+
+ /**
+ * Will swap input and output texture if rendering happens. The actual output of this function
+ * is in input_tx.
+ */
+ void render(GPUTexture **input_tx, GPUTexture **output_tx, DepthOfFieldBuffer &dof_buffer);
+
+ bool postfx_enabled() const
+ {
+ return fx_radius_ > 0.0f;
+ }
+
+ private:
+ void bokeh_lut_pass_sync();
+ void setup_pass_sync();
+ void stabilize_pass_sync();
+ void downsample_pass_sync();
+ void reduce_pass_sync();
+ void tiles_flatten_pass_sync();
+ void tiles_dilate_pass_sync();
+ void gather_pass_sync();
+ void filter_pass_sync();
+ void scatter_pass_sync();
+ void hole_fill_pass_sync();
+ void resolve_pass_sync();
+
+ void update_sample_table();
+};
+
+/** \} */
+
+} // namespace blender::eevee
diff --git a/source/blender/draw/engines/eevee_next/eevee_film.cc b/source/blender/draw/engines/eevee_next/eevee_film.cc
index 49f43265aa8..ae41bd204d0 100644
--- a/source/blender/draw/engines/eevee_next/eevee_film.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_film.cc
@@ -183,20 +183,17 @@ void Film::init(const int2 &extent, const rcti *output_rect)
* Using the render pass ensure we store the center depth. */
render_passes |= EEVEE_RENDER_PASS_Z;
}
- /* TEST */
- render_passes |= EEVEE_RENDER_PASS_VECTOR;
}
else {
/* Render Case. */
render_passes = eViewLayerEEVEEPassType(inst_.view_layer->eevee.render_passes);
- render_passes |= EEVEE_RENDER_PASS_COMBINED;
-
#define ENABLE_FROM_LEGACY(name_legacy, name_eevee) \
SET_FLAG_FROM_TEST(render_passes, \
(inst_.view_layer->passflag & SCE_PASS_##name_legacy) != 0, \
EEVEE_RENDER_PASS_##name_eevee);
+ ENABLE_FROM_LEGACY(COMBINED, COMBINED)
ENABLE_FROM_LEGACY(Z, Z)
ENABLE_FROM_LEGACY(MIST, MIST)
ENABLE_FROM_LEGACY(NORMAL, NORMAL)
@@ -209,6 +206,7 @@ void Film::init(const int2 &extent, const rcti *output_rect)
ENABLE_FROM_LEGACY(DIFFUSE_DIRECT, DIFFUSE_LIGHT)
ENABLE_FROM_LEGACY(GLOSSY_DIRECT, SPECULAR_LIGHT)
ENABLE_FROM_LEGACY(ENVIRONMENT, ENVIRONMENT)
+ ENABLE_FROM_LEGACY(VECTOR, VECTOR)
#undef ENABLE_FROM_LEGACY
}
@@ -216,6 +214,11 @@ void Film::init(const int2 &extent, const rcti *output_rect)
/* Filter obsolete passes. */
render_passes &= ~(EEVEE_RENDER_PASS_UNUSED_8 | EEVEE_RENDER_PASS_BLOOM);
+ if (scene_eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED) {
+ /* Disable motion vector pass if motion blur is enabled. */
+ render_passes &= ~EEVEE_RENDER_PASS_VECTOR;
+ }
+
/* TODO(@fclem): Can't we rely on depsgraph update notification? */
if (assign_if_different(enabled_passes_, render_passes)) {
sampling.reset();
@@ -383,12 +386,11 @@ void Film::sync()
DRW_shgroup_uniform_block_ref(grp, "camera_curr", &(*velocity.camera_steps[STEP_CURRENT]));
DRW_shgroup_uniform_block_ref(grp, "camera_next", &(*velocity.camera_steps[step_next]));
DRW_shgroup_uniform_texture_ref(grp, "depth_tx", &rbuffers.depth_tx);
- DRW_shgroup_uniform_texture_ref(grp, "combined_tx", &rbuffers.combined_tx);
+ DRW_shgroup_uniform_texture_ref(grp, "combined_tx", &combined_final_tx_);
DRW_shgroup_uniform_texture_ref(grp, "normal_tx", &rbuffers.normal_tx);
DRW_shgroup_uniform_texture_ref(grp, "vector_tx", &rbuffers.vector_tx);
- DRW_shgroup_uniform_texture_ref(grp, "diffuse_light_tx", &rbuffers.diffuse_light_tx);
+ DRW_shgroup_uniform_texture_ref(grp, "light_tx", &rbuffers.light_tx);
DRW_shgroup_uniform_texture_ref(grp, "diffuse_color_tx", &rbuffers.diffuse_color_tx);
- DRW_shgroup_uniform_texture_ref(grp, "specular_light_tx", &rbuffers.specular_light_tx);
DRW_shgroup_uniform_texture_ref(grp, "specular_color_tx", &rbuffers.specular_color_tx);
DRW_shgroup_uniform_texture_ref(grp, "volume_light_tx", &rbuffers.volume_light_tx);
DRW_shgroup_uniform_texture_ref(grp, "emission_tx", &rbuffers.emission_tx);
@@ -400,10 +402,10 @@ void Film::sync()
/* NOTE(@fclem): 16 is the max number of sampled texture in many implementations.
* If we need more, we need to pack more of the similar passes in the same textures as arrays or
* use image binding instead. */
- DRW_shgroup_uniform_image_ref(grp, "in_weight_img", &weight_src_tx_);
- DRW_shgroup_uniform_image_ref(grp, "out_weight_img", &weight_dst_tx_);
- DRW_shgroup_uniform_texture_ref_ex(grp, "in_combined_tx", &combined_src_tx_, filter);
- DRW_shgroup_uniform_image_ref(grp, "out_combined_img", &combined_dst_tx_);
+ DRW_shgroup_uniform_image_ref(grp, "in_weight_img", &weight_tx_.current());
+ DRW_shgroup_uniform_image_ref(grp, "out_weight_img", &weight_tx_.next());
+ DRW_shgroup_uniform_texture_ref_ex(grp, "in_combined_tx", &combined_tx_.current(), filter);
+ DRW_shgroup_uniform_image_ref(grp, "out_combined_img", &combined_tx_.next());
DRW_shgroup_uniform_image_ref(grp, "depth_img", &depth_tx_);
DRW_shgroup_uniform_image_ref(grp, "color_accum_img", &color_accum_tx_);
DRW_shgroup_uniform_image_ref(grp, "value_accum_img", &value_accum_tx_);
@@ -458,6 +460,10 @@ float2 Film::pixel_jitter_get() const
eViewLayerEEVEEPassType Film::enabled_passes_get() const
{
+ if (inst_.is_viewport() && data_.use_reprojection) {
+ /* Enable motion vector rendering but not the accumulation buffer. */
+ return enabled_passes_ | EEVEE_RENDER_PASS_VECTOR;
+ }
return enabled_passes_;
}
@@ -476,7 +482,7 @@ void Film::update_sample_table()
data_.samples_weight_total = 1.0f;
data_.samples_len = 1;
}
- /* NOTE: Threshold determined by hand until we don't hit the assert bellow. */
+ /* NOTE: Threshold determined by hand until we don't hit the assert below. */
else if (data_.filter_radius < 2.20f) {
/* Small filter Size. */
int closest_index = 0;
@@ -538,7 +544,7 @@ void Film::update_sample_table()
}
}
-void Film::accumulate(const DRWView *view)
+void Film::accumulate(const DRWView *view, GPUTexture *combined_final_tx)
{
if (inst_.is_viewport()) {
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
@@ -554,11 +560,7 @@ void Film::accumulate(const DRWView *view)
update_sample_table();
- /* Need to update the static references as there could have change from a previous swap. */
- weight_src_tx_ = weight_tx_.current();
- weight_dst_tx_ = weight_tx_.next();
- combined_src_tx_ = combined_tx_.current();
- combined_dst_tx_ = combined_tx_.next();
+ combined_final_tx_ = combined_final_tx;
data_.display_only = false;
data_.push_update();
@@ -580,17 +582,13 @@ void Film::display()
BLI_assert(inst_.is_viewport());
/* Acquire dummy render buffers for correct binding. They will not be used. */
- inst_.render_buffers.acquire(int2(1), (void *)this);
+ inst_.render_buffers.acquire(int2(1));
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
GPU_framebuffer_bind(dfbl->default_fb);
GPU_framebuffer_viewport_set(dfbl->default_fb, UNPACK2(data_.offset), UNPACK2(data_.extent));
- /* Need to update the static references as there could have change from a previous swap. */
- weight_src_tx_ = weight_tx_.current();
- weight_dst_tx_ = weight_tx_.next();
- combined_src_tx_ = combined_tx_.current();
- combined_dst_tx_ = combined_tx_.next();
+ combined_final_tx_ = inst_.render_buffers.combined_tx;
data_.display_only = true;
data_.push_update();
diff --git a/source/blender/draw/engines/eevee_next/eevee_film.hh b/source/blender/draw/engines/eevee_next/eevee_film.hh
index 1165b9a4c12..3e368782d31 100644
--- a/source/blender/draw/engines/eevee_next/eevee_film.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_film.hh
@@ -40,6 +40,9 @@ class Film {
private:
Instance &inst_;
+ /** Incoming combined buffer with post FX applied (motion blur + depth of field). */
+ GPUTexture *combined_final_tx_ = nullptr;
+
/** Main accumulation textures containing every render-pass except depth and combined. */
Texture color_accum_tx_;
Texture value_accum_tx_;
@@ -47,14 +50,8 @@ class Film {
Texture depth_tx_;
/** Combined "Color" buffer. Double buffered to allow re-projection. */
SwapChain<Texture, 2> combined_tx_;
- /** Static reference as SwapChain does not actually move the objects when swapping. */
- GPUTexture *combined_src_tx_ = nullptr;
- GPUTexture *combined_dst_tx_ = nullptr;
/** Weight buffers. Double buffered to allow updating it during accumulation. */
SwapChain<Texture, 2> weight_tx_;
- /** Static reference as SwapChain does not actually move the objects when swapping. */
- GPUTexture *weight_src_tx_ = nullptr;
- GPUTexture *weight_dst_tx_ = nullptr;
/** User setting to disable reprojection. Useful for debugging or have a more precise render. */
bool force_disable_reprojection_ = false;
@@ -74,7 +71,7 @@ class Film {
void end_sync();
/** Accumulate the newly rendered sample contained in #RenderBuffers and blit to display. */
- void accumulate(const DRWView *view);
+ void accumulate(const DRWView *view, GPUTexture *combined_final_tx);
/** Blit to display. No rendered sample needed. */
void display();
@@ -82,6 +79,7 @@ class Film {
float *read_pass(eViewLayerEEVEEPassType pass_type);
float *read_aov(ViewLayerAOV *aov);
+ /** Returns shading views internal resolution. */
int2 render_extent_get() const
{
return data_.render_extent;
diff --git a/source/blender/draw/engines/eevee_next/eevee_hizbuffer.cc b/source/blender/draw/engines/eevee_next/eevee_hizbuffer.cc
new file mode 100644
index 00000000000..e2022d74093
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/eevee_hizbuffer.cc
@@ -0,0 +1,102 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation.
+ */
+
+#include "BKE_global.h"
+
+#include "eevee_instance.hh"
+
+#include "eevee_hizbuffer.hh"
+
+namespace blender::eevee {
+
+/* -------------------------------------------------------------------- */
+/** \name Hierarchical-Z buffer
+ *
+ * \{ */
+
+void HiZBuffer::sync()
+{
+ RenderBuffers &render_buffers = inst_.render_buffers;
+
+ int2 render_extent = inst_.film.render_extent_get();
+ /* Padding to avoid complexity during down-sampling and screen tracing. */
+ int2 hiz_extent = math::ceil_to_multiple(render_extent, int2(1u << (HIZ_MIP_COUNT - 1)));
+ int2 dispatch_size = math::divide_ceil(hiz_extent, int2(HIZ_GROUP_SIZE));
+
+ hiz_tx_.ensure_2d(GPU_R32F, hiz_extent, nullptr, HIZ_MIP_COUNT);
+ hiz_tx_.ensure_mip_views();
+ GPU_texture_mipmap_mode(hiz_tx_, true, false);
+
+ data_.uv_scale = float2(render_extent) / float2(hiz_extent);
+ data_.push_update();
+
+ {
+ hiz_update_ps_ = DRW_pass_create("HizUpdate", DRW_STATE_NO_DRAW);
+ GPUShader *sh = inst_.shaders.static_shader_get(HIZ_UPDATE);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, hiz_update_ps_);
+ DRW_shgroup_storage_block(grp, "finished_tile_counter", atomic_tile_counter_);
+ DRW_shgroup_uniform_texture_ref_ex(grp, "depth_tx", &render_buffers.depth_tx, with_filter);
+ DRW_shgroup_uniform_image(grp, "out_mip_0", hiz_tx_.mip_view(0));
+ DRW_shgroup_uniform_image(grp, "out_mip_1", hiz_tx_.mip_view(1));
+ DRW_shgroup_uniform_image(grp, "out_mip_2", hiz_tx_.mip_view(2));
+ DRW_shgroup_uniform_image(grp, "out_mip_3", hiz_tx_.mip_view(3));
+ DRW_shgroup_uniform_image(grp, "out_mip_4", hiz_tx_.mip_view(4));
+ DRW_shgroup_uniform_image(grp, "out_mip_5", hiz_tx_.mip_view(5));
+ DRW_shgroup_uniform_image(grp, "out_mip_6", hiz_tx_.mip_view(6));
+ DRW_shgroup_uniform_image(grp, "out_mip_7", hiz_tx_.mip_view(7));
+ /* TODO(@fclem): There might be occasions where we might not want to
+ * copy mip 0 for performance reasons if there is no need for it. */
+ DRW_shgroup_uniform_bool_copy(grp, "update_mip_0", true);
+ DRW_shgroup_call_compute(grp, UNPACK2(dispatch_size), 1);
+ DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH);
+ }
+
+ if (inst_.debug_mode == eDebugMode::DEBUG_HIZ_VALIDATION) {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM;
+ debug_draw_ps_ = DRW_pass_create("HizUpdate.Debug", state);
+ GPUShader *sh = inst_.shaders.static_shader_get(HIZ_DEBUG);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, debug_draw_ps_);
+ this->bind_resources(grp);
+ DRW_shgroup_call_procedural_triangles(grp, nullptr, 1);
+ }
+ else {
+ debug_draw_ps_ = nullptr;
+ }
+}
+
+void HiZBuffer::update()
+{
+ if (!is_dirty_) {
+ return;
+ }
+
+ /* Bind another framebuffer in order to avoid triggering the feedback loop check.
+ * This is safe because we only use compute shaders in this section of the code.
+ * Ideally the check should be smarter. */
+ GPUFrameBuffer *fb = GPU_framebuffer_active_get();
+ if (G.debug & G_DEBUG_GPU) {
+ GPU_framebuffer_restore();
+ }
+
+ DRW_draw_pass(hiz_update_ps_);
+
+ if (G.debug & G_DEBUG_GPU) {
+ GPU_framebuffer_bind(fb);
+ }
+}
+
+void HiZBuffer::debug_draw(GPUFrameBuffer *view_fb)
+{
+ if (debug_draw_ps_ == nullptr) {
+ return;
+ }
+ inst_.info = "Debug Mode: HiZ Validation";
+ inst_.hiz_buffer.update();
+ GPU_framebuffer_bind(view_fb);
+ DRW_draw_pass(debug_draw_ps_);
+}
+
+/** \} */
+
+} // namespace blender::eevee
diff --git a/source/blender/draw/engines/eevee_next/eevee_hizbuffer.hh b/source/blender/draw/engines/eevee_next/eevee_hizbuffer.hh
new file mode 100644
index 00000000000..039f7e4f16d
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/eevee_hizbuffer.hh
@@ -0,0 +1,81 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2021 Blender Foundation.
+ */
+
+/** \file
+ * \ingroup eevee
+ *
+ * The Hierarchical-Z buffer is texture containing a copy of the depth buffer with mipmaps.
+ * Each mip contains the maximum depth of each 4 pixels on the upper level.
+ * The size of the texture is padded to avoid messing with the mipmap pixels alignments.
+ */
+
+#pragma once
+
+#include "DRW_render.h"
+
+#include "eevee_shader_shared.hh"
+
+namespace blender::eevee {
+
+class Instance;
+
+/* -------------------------------------------------------------------- */
+/** \name Hierarchical-Z buffer
+ * \{ */
+
+class HiZBuffer {
+ private:
+ Instance &inst_;
+
+ /** The texture containing the hiz mip chain. */
+ Texture hiz_tx_ = {"hiz_tx_"};
+ /**
+ * Atomic counter counting the number of tile that have finished down-sampling.
+ * The last one will process the last few mip level.
+ */
+ draw::StorageBuffer<uint4, true> atomic_tile_counter_ = {"atomic_tile_counter"};
+ /** Single pass recursive downsample. */
+ DRWPass *hiz_update_ps_ = nullptr;
+ /** Debug pass. */
+ DRWPass *debug_draw_ps_ = nullptr;
+ /** Dirty flag to check if the update is necessary. */
+ bool is_dirty_ = true;
+
+ HiZDataBuf data_;
+
+ public:
+ HiZBuffer(Instance &inst) : inst_(inst)
+ {
+ atomic_tile_counter_.clear_to_zero();
+ };
+
+ void sync();
+
+ /**
+ * Tag the buffer for update if needed.
+ */
+ void set_dirty()
+ {
+ is_dirty_ = true;
+ }
+
+ /**
+ * Update the content of the HiZ buffer with the depth render target.
+ * Noop if the buffer has not been tagged as dirty.
+ * Should be called before each passes that needs to read the hiz buffer.
+ */
+ void update();
+
+ void debug_draw(GPUFrameBuffer *view_fb);
+
+ void bind_resources(DRWShadingGroup *grp)
+ {
+ DRW_shgroup_uniform_texture_ref(grp, "hiz_tx", &hiz_tx_);
+ DRW_shgroup_uniform_block_ref(grp, "hiz_buf", &data_);
+ }
+};
+
+/** \} */
+
+} // namespace blender::eevee
diff --git a/source/blender/draw/engines/eevee_next/eevee_instance.cc b/source/blender/draw/engines/eevee_next/eevee_instance.cc
index 9f8cf6dc6ba..6665b3a7c9b 100644
--- a/source/blender/draw/engines/eevee_next/eevee_instance.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_instance.cc
@@ -53,6 +53,10 @@ void Instance::init(const int2 &output_res,
v3d = v3d_;
rv3d = rv3d_;
+ if (assign_if_different(debug_mode, (eDebugMode)G.debug_value)) {
+ sampling.reset();
+ }
+
info = "";
update_eval_members();
@@ -60,6 +64,9 @@ void Instance::init(const int2 &output_res,
sampling.init(scene);
camera.init();
film.init(output_res, output_rect);
+ velocity.init();
+ depth_of_field.init();
+ motion_blur.init();
main_view.init();
}
@@ -92,21 +99,23 @@ void Instance::update_eval_members()
void Instance::begin_sync()
{
materials.begin_sync();
- velocity.begin_sync();
+ velocity.begin_sync(); /* NOTE: Also syncs camera. */
+ lights.begin_sync();
gpencil_engine_enabled = false;
- render_buffers.sync();
+ depth_of_field.sync();
+ motion_blur.sync();
+ hiz_buffer.sync();
pipelines.sync();
main_view.sync();
world.sync();
- camera.sync();
film.sync();
}
void Instance::object_sync(Object *ob)
{
- const bool is_renderable_type = ELEM(ob->type, OB_CURVES, OB_GPENCIL, OB_MESH);
+ const bool is_renderable_type = ELEM(ob->type, OB_CURVES, OB_GPENCIL, OB_MESH, OB_LAMP);
const int ob_visibility = DRW_object_visibility_in_active_context(ob);
const bool partsys_is_visible = (ob_visibility & OB_VISIBLE_PARTICLES) != 0 &&
(ob->type == OB_MESH);
@@ -130,6 +139,7 @@ void Instance::object_sync(Object *ob)
if (object_is_visible) {
switch (ob->type) {
case OB_LAMP:
+ lights.sync_light(ob, ob_handle);
break;
case OB_MESH:
case OB_CURVES_LEGACY:
@@ -169,6 +179,7 @@ void Instance::object_sync_render(void *instance_,
void Instance::end_sync()
{
velocity.end_sync();
+ lights.end_sync();
sampling.end_sync();
film.end_sync();
}
@@ -212,22 +223,12 @@ void Instance::render_sample()
sampling.step();
main_view.render();
-}
-
-/** \} */
-/* -------------------------------------------------------------------- */
-/** \name Interface
- * \{ */
+ motion_blur.step();
+}
-void Instance::render_frame(RenderLayer *render_layer, const char *view_name)
+void Instance::render_read_result(RenderLayer *render_layer, const char *view_name)
{
- while (!sampling.finished()) {
- this->render_sample();
- /* TODO(fclem) print progression. */
- }
-
- /* Read Results. */
eViewLayerEEVEEPassType pass_bits = film.enabled_passes_get();
for (auto i : IndexRange(EEVEE_RENDER_PASS_MAX_BIT)) {
eViewLayerEEVEEPassType pass_type = eViewLayerEEVEEPassType(pass_bits & (1 << i));
@@ -240,7 +241,6 @@ void Instance::render_frame(RenderLayer *render_layer, const char *view_name)
if (rp) {
float *result = film.read_pass(pass_type);
if (result) {
- std::cout << "read " << pass_name << std::endl;
BLI_mutex_lock(&render->update_render_passes_mutex);
/* WORKAROUND: We use texture read to avoid using a framebuffer to get the render result.
* However, on some implementation, we need a buffer with a few extra bytes for the read to
@@ -252,6 +252,45 @@ void Instance::render_frame(RenderLayer *render_layer, const char *view_name)
}
}
}
+
+ /* The vector pass is initialized to weird values. Set it to neutral value if not rendered. */
+ if ((pass_bits & EEVEE_RENDER_PASS_VECTOR) == 0) {
+ const char *vector_pass_name = Film::pass_to_render_pass_name(EEVEE_RENDER_PASS_VECTOR);
+ RenderPass *vector_rp = RE_pass_find_by_name(render_layer, vector_pass_name, view_name);
+ if (vector_rp) {
+ memset(vector_rp->rect, 0, sizeof(float) * 4 * vector_rp->rectx * vector_rp->recty);
+ }
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Interface
+ * \{ */
+
+void Instance::render_frame(RenderLayer *render_layer, const char *view_name)
+{
+ while (!sampling.finished()) {
+ this->render_sample();
+
+ /* TODO(fclem) print progression. */
+#if 0
+ /* TODO(fclem): Does not currently work. But would be better to just display to 2D view like
+ * cycles does. */
+ if (G.background == false && first_read) {
+ /* Allow to preview the first sample. */
+ /* TODO(fclem): Might want to not do this during animation render to avoid too much stall. */
+ this->render_read_result(render_layer, view_name);
+ first_read = false;
+ DRW_render_context_disable(render->re);
+ /* Allow the 2D viewport to grab the ticket mutex to display the render. */
+ DRW_render_context_enable(render->re);
+ }
+#endif
+ }
+
+ this->render_read_result(render_layer, view_name);
}
void Instance::draw_viewport(DefaultFramebufferList *dfbl)
@@ -260,7 +299,10 @@ void Instance::draw_viewport(DefaultFramebufferList *dfbl)
render_sample();
velocity.step_swap();
- if (!sampling.finished_viewport()) {
+ /* Do not request redraw during viewport animation to lock the framerate to the animation
+ * playback rate. This is in order to preserve motion blur aspect and also to avoid TAA reset
+ * that can show flickering. */
+ if (!sampling.finished_viewport() && !DRW_state_is_playback()) {
DRW_viewport_request_redraw();
}
diff --git a/source/blender/draw/engines/eevee_next/eevee_instance.hh b/source/blender/draw/engines/eevee_next/eevee_instance.hh
index 1efda769648..cc3d1c32fde 100644
--- a/source/blender/draw/engines/eevee_next/eevee_instance.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_instance.hh
@@ -16,8 +16,12 @@
#include "DRW_render.h"
#include "eevee_camera.hh"
+#include "eevee_depth_of_field.hh"
#include "eevee_film.hh"
+#include "eevee_hizbuffer.hh"
+#include "eevee_light.hh"
#include "eevee_material.hh"
+#include "eevee_motion_blur.hh"
#include "eevee_pipeline.hh"
#include "eevee_renderbuffers.hh"
#include "eevee_sampling.hh"
@@ -34,13 +38,18 @@ namespace blender::eevee {
*/
class Instance {
friend VelocityModule;
+ friend MotionBlurModule;
public:
ShaderModule &shaders;
SyncModule sync;
MaterialModule materials;
PipelineModule pipelines;
+ LightModule lights;
VelocityModule velocity;
+ MotionBlurModule motion_blur;
+ DepthOfField depth_of_field;
+ HiZBuffer hiz_buffer;
Sampling sampling;
Camera camera;
Film film;
@@ -66,8 +75,10 @@ class Instance {
/** True if the grease pencil engine might be running. */
bool gpencil_engine_enabled;
- /* Info string displayed at the top of the render / viewport. */
+ /** Info string displayed at the top of the render / viewport. */
std::string info = "";
+ /** Debug mode from debug value. */
+ eDebugMode debug_mode = eDebugMode::DEBUG_NONE;
public:
Instance()
@@ -75,7 +86,11 @@ class Instance {
sync(*this),
materials(*this),
pipelines(*this),
+ lights(*this),
velocity(*this),
+ motion_blur(*this),
+ depth_of_field(*this),
+ hiz_buffer(*this),
sampling(*this),
camera(*this),
film(*this),
@@ -138,6 +153,7 @@ class Instance {
RenderEngine *engine,
Depsgraph *depsgraph);
void render_sample();
+ void render_read_result(RenderLayer *render_layer, const char *view_name);
void mesh_sync(Object *ob, ObjectHandle &ob_handle);
diff --git a/source/blender/draw/engines/eevee_next/eevee_light.cc b/source/blender/draw/engines/eevee_next/eevee_light.cc
new file mode 100644
index 00000000000..5392816124b
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/eevee_light.cc
@@ -0,0 +1,503 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2021 Blender Foundation.
+ */
+
+/** \file
+ * \ingroup eevee
+ *
+ * The light module manages light data buffers and light culling system.
+ */
+
+#include "draw_debug.hh"
+
+#include "eevee_instance.hh"
+
+#include "eevee_light.hh"
+
+namespace blender::eevee {
+
+/* -------------------------------------------------------------------- */
+/** \name LightData
+ * \{ */
+
+static eLightType to_light_type(short blender_light_type, short blender_area_type)
+{
+ switch (blender_light_type) {
+ default:
+ case LA_LOCAL:
+ return LIGHT_POINT;
+ case LA_SUN:
+ return LIGHT_SUN;
+ case LA_SPOT:
+ return LIGHT_SPOT;
+ case LA_AREA:
+ return ELEM(blender_area_type, LA_AREA_DISK, LA_AREA_ELLIPSE) ? LIGHT_ELLIPSE : LIGHT_RECT;
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Light Object
+ * \{ */
+
+void Light::sync(/* ShadowModule &shadows , */ const Object *ob, float threshold)
+{
+ const ::Light *la = (const ::Light *)ob->data;
+ float scale[3];
+
+ float max_power = max_fff(la->r, la->g, la->b) * fabsf(la->energy / 100.0f);
+ float surface_max_power = max_ff(la->diff_fac, la->spec_fac) * max_power;
+ float volume_max_power = la->volume_fac * max_power;
+
+ float influence_radius_surface = attenuation_radius_get(la, threshold, surface_max_power);
+ float influence_radius_volume = attenuation_radius_get(la, threshold, volume_max_power);
+
+ this->influence_radius_max = max_ff(influence_radius_surface, influence_radius_volume);
+ this->influence_radius_invsqr_surface = 1.0f / square_f(max_ff(influence_radius_surface, 1e-8f));
+ this->influence_radius_invsqr_volume = 1.0f / square_f(max_ff(influence_radius_volume, 1e-8f));
+
+ this->color = float3(&la->r) * la->energy;
+ normalize_m4_m4_ex(this->object_mat.ptr(), ob->obmat, scale);
+ /* Make sure we have consistent handedness (in case of negatively scaled Z axis). */
+ float3 cross = math::cross(float3(this->_right), float3(this->_up));
+ if (math::dot(cross, float3(this->_back)) < 0.0f) {
+ negate_v3(this->_up);
+ }
+
+ shape_parameters_set(la, scale);
+
+ float shape_power = shape_power_get(la);
+ float point_power = point_power_get(la);
+ this->diffuse_power = la->diff_fac * shape_power;
+ this->transmit_power = la->diff_fac * point_power;
+ this->specular_power = la->spec_fac * shape_power;
+ this->volume_power = la->volume_fac * point_power;
+
+ eLightType new_type = to_light_type(la->type, la->area_shape);
+ if (this->type != new_type) {
+ /* shadow_discard_safe(shadows); */
+ this->type = new_type;
+ }
+
+#if 0
+ if (la->mode & LA_SHADOW) {
+ if (la->type == LA_SUN) {
+ if (this->shadow_id == LIGHT_NO_SHADOW) {
+ this->shadow_id = shadows.directionals.alloc();
+ }
+
+ ShadowDirectional &shadow = shadows.directionals[this->shadow_id];
+ shadow.sync(this->object_mat, la->bias * 0.05f, 1.0f);
+ }
+ else {
+ float cone_aperture = DEG2RAD(360.0);
+ if (la->type == LA_SPOT) {
+ cone_aperture = min_ff(DEG2RAD(179.9), la->spotsize);
+ }
+ else if (la->type == LA_AREA) {
+ cone_aperture = DEG2RAD(179.9);
+ }
+
+ if (this->shadow_id == LIGHT_NO_SHADOW) {
+ this->shadow_id = shadows.punctuals.alloc();
+ }
+
+ ShadowPunctual &shadow = shadows.punctuals[this->shadow_id];
+ shadow.sync(this->type,
+ this->object_mat,
+ cone_aperture,
+ la->clipsta,
+ this->influence_radius_max,
+ la->bias * 0.05f);
+ }
+ }
+ else {
+ shadow_discard_safe(shadows);
+ }
+#endif
+
+ this->initialized = true;
+}
+
+#if 0
+void Light::shadow_discard_safe(ShadowModule &shadows)
+{
+ if (shadow_id != LIGHT_NO_SHADOW) {
+ if (this->type != LIGHT_SUN) {
+ shadows.punctuals.free(shadow_id);
+ }
+ else {
+ shadows.directionals.free(shadow_id);
+ }
+ shadow_id = LIGHT_NO_SHADOW;
+ }
+}
+#endif
+
+/* Returns attenuation radius inverted & squared for easy bound checking inside the shader. */
+float Light::attenuation_radius_get(const ::Light *la, float light_threshold, float light_power)
+{
+ if (la->type == LA_SUN) {
+ return (light_power > 1e-5f) ? 1e16f : 0.0f;
+ }
+
+ if (la->mode & LA_CUSTOM_ATTENUATION) {
+ return la->att_dist;
+ }
+ /* Compute the distance (using the inverse square law)
+ * at which the light power reaches the light_threshold. */
+ /* TODO take area light scale into account. */
+ return sqrtf(light_power / light_threshold);
+}
+
+void Light::shape_parameters_set(const ::Light *la, const float scale[3])
+{
+ if (la->type == LA_AREA) {
+ float area_size_y = (ELEM(la->area_shape, LA_AREA_RECT, LA_AREA_ELLIPSE)) ? la->area_sizey :
+ la->area_size;
+ _area_size_x = max_ff(0.003f, la->area_size * scale[0] * 0.5f);
+ _area_size_y = max_ff(0.003f, area_size_y * scale[1] * 0.5f);
+ /* For volume point lighting. */
+ radius_squared = max_ff(0.001f, hypotf(_area_size_x, _area_size_y) * 0.5f);
+ radius_squared = square_f(radius_squared);
+ }
+ else {
+ if (la->type == LA_SPOT) {
+ /* Spot size & blend */
+ spot_size_inv[0] = scale[2] / scale[0];
+ spot_size_inv[1] = scale[2] / scale[1];
+ float spot_size = cosf(la->spotsize * 0.5f);
+ float spot_blend = (1.0f - spot_size) * la->spotblend;
+ _spot_mul = 1.0f / max_ff(1e-8f, spot_blend);
+ _spot_bias = -spot_size * _spot_mul;
+ spot_tan = tanf(min_ff(la->spotsize * 0.5f, M_PI_2 - 0.0001f));
+ }
+
+ if (la->type == LA_SUN) {
+ _area_size_x = tanf(min_ff(la->sun_angle, DEG2RADF(179.9f)) / 2.0f);
+ }
+ else {
+ _area_size_x = la->area_size;
+ }
+ _area_size_y = _area_size_x = max_ff(0.001f, _area_size_x);
+ radius_squared = square_f(_area_size_x);
+ }
+}
+
+float Light::shape_power_get(const ::Light *la)
+{
+ /* Make illumination power constant */
+ switch (la->type) {
+ case LA_AREA: {
+ float area = _area_size_x * _area_size_y;
+ float power = 1.0f / (area * 4.0f * float(M_PI));
+ /* FIXME : Empirical, Fit cycles power */
+ power *= 0.8f;
+ if (ELEM(la->area_shape, LA_AREA_DISK, LA_AREA_ELLIPSE)) {
+ /* Scale power to account for the lower area of the ellipse compared to the surrounding
+ * rectangle. */
+ power *= 4.0f / M_PI;
+ }
+ return power;
+ }
+ case LA_SPOT:
+ case LA_LOCAL: {
+ return 1.0f / (4.0f * square_f(_radius) * float(M_PI * M_PI));
+ }
+ default:
+ case LA_SUN: {
+ float power = 1.0f / (square_f(_radius) * float(M_PI));
+ /* Make illumination power closer to cycles for bigger radii. Cycles uses a cos^3 term that
+ * we cannot reproduce so we account for that by scaling the light power. This function is
+ * the result of a rough manual fitting. */
+ /* Simplification of: power *= 1 + r²/2 */
+ power += 1.0f / (2.0f * M_PI);
+
+ return power;
+ }
+ }
+}
+
+float Light::point_power_get(const ::Light *la)
+{
+ /* Volume light is evaluated as point lights. Remove the shape power. */
+ switch (la->type) {
+ case LA_AREA: {
+ /* Match cycles. Empirical fit... must correspond to some constant. */
+ float power = 0.0792f * M_PI;
+
+ /* This corrects for area light most representative point trick. The fit was found by
+ * reducing the average error compared to cycles. */
+ float area = _area_size_x * _area_size_y;
+ float tmp = M_PI_2 / (M_PI_2 + sqrtf(area));
+ /* Lerp between 1.0 and the limit (1 / pi). */
+ power *= tmp + (1.0f - tmp) * M_1_PI;
+
+ return power;
+ }
+ case LA_SPOT:
+ case LA_LOCAL: {
+ /* Match cycles. Empirical fit... must correspond to some constant. */
+ return 0.0792f;
+ }
+ default:
+ case LA_SUN: {
+ return 1.0f;
+ }
+ }
+}
+
+void Light::debug_draw()
+{
+#ifdef DEBUG
+ drw_debug_sphere(_position, influence_radius_max, float4(0.8f, 0.3f, 0.0f, 1.0f));
+#endif
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name LightModule
+ * \{ */
+
+void LightModule::begin_sync()
+{
+ use_scene_lights_ = inst_.use_scene_lights();
+
+ /* In begin_sync so it can be animated. */
+ if (assign_if_different(light_threshold_, max_ff(1e-16f, inst_.scene->eevee.light_threshold))) {
+ inst_.sampling.reset();
+ }
+
+ sun_lights_len_ = 0;
+ local_lights_len_ = 0;
+}
+
+void LightModule::sync_light(const Object *ob, ObjectHandle &handle)
+{
+ if (use_scene_lights_ == false) {
+ return;
+ }
+ Light &light = light_map_.lookup_or_add_default(handle.object_key);
+ light.used = true;
+ if (handle.recalc != 0 || !light.initialized) {
+ light.sync(/* inst_.shadows, */ ob, light_threshold_);
+ }
+ sun_lights_len_ += int(light.type == LIGHT_SUN);
+ local_lights_len_ += int(light.type != LIGHT_SUN);
+}
+
+void LightModule::end_sync()
+{
+ // ShadowModule &shadows = inst_.shadows;
+
+ /* NOTE: We resize this buffer before removing deleted lights. */
+ int lights_allocated = ceil_to_multiple_u(max_ii(light_map_.size(), 1), LIGHT_CHUNK);
+ light_buf_.resize(lights_allocated);
+
+ /* Track light deletion. */
+ Vector<ObjectKey, 0> deleted_keys;
+ /* Indices inside GPU data array. */
+ int sun_lights_idx = 0;
+ int local_lights_idx = sun_lights_len_;
+
+ /* Fill GPU data with scene data. */
+ for (auto item : light_map_.items()) {
+ Light &light = item.value;
+
+ if (!light.used) {
+ /* Deleted light. */
+ deleted_keys.append(item.key);
+ // light.shadow_discard_safe(shadows);
+ continue;
+ }
+
+ int dst_idx = (light.type == LIGHT_SUN) ? sun_lights_idx++ : local_lights_idx++;
+ /* Put all light data into global data SSBO. */
+ light_buf_[dst_idx] = light;
+
+#if 0
+ if (light.shadow_id != LIGHT_NO_SHADOW) {
+ if (light.type == LIGHT_SUN) {
+ light_buf_[dst_idx].shadow_data = shadows.directionals[light.shadow_id];
+ }
+ else {
+ light_buf_[dst_idx].shadow_data = shadows.punctuals[light.shadow_id];
+ }
+ }
+#endif
+ /* Untag for next sync. */
+ light.used = false;
+ }
+ /* This scene data buffer is then immutable after this point. */
+ light_buf_.push_update();
+
+ for (auto key : deleted_keys) {
+ light_map_.remove(key);
+ }
+
+ /* Update sampling on deletion or un-hidding (use_scene_lights). */
+ if (assign_if_different(light_map_size_, light_map_.size())) {
+ inst_.sampling.reset();
+ }
+
+ /* If exceeding the limit, just trim off the excess to avoid glitchy rendering. */
+ if (sun_lights_len_ + local_lights_len_ > CULLING_MAX_ITEM) {
+ sun_lights_len_ = min_ii(sun_lights_len_, CULLING_MAX_ITEM);
+ local_lights_len_ = min_ii(local_lights_len_, CULLING_MAX_ITEM - sun_lights_len_);
+ inst_.info = "Error: Too many lights in the scene.";
+ }
+ lights_len_ = sun_lights_len_ + local_lights_len_;
+
+ /* Resize to the actual number of lights after pruning. */
+ lights_allocated = ceil_to_multiple_u(max_ii(lights_len_, 1), LIGHT_CHUNK);
+ culling_key_buf_.resize(lights_allocated);
+ culling_zdist_buf_.resize(lights_allocated);
+ culling_light_buf_.resize(lights_allocated);
+
+ {
+ /* Compute tile size and total word count. */
+ uint word_per_tile = divide_ceil_u(max_ii(lights_len_, 1), 32);
+ int2 render_extent = inst_.film.render_extent_get();
+ int2 tiles_extent;
+ /* Default to 32 as this is likely to be the maximum
+ * tile size used by hardware or compute shading. */
+ uint tile_size = 16;
+ do {
+ tile_size *= 2;
+ tiles_extent = math::divide_ceil(render_extent, int2(tile_size));
+ uint tile_count = tiles_extent.x * tiles_extent.y;
+ if (tile_count > max_tile_count_threshold) {
+ continue;
+ }
+ total_word_count_ = tile_count * word_per_tile;
+
+ } while (total_word_count_ > max_word_count_threshold);
+ /* Keep aligned with storage buffer requirements. */
+ total_word_count_ = ceil_to_multiple_u(total_word_count_, 32);
+
+ culling_data_buf_.tile_word_len = word_per_tile;
+ culling_data_buf_.tile_size = tile_size;
+ culling_data_buf_.tile_x_len = tiles_extent.x;
+ culling_data_buf_.tile_y_len = tiles_extent.y;
+ culling_data_buf_.items_count = lights_len_;
+ culling_data_buf_.local_lights_len = local_lights_len_;
+ culling_data_buf_.sun_lights_len = sun_lights_len_;
+ }
+ culling_tile_buf_.resize(total_word_count_);
+
+ culling_pass_sync();
+ debug_pass_sync();
+}
+
+void LightModule::culling_pass_sync()
+{
+ uint safe_lights_len = max_ii(lights_len_, 1);
+ uint culling_select_dispatch_size = divide_ceil_u(safe_lights_len, CULLING_SELECT_GROUP_SIZE);
+ uint culling_sort_dispatch_size = divide_ceil_u(safe_lights_len, CULLING_SORT_GROUP_SIZE);
+ uint culling_tile_dispatch_size = divide_ceil_u(total_word_count_, CULLING_TILE_GROUP_SIZE);
+
+ /* NOTE: We reference the buffers that may be resized or updated later. */
+ {
+ DRW_PASS_CREATE(culling_select_ps_, DRW_STATE_NO_DRAW);
+ GPUShader *sh = inst_.shaders.static_shader_get(LIGHT_CULLING_SELECT);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, culling_select_ps_);
+ DRW_shgroup_storage_block_ref(grp, "light_cull_buf", &culling_data_buf_);
+ DRW_shgroup_storage_block(grp, "in_light_buf", light_buf_);
+ DRW_shgroup_storage_block(grp, "out_light_buf", culling_light_buf_);
+ DRW_shgroup_storage_block(grp, "out_zdist_buf", culling_zdist_buf_);
+ DRW_shgroup_storage_block(grp, "out_key_buf", culling_key_buf_);
+ DRW_shgroup_call_compute(grp, culling_select_dispatch_size, 1, 1);
+ DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_STORAGE);
+ }
+ {
+ DRW_PASS_CREATE(culling_sort_ps_, DRW_STATE_NO_DRAW);
+ GPUShader *sh = inst_.shaders.static_shader_get(LIGHT_CULLING_SORT);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, culling_sort_ps_);
+ DRW_shgroup_storage_block_ref(grp, "light_cull_buf", &culling_data_buf_);
+ DRW_shgroup_storage_block(grp, "in_light_buf", light_buf_);
+ DRW_shgroup_storage_block(grp, "out_light_buf", culling_light_buf_);
+ DRW_shgroup_storage_block(grp, "in_zdist_buf", culling_zdist_buf_);
+ DRW_shgroup_storage_block(grp, "in_key_buf", culling_key_buf_);
+ DRW_shgroup_call_compute(grp, culling_sort_dispatch_size, 1, 1);
+ DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_STORAGE);
+ }
+ {
+ DRW_PASS_CREATE(culling_zbin_ps_, DRW_STATE_NO_DRAW);
+ GPUShader *sh = inst_.shaders.static_shader_get(LIGHT_CULLING_ZBIN);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, culling_zbin_ps_);
+ DRW_shgroup_storage_block_ref(grp, "light_cull_buf", &culling_data_buf_);
+ DRW_shgroup_storage_block(grp, "light_buf", culling_light_buf_);
+ DRW_shgroup_storage_block(grp, "out_zbin_buf", culling_zbin_buf_);
+ DRW_shgroup_call_compute(grp, 1, 1, 1);
+ DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_STORAGE);
+ }
+ {
+ DRW_PASS_CREATE(culling_tile_ps_, DRW_STATE_NO_DRAW);
+ GPUShader *sh = inst_.shaders.static_shader_get(LIGHT_CULLING_TILE);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, culling_tile_ps_);
+ DRW_shgroup_storage_block_ref(grp, "light_cull_buf", &culling_data_buf_);
+ DRW_shgroup_storage_block(grp, "light_buf", culling_light_buf_);
+ DRW_shgroup_storage_block(grp, "out_light_tile_buf", culling_tile_buf_);
+ DRW_shgroup_call_compute(grp, culling_tile_dispatch_size, 1, 1);
+ DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_STORAGE);
+ }
+}
+
+void LightModule::debug_pass_sync()
+{
+ if (inst_.debug_mode != eDebugMode::DEBUG_LIGHT_CULLING) {
+ debug_draw_ps_ = nullptr;
+ return;
+ }
+
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM;
+ debug_draw_ps_ = DRW_pass_create("LightCulling.Debug", state);
+ GPUShader *sh = inst_.shaders.static_shader_get(LIGHT_CULLING_DEBUG);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, debug_draw_ps_);
+ inst_.hiz_buffer.bind_resources(grp);
+ DRW_shgroup_storage_block_ref(grp, "light_buf", &culling_light_buf_);
+ DRW_shgroup_storage_block_ref(grp, "light_cull_buf", &culling_data_buf_);
+ DRW_shgroup_storage_block_ref(grp, "light_zbin_buf", &culling_zbin_buf_);
+ DRW_shgroup_storage_block_ref(grp, "light_tile_buf", &culling_tile_buf_);
+ DRW_shgroup_uniform_texture_ref(grp, "depth_tx", &inst_.render_buffers.depth_tx);
+ DRW_shgroup_call_procedural_triangles(grp, nullptr, 1);
+}
+
+void LightModule::set_view(const DRWView *view, const int2 extent)
+{
+ float far_z = DRW_view_far_distance_get(view);
+ float near_z = DRW_view_near_distance_get(view);
+
+ culling_data_buf_.zbin_scale = -CULLING_ZBIN_COUNT / fabsf(far_z - near_z);
+ culling_data_buf_.zbin_bias = -near_z * culling_data_buf_.zbin_scale;
+ culling_data_buf_.tile_to_uv_fac = (culling_data_buf_.tile_size / float2(extent));
+ culling_data_buf_.visible_count = 0;
+ culling_data_buf_.push_update();
+
+ DRW_stats_group_start("Light Culling");
+
+ DRW_view_set_active(view);
+ DRW_draw_pass(culling_select_ps_);
+ DRW_draw_pass(culling_sort_ps_);
+ DRW_draw_pass(culling_zbin_ps_);
+ DRW_draw_pass(culling_tile_ps_);
+
+ DRW_stats_group_end();
+}
+
+void LightModule::debug_draw(GPUFrameBuffer *view_fb)
+{
+ if (debug_draw_ps_ == nullptr) {
+ return;
+ }
+ inst_.info = "Debug Mode: Light Culling Validation";
+ inst_.hiz_buffer.update();
+ GPU_framebuffer_bind(view_fb);
+ DRW_draw_pass(debug_draw_ps_);
+}
+
+/** \} */
+
+} // namespace blender::eevee
diff --git a/source/blender/draw/engines/eevee_next/eevee_light.hh b/source/blender/draw/engines/eevee_next/eevee_light.hh
new file mode 100644
index 00000000000..aad798ccec2
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/eevee_light.hh
@@ -0,0 +1,164 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2021 Blender Foundation.
+ */
+
+/** \file
+ * \ingroup eevee
+ *
+ * The light module manages light data buffers and light culling system.
+ *
+ * The culling follows the principles of Tiled Culling + Z binning from:
+ * "Improved Culling for Tiled and Clustered Rendering"
+ * by Michal Drobot
+ * http://advances.realtimerendering.com/s2017/2017_Sig_Improved_Culling_final.pdf
+ *
+ * The culling is separated in 4 compute phases:
+ * - View Culling (select pass): Create a z distance and a index buffer of visible lights.
+ * - Light sorting: Outputs visible lights sorted by Z distance.
+ * - Z binning: Compute the Z bins min/max light indices.
+ * - Tile intersection: Fine grained 2D culling of each lights outputting a bitmap per tile.
+ */
+
+#pragma once
+
+#include "BLI_bitmap.h"
+#include "BLI_vector.hh"
+#include "DNA_light_types.h"
+
+#include "eevee_camera.hh"
+#include "eevee_sampling.hh"
+#include "eevee_shader.hh"
+#include "eevee_shader_shared.hh"
+#include "eevee_sync.hh"
+
+namespace blender::eevee {
+
+class Instance;
+
+/* -------------------------------------------------------------------- */
+/** \name Light Object
+ * \{ */
+
+struct Light : public LightData {
+ public:
+ bool initialized = false;
+ bool used = false;
+
+ public:
+ Light()
+ {
+ shadow_id = LIGHT_NO_SHADOW;
+ }
+
+ void sync(/* ShadowModule &shadows, */ const Object *ob, float threshold);
+
+ // void shadow_discard_safe(ShadowModule &shadows);
+
+ void debug_draw();
+
+ private:
+ float attenuation_radius_get(const ::Light *la, float light_threshold, float light_power);
+ void shape_parameters_set(const ::Light *la, const float scale[3]);
+ float shape_power_get(const ::Light *la);
+ float point_power_get(const ::Light *la);
+};
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name LightModule
+ * \{ */
+
+/**
+ * The light module manages light data buffers and light culling system.
+ */
+class LightModule {
+ // friend ShadowModule;
+
+ private:
+ /* Keep tile count reasonable for memory usage and 2D culling performance. */
+ static constexpr uint max_memory_threshold = 32 * 1024 * 1024; /* 32 MiB */
+ static constexpr uint max_word_count_threshold = max_memory_threshold / sizeof(uint);
+ static constexpr uint max_tile_count_threshold = 8192;
+
+ Instance &inst_;
+
+ /** Map of light objects data. Converted to flat array each frame. */
+ Map<ObjectKey, Light> light_map_;
+ /** Flat array sent to GPU, populated from light_map_. Source buffer for light culling. */
+ LightDataBuf light_buf_ = {"Lights_no_cull"};
+ /** Recorded size of light_map_ (after pruning) to detect deletion. */
+ int64_t light_map_size_ = 0;
+ /** Luminous intensity to consider the light boundary at. Used for culling. */
+ float light_threshold_ = 0.01f;
+ /** If false, will prevent all scene light from being synced. */
+ bool use_scene_lights_ = false;
+ /** Number of sun lights synced during the last sync. Used as offset. */
+ int sun_lights_len_ = 0;
+ int local_lights_len_ = 0;
+ /** Sun plus local lights count for convenience. */
+ int lights_len_ = 0;
+
+ /**
+ * Light Culling
+ */
+
+ /** LightData buffer used for rendering. Filled by the culling pass. */
+ LightDataBuf culling_light_buf_ = {"Lights_culled"};
+ /** Culling infos. */
+ LightCullingDataBuf culling_data_buf_ = {"LightCull_data"};
+ /** Z-distance matching the key for each visible lights. Used for sorting. */
+ LightCullingZdistBuf culling_zdist_buf_ = {"LightCull_zdist"};
+ /** Key buffer containing only visible lights indices. Used for sorting. */
+ LightCullingKeyBuf culling_key_buf_ = {"LightCull_key"};
+ /** Zbins containing min and max light index for each Z bin. */
+ LightCullingZbinBuf culling_zbin_buf_ = {"LightCull_zbin"};
+ /** Bitmap of lights touching each tiles. */
+ LightCullingTileBuf culling_tile_buf_ = {"LightCull_tile"};
+ /** Culling compute passes. */
+ DRWPass *culling_select_ps_ = nullptr;
+ DRWPass *culling_sort_ps_ = nullptr;
+ DRWPass *culling_zbin_ps_ = nullptr;
+ DRWPass *culling_tile_ps_ = nullptr;
+ /** Total number of words the tile buffer needs to contain for the render resolution. */
+ uint total_word_count_ = 0;
+
+ /** Debug Culling visualization. */
+ DRWPass *debug_draw_ps_ = nullptr;
+ /* GPUTexture *input_depth_tx_ = nullptr; */
+
+ public:
+ LightModule(Instance &inst) : inst_(inst){};
+ ~LightModule(){};
+
+ void begin_sync();
+ void sync_light(const Object *ob, ObjectHandle &handle);
+ void end_sync();
+
+ /**
+ * Update acceleration structure for the given view.
+ */
+ void set_view(const DRWView *view, const int2 extent);
+
+ void debug_draw(GPUFrameBuffer *view_fb);
+
+ void bind_resources(DRWShadingGroup *grp)
+ {
+ DRW_shgroup_storage_block_ref(grp, "light_buf", &culling_light_buf_);
+ DRW_shgroup_storage_block_ref(grp, "light_cull_buf", &culling_data_buf_);
+ DRW_shgroup_storage_block_ref(grp, "light_zbin_buf", &culling_zbin_buf_);
+ DRW_shgroup_storage_block_ref(grp, "light_tile_buf", &culling_tile_buf_);
+#if 0
+ DRW_shgroup_uniform_texture(grp, "shadow_atlas_tx", inst_.shadows.atlas_tx_get());
+ DRW_shgroup_uniform_texture(grp, "shadow_tilemaps_tx", inst_.shadows.tilemap_tx_get());
+#endif
+ }
+
+ private:
+ void culling_pass_sync();
+ void debug_pass_sync();
+};
+
+/** \} */
+
+} // namespace blender::eevee
diff --git a/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc b/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc
new file mode 100644
index 00000000000..d9545e2e972
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc
@@ -0,0 +1,262 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2021 Blender Foundation.
+ */
+
+/** \file
+ * \ingroup eevee
+ */
+
+// #include "BLI_map.hh"
+#include "DEG_depsgraph_query.h"
+
+#include "eevee_instance.hh"
+#include "eevee_motion_blur.hh"
+// #include "eevee_sampling.hh"
+// #include "eevee_shader_shared.hh"
+// #include "eevee_velocity.hh"
+
+namespace blender::eevee {
+
+/* -------------------------------------------------------------------- */
+/** \name MotionBlurModule
+ *
+ * \{ */
+
+void MotionBlurModule::init()
+{
+ const Scene *scene = inst_.scene;
+
+ enabled_ = (scene->eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED) != 0;
+
+ if (!enabled_) {
+ motion_blur_fx_enabled_ = false;
+ return;
+ }
+
+ /* Take into account the steps needed for fx motion blur. */
+ int steps_count = max_ii(1, scene->eevee.motion_blur_steps) * 2 + 1;
+
+ time_steps_.resize(steps_count);
+
+ initial_frame_ = scene->r.cfra;
+ initial_subframe_ = scene->r.subframe;
+ frame_time_ = initial_frame_ + initial_subframe_;
+ shutter_position_ = scene->eevee.motion_blur_position;
+ shutter_time_ = scene->eevee.motion_blur_shutter;
+
+ data_.depth_scale = scene->eevee.motion_blur_depth_scale;
+ motion_blur_fx_enabled_ = true; /* TODO(fclem): UI option. */
+
+ /* Viewport stops here. We only do Post-FX motion blur. */
+ if (inst_.is_viewport()) {
+ enabled_ = false;
+ return;
+ }
+
+ /* Without this there is the possibility of the curve table not being allocated. */
+ BKE_curvemapping_changed((struct CurveMapping *)&scene->r.mblur_shutter_curve, false);
+
+ Vector<float> cdf(CM_TABLE);
+ Sampling::cdf_from_curvemapping(scene->r.mblur_shutter_curve, cdf);
+ Sampling::cdf_invert(cdf, time_steps_);
+
+ for (float &time : time_steps_) {
+ time = this->shutter_time_to_scene_time(time);
+ }
+
+ step_id_ = 1;
+
+ if (motion_blur_fx_enabled_) {
+ /* A bit weird but we have to sync the first 2 steps here because the step()
+ * function is only called after rendering a sample. */
+ inst_.velocity.step_sync(STEP_PREVIOUS, time_steps_[0]);
+ inst_.velocity.step_sync(STEP_NEXT, time_steps_[2]);
+ }
+ inst_.set_time(time_steps_[1]);
+}
+
+/* Runs after rendering a sample. */
+void MotionBlurModule::step()
+{
+ if (!enabled_) {
+ return;
+ }
+
+ if (inst_.sampling.finished()) {
+ /* Restore original frame number. This is because the render pipeline expects it. */
+ RE_engine_frame_set(inst_.render, initial_frame_, initial_subframe_);
+ }
+ else if (inst_.sampling.do_render_sync()) {
+ /* Time to change motion step. */
+ BLI_assert(time_steps_.size() > step_id_ + 2);
+ step_id_ += 2;
+
+ if (motion_blur_fx_enabled_) {
+ inst_.velocity.step_swap();
+ inst_.velocity.step_sync(eVelocityStep::STEP_NEXT, time_steps_[step_id_ + 1]);
+ }
+ inst_.set_time(time_steps_[step_id_]);
+ }
+}
+
+float MotionBlurModule::shutter_time_to_scene_time(float time)
+{
+ switch (shutter_position_) {
+ case SCE_EEVEE_MB_START:
+ /* No offset. */
+ break;
+ case SCE_EEVEE_MB_CENTER:
+ time -= 0.5f;
+ break;
+ case SCE_EEVEE_MB_END:
+ time -= 1.0;
+ break;
+ default:
+ BLI_assert(!"Invalid motion blur position enum!");
+ break;
+ }
+ time *= shutter_time_;
+ time += frame_time_;
+ return time;
+}
+
+void MotionBlurModule::sync()
+{
+ /* Disable motion blur in viewport when changing camera projection type.
+ * Avoids really high velocities. */
+ if (inst_.velocity.camera_changed_projection()) {
+ motion_blur_fx_enabled_ = false;
+ }
+
+ if (!motion_blur_fx_enabled_) {
+ return;
+ }
+
+ eGPUSamplerState no_filter = GPU_SAMPLER_DEFAULT;
+ RenderBuffers &render_buffers = inst_.render_buffers;
+
+ {
+ /* Create max velocity tiles. */
+ DRW_PASS_CREATE(tiles_flatten_ps_, DRW_STATE_NO_DRAW);
+ eShaderType shader = (inst_.is_viewport()) ? MOTION_BLUR_TILE_FLATTEN_VIEWPORT :
+ MOTION_BLUR_TILE_FLATTEN_RENDER;
+ GPUShader *sh = inst_.shaders.static_shader_get(shader);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, tiles_flatten_ps_);
+ inst_.velocity.bind_resources(grp);
+ DRW_shgroup_uniform_block(grp, "motion_blur_buf", data_);
+ DRW_shgroup_uniform_texture_ref(grp, "depth_tx", &render_buffers.depth_tx);
+ DRW_shgroup_uniform_image_ref(grp, "velocity_img", &render_buffers.vector_tx);
+ DRW_shgroup_uniform_image_ref(grp, "out_tiles_img", &tiles_tx_);
+
+ DRW_shgroup_call_compute_ref(grp, dispatch_flatten_size_);
+ DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS | GPU_BARRIER_TEXTURE_FETCH);
+ }
+ {
+ /* Expand max velocity tiles by spreading them in their neighborhood. */
+ DRW_PASS_CREATE(tiles_dilate_ps_, DRW_STATE_NO_DRAW);
+ GPUShader *sh = inst_.shaders.static_shader_get(MOTION_BLUR_TILE_DILATE);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, tiles_dilate_ps_);
+ DRW_shgroup_storage_block(grp, "tile_indirection_buf", tile_indirection_buf_);
+ DRW_shgroup_uniform_image_ref(grp, "in_tiles_img", &tiles_tx_);
+
+ DRW_shgroup_call_compute_ref(grp, dispatch_dilate_size_);
+ DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_STORAGE);
+ }
+ {
+ /* Do the motion blur gather algorithm. */
+ DRW_PASS_CREATE(gather_ps_, DRW_STATE_NO_DRAW);
+ GPUShader *sh = inst_.shaders.static_shader_get(MOTION_BLUR_GATHER);
+ DRWShadingGroup *grp = DRW_shgroup_create(sh, gather_ps_);
+ inst_.sampling.bind_resources(grp);
+ DRW_shgroup_uniform_block(grp, "motion_blur_buf", data_);
+ DRW_shgroup_storage_block(grp, "tile_indirection_buf", tile_indirection_buf_);
+ DRW_shgroup_uniform_texture_ref_ex(grp, "depth_tx", &render_buffers.depth_tx, no_filter);
+ DRW_shgroup_uniform_texture_ref_ex(grp, "velocity_tx", &render_buffers.vector_tx, no_filter);
+ DRW_shgroup_uniform_texture_ref_ex(grp, "in_color_tx", &input_color_tx_, no_filter);
+ DRW_shgroup_uniform_image_ref(grp, "in_tiles_img", &tiles_tx_);
+ DRW_shgroup_uniform_image_ref(grp, "out_color_img", &output_color_tx_);
+
+ DRW_shgroup_call_compute_ref(grp, dispatch_gather_size_);
+ DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH);
+ }
+}
+
+void MotionBlurModule::render(GPUTexture **input_tx, GPUTexture **output_tx)
+{
+ if (!motion_blur_fx_enabled_) {
+ return;
+ }
+
+ const Texture &depth_tx = inst_.render_buffers.depth_tx;
+
+ int2 extent = {depth_tx.width(), depth_tx.height()};
+ int2 tiles_extent = math::divide_ceil(extent, int2(MOTION_BLUR_TILE_SIZE));
+
+ if (inst_.is_viewport()) {
+ float frame_delta = fabsf(inst_.velocity.step_time_delta_get(STEP_PREVIOUS, STEP_CURRENT));
+ /* Avoid highly disturbing blurs, during navigation with high shutter time. */
+ if (frame_delta > 0.0f && !DRW_state_is_navigating()) {
+ /* Rescale motion blur intensity to be shutter time relative and avoid long streak when we
+ * have frame skipping. Always try to stick to what the render frame would look like. */
+ data_.motion_scale = float2(shutter_time_ / frame_delta);
+ }
+ else {
+ /* There is no time change. Motion only comes from viewport navigation and object transform.
+ * Apply motion blur as smoothing and only blur towards last frame. */
+ data_.motion_scale = float2(1.0f, 0.0f);
+
+ if (was_navigating_ != DRW_state_is_navigating()) {
+ /* Special case for navigation events that only last for one frame (for instance mouse
+ * scroll for zooming). For this case we have to wait for the next frame before enabling
+ * the navigation motion blur. */
+ was_navigating_ = DRW_state_is_navigating();
+ return;
+ }
+ }
+ was_navigating_ = DRW_state_is_navigating();
+
+ /* Change texture swizzling to avoid complexity in gather pass shader. */
+ GPU_texture_swizzle_set(inst_.render_buffers.vector_tx, "rgrg");
+ }
+ else {
+ data_.motion_scale = float2(1.0f);
+ }
+ /* Second motion vector is stored inverted. */
+ data_.motion_scale.y = -data_.motion_scale.y;
+ data_.target_size_inv = 1.0f / float2(extent);
+ data_.push_update();
+
+ input_color_tx_ = *input_tx;
+ output_color_tx_ = *output_tx;
+
+ dispatch_flatten_size_ = int3(tiles_extent, 1);
+ dispatch_dilate_size_ = int3(math::divide_ceil(tiles_extent, int2(MOTION_BLUR_GROUP_SIZE)), 1);
+ dispatch_gather_size_ = int3(math::divide_ceil(extent, int2(MOTION_BLUR_GROUP_SIZE)), 1);
+
+ DRW_stats_group_start("Motion Blur");
+
+ tiles_tx_.acquire(tiles_extent, GPU_RGBA16F);
+
+ GPU_storagebuf_clear_to_zero(tile_indirection_buf_);
+
+ DRW_draw_pass(tiles_flatten_ps_);
+ DRW_draw_pass(tiles_dilate_ps_);
+ DRW_draw_pass(gather_ps_);
+
+ tiles_tx_.release();
+
+ DRW_stats_group_end();
+
+ if (inst_.is_viewport()) {
+ /* Reset swizzle since this texture might be reused in other places. */
+ GPU_texture_swizzle_set(inst_.render_buffers.vector_tx, "rgba");
+ }
+
+ /* Swap buffers so that next effect has the right input. */
+ *input_tx = output_color_tx_;
+ *output_tx = input_color_tx_;
+}
+
+/** \} */
+
+} // namespace blender::eevee
diff --git a/source/blender/draw/engines/eevee_next/eevee_motion_blur.hh b/source/blender/draw/engines/eevee_next/eevee_motion_blur.hh
new file mode 100644
index 00000000000..310e94a702b
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/eevee_motion_blur.hh
@@ -0,0 +1,132 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation.
+ */
+
+/** \file
+ * \ingroup eevee
+ *
+ * Motion blur is done by accumulating scene samples over shutter time.
+ * Since the number of step is discrete, quite low, and not per pixel randomized,
+ * we couple this with a post processing motion blur.
+ *
+ * The post-fx motion blur is done in two directions, from the previous step and to the next.
+ *
+ * For a scene with 3 motion steps, a flat shutter curve and shutter time of 2 frame
+ * centered on frame we have:
+ *
+ * |--------------------|--------------------|
+ * -1 0 1 Frames
+ *
+ * |-------------|-------------|-------------|
+ * 1 2 3 Motion steps
+ *
+ * |------|------|------|------|------|------|
+ * 0 1 2 4 5 6 7 Time Steps
+ *
+ * |-------------| One motion step blurs this range.
+ * -1 | +1 Objects and geometry steps are recorded here.
+ * 0 Scene is rendered here.
+ *
+ * Since motion step N and N+1 share one time step we reuse it to avoid an extra scene evaluation.
+ *
+ * Note that we have to evaluate -1 and +1 time steps before rendering so eval order is -1, +1, 0.
+ * This is because all GPUBatches from the DRWCache are being free when changing a frame.
+ *
+ * For viewport, we only have the current and previous step data to work with. So we center the
+ * blur on the current frame and extrapolate the motion.
+ *
+ * The Post-FX motion blur is based on:
+ * "A Fast and Stable Feature-Aware Motion Blur Filter"
+ * by Jean-Philippe Guertin, Morgan McGuire, Derek Nowrouzezahrai
+ */
+
+#pragma once
+
+#include "BLI_map.hh"
+#include "DEG_depsgraph_query.h"
+
+#include "eevee_sampling.hh"
+#include "eevee_shader_shared.hh"
+#include "eevee_velocity.hh"
+
+namespace blender::eevee {
+
+/* -------------------------------------------------------------------- */
+/** \name MotionBlur
+ *
+ * \{ */
+
+/**
+ * Manages time-steps evaluations and accumulation Motion blur.
+ * Also handles Post process motion blur.
+ */
+class MotionBlurModule {
+ private:
+ Instance &inst_;
+
+ /**
+ * Array containing all steps (in scene time) we need to evaluate (not render).
+ * Only odd steps are rendered. The even ones are evaluated for fx motion blur.
+ */
+ Vector<float> time_steps_;
+
+ /** Copy of input frame and sub-frame to restore after render. */
+ int initial_frame_;
+ float initial_subframe_;
+ /** Time of the frame we are rendering. */
+ float frame_time_;
+ /** Enum controlling when the shutter opens. See SceneEEVEE.motion_blur_position. */
+ int shutter_position_;
+ /** Time in scene frame the shutter is open. Controls the amount of blur. */
+ float shutter_time_;
+
+ /** True if motion blur is enabled as a module. */
+ bool enabled_ = false;
+ /** True if motion blur post-fx is enabled. */
+ float motion_blur_fx_enabled_ = false;
+ /** True if last viewport redraw state was already in navigation state. */
+ bool was_navigating_ = false;
+
+ int step_id_ = 0;
+
+ /** Velocity tiles used to guide and speedup the gather pass. */
+ TextureFromPool tiles_tx_;
+
+ GPUTexture *input_color_tx_ = nullptr;
+ GPUTexture *output_color_tx_ = nullptr;
+
+ DRWPass *tiles_flatten_ps_ = nullptr;
+ DRWPass *tiles_dilate_ps_ = nullptr;
+ DRWPass *gather_ps_ = nullptr;
+
+ MotionBlurTileIndirectionBuf tile_indirection_buf_;
+ MotionBlurDataBuf data_;
+ /** Dispatch size for full-screen passes. */
+ int3 dispatch_flatten_size_ = int3(0);
+ int3 dispatch_dilate_size_ = int3(0);
+ int3 dispatch_gather_size_ = int3(0);
+
+ public:
+ MotionBlurModule(Instance &inst) : inst_(inst){};
+ ~MotionBlurModule(){};
+
+ void init();
+
+ void step();
+
+ void sync();
+
+ bool postfx_enabled() const
+ {
+ return motion_blur_fx_enabled_;
+ }
+
+ void render(GPUTexture **input_tx, GPUTexture **output_tx);
+
+ private:
+ float shutter_time_to_scene_time(float time);
+};
+
+/** \} */
+
+} // namespace blender::eevee
diff --git a/source/blender/draw/engines/eevee_next/eevee_pipeline.cc b/source/blender/draw/engines/eevee_next/eevee_pipeline.cc
index 214fe9c7153..d9ac39f4fb9 100644
--- a/source/blender/draw/engines/eevee_next/eevee_pipeline.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_pipeline.cc
@@ -43,9 +43,8 @@ void WorldPipeline::sync(GPUMaterial *gpumat)
DRW_shgroup_storage_block_ref(grp, "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_light_img", &rbufs.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);
/* To allow opaque pass rendering over it. */
@@ -101,12 +100,14 @@ DRWShadingGroup *ForwardPipeline::material_opaque_add(::Material *blender_mat, G
{
RenderBuffers &rbufs = inst_.render_buffers;
DRWPass *pass = (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) ? opaque_culled_ps_ : opaque_ps_;
- // LightModule &lights = inst_.lights;
+ 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.shgroup_resources(grp);
+ 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());
@@ -120,9 +121,8 @@ DRWShadingGroup *ForwardPipeline::material_opaque_add(::Material *blender_mat, G
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_light_img", &rbufs.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);
@@ -162,19 +162,22 @@ DRWShadingGroup *ForwardPipeline::prepass_opaque_add(::Material *blender_mat,
DRWShadingGroup *ForwardPipeline::material_transparent_add(::Material *blender_mat,
GPUMaterial *gpumat)
{
- // LightModule &lights = inst_.lights;
+ 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.shgroup_resources(grp);
+ 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);
+ 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(
@@ -191,6 +194,21 @@ DRWShadingGroup *ForwardPipeline::material_transparent_add(::Material *blender_m
// 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_light_img", &rbufs.light_tx);
+ DRW_shgroup_uniform_image_ref(grp, "rp_diffuse_color_img", &rbufs.diffuse_color_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);
+ }
DRWState state_disable = DRW_STATE_WRITE_DEPTH;
DRWState state_enable = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM;
@@ -224,22 +242,22 @@ DRWShadingGroup *ForwardPipeline::prepass_transparent_add(::Material *blender_ma
void ForwardPipeline::render(const DRWView *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");
GPU_framebuffer_bind(prepass_fb);
DRW_draw_pass(prepass_ps_);
- // 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);
diff --git a/source/blender/draw/engines/eevee_next/eevee_pipeline.hh b/source/blender/draw/engines/eevee_next/eevee_pipeline.hh
index 3bdc718767b..ed6986b9b61 100644
--- a/source/blender/draw/engines/eevee_next/eevee_pipeline.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_pipeline.hh
@@ -91,7 +91,6 @@ class ForwardPipeline {
void render(const DRWView *view,
Framebuffer &prepass_fb,
Framebuffer &combined_fb,
- GPUTexture *depth_tx,
GPUTexture *combined_tx);
};
diff --git a/source/blender/draw/engines/eevee_next/eevee_renderbuffers.cc b/source/blender/draw/engines/eevee_next/eevee_renderbuffers.cc
index c60054496c1..dd7da0d8f76 100644
--- a/source/blender/draw/engines/eevee_next/eevee_renderbuffers.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_renderbuffers.cc
@@ -24,54 +24,48 @@
namespace blender::eevee {
-void RenderBuffers::sync()
+void RenderBuffers::acquire(int2 extent)
{
- depth_tx.sync();
- combined_tx.sync();
-
- normal_tx.sync();
- vector_tx.sync();
- diffuse_light_tx.sync();
- diffuse_color_tx.sync();
- specular_light_tx.sync();
- specular_color_tx.sync();
- volume_light_tx.sync();
- emission_tx.sync();
- environment_tx.sync();
- shadow_tx.sync();
- ambient_occlusion_tx.sync();
-}
+ const eViewLayerEEVEEPassType enabled_passes = inst_.film.enabled_passes_get();
-void RenderBuffers::acquire(int2 extent, void *owner)
-{
auto pass_extent = [&](eViewLayerEEVEEPassType pass_bit) -> int2 {
/* Use dummy texture for disabled passes. Allows correct bindings. */
- return (inst_.film.enabled_passes_get() & pass_bit) ? extent : int2(1);
+ return (enabled_passes & pass_bit) ? extent : int2(1);
};
eGPUTextureFormat color_format = GPU_RGBA16F;
eGPUTextureFormat float_format = GPU_R16F;
/* Depth and combined are always needed. */
- depth_tx.acquire(extent, GPU_DEPTH24_STENCIL8, owner);
- combined_tx.acquire(extent, color_format, owner);
-
- bool do_vector_render_pass = inst_.film.enabled_passes_get() & EEVEE_RENDER_PASS_VECTOR;
+ depth_tx.acquire(extent, GPU_DEPTH24_STENCIL8);
+ combined_tx.acquire(extent, color_format);
+
+ bool do_vector_render_pass = (enabled_passes & EEVEE_RENDER_PASS_VECTOR) ||
+ (inst_.motion_blur.postfx_enabled() && !inst_.is_viewport());
+ uint32_t max_light_color_layer = max_ii(enabled_passes & EEVEE_RENDER_PASS_DIFFUSE_LIGHT ?
+ RENDER_PASS_LAYER_DIFFUSE_LIGHT :
+ -1,
+ enabled_passes & EEVEE_RENDER_PASS_SPECULAR_LIGHT ?
+ RENDER_PASS_LAYER_SPECULAR_LIGHT :
+ -1) +
+ 1;
/* Only RG16F when only doing only reprojection or motion blur. */
eGPUTextureFormat vector_format = do_vector_render_pass ? GPU_RGBA16F : GPU_RG16F;
/* TODO(fclem): Make vector pass allocation optional if no TAA or motion blur is needed. */
- vector_tx.acquire(extent, vector_format, owner);
-
- normal_tx.acquire(pass_extent(EEVEE_RENDER_PASS_NORMAL), color_format, owner);
- diffuse_light_tx.acquire(pass_extent(EEVEE_RENDER_PASS_DIFFUSE_LIGHT), color_format, owner);
- diffuse_color_tx.acquire(pass_extent(EEVEE_RENDER_PASS_DIFFUSE_COLOR), color_format, owner);
- specular_light_tx.acquire(pass_extent(EEVEE_RENDER_PASS_SPECULAR_LIGHT), color_format, owner);
- specular_color_tx.acquire(pass_extent(EEVEE_RENDER_PASS_SPECULAR_COLOR), color_format, owner);
- volume_light_tx.acquire(pass_extent(EEVEE_RENDER_PASS_VOLUME_LIGHT), color_format, owner);
- emission_tx.acquire(pass_extent(EEVEE_RENDER_PASS_EMIT), color_format, owner);
- environment_tx.acquire(pass_extent(EEVEE_RENDER_PASS_ENVIRONMENT), color_format, owner);
- shadow_tx.acquire(pass_extent(EEVEE_RENDER_PASS_SHADOW), float_format, owner);
- ambient_occlusion_tx.acquire(pass_extent(EEVEE_RENDER_PASS_AO), float_format, owner);
+ vector_tx.acquire(extent, vector_format);
+
+ normal_tx.acquire(pass_extent(EEVEE_RENDER_PASS_NORMAL), color_format);
+ diffuse_color_tx.acquire(pass_extent(EEVEE_RENDER_PASS_DIFFUSE_COLOR), color_format);
+ specular_color_tx.acquire(pass_extent(EEVEE_RENDER_PASS_SPECULAR_COLOR), color_format);
+ volume_light_tx.acquire(pass_extent(EEVEE_RENDER_PASS_VOLUME_LIGHT), color_format);
+ emission_tx.acquire(pass_extent(EEVEE_RENDER_PASS_EMIT), color_format);
+ environment_tx.acquire(pass_extent(EEVEE_RENDER_PASS_ENVIRONMENT), color_format);
+ shadow_tx.acquire(pass_extent(EEVEE_RENDER_PASS_SHADOW), float_format);
+ ambient_occlusion_tx.acquire(pass_extent(EEVEE_RENDER_PASS_AO), float_format);
+
+ light_tx.ensure_2d_array(color_format,
+ max_light_color_layer > 0 ? extent : int2(1),
+ max_ii(1, max_light_color_layer));
const AOVsInfoData &aovs = inst_.film.aovs_info;
aov_color_tx.ensure_2d_array(
@@ -87,9 +81,7 @@ void RenderBuffers::release()
normal_tx.release();
vector_tx.release();
- diffuse_light_tx.release();
diffuse_color_tx.release();
- specular_light_tx.release();
specular_color_tx.release();
volume_light_tx.release();
emission_tx.release();
diff --git a/source/blender/draw/engines/eevee_next/eevee_renderbuffers.hh b/source/blender/draw/engines/eevee_next/eevee_renderbuffers.hh
index 8c91fed2f0f..0b761d618cc 100644
--- a/source/blender/draw/engines/eevee_next/eevee_renderbuffers.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_renderbuffers.hh
@@ -28,9 +28,7 @@ class RenderBuffers {
// TextureFromPool mist_tx; /* Derived from depth_tx during accumulation. */
TextureFromPool normal_tx;
TextureFromPool vector_tx;
- TextureFromPool diffuse_light_tx;
TextureFromPool diffuse_color_tx;
- TextureFromPool specular_light_tx;
TextureFromPool specular_color_tx;
TextureFromPool volume_light_tx;
TextureFromPool emission_tx;
@@ -39,6 +37,7 @@ class RenderBuffers {
TextureFromPool ambient_occlusion_tx;
// TextureFromPool cryptomatte_tx; /* TODO */
/* TODO(fclem): Use texture from pool once they support texture array. */
+ Texture light_tx;
Texture aov_color_tx;
Texture aov_value_tx;
@@ -48,9 +47,8 @@ class RenderBuffers {
public:
RenderBuffers(Instance &inst) : inst_(inst){};
- void sync();
/* Acquires (also ensures) the render buffer before rendering to them. */
- void acquire(int2 extent, void *owner);
+ void acquire(int2 extent);
void release();
};
diff --git a/source/blender/draw/engines/eevee_next/eevee_sampling.cc b/source/blender/draw/engines/eevee_next/eevee_sampling.cc
index 1d320c75f16..76a0e98638b 100644
--- a/source/blender/draw/engines/eevee_next/eevee_sampling.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_sampling.cc
@@ -232,7 +232,7 @@ void Sampling::cdf_from_curvemapping(const CurveMapping &curve, Vector<float> &c
BLI_assert(cdf.size() > 1);
cdf[0] = 0.0f;
/* Actual CDF evaluation. */
- for (int u : cdf.index_range()) {
+ for (int u : IndexRange(cdf.size() - 1)) {
float x = (float)(u + 1) / (float)(cdf.size() - 1);
cdf[u + 1] = cdf[u] + BKE_curvemapping_evaluateF(&curve, 0, x);
}
diff --git a/source/blender/draw/engines/eevee_next/eevee_sampling.hh b/source/blender/draw/engines/eevee_next/eevee_sampling.hh
index c604ecef40b..be87ee74886 100644
--- a/source/blender/draw/engines/eevee_next/eevee_sampling.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_sampling.hh
@@ -27,11 +27,11 @@ class Sampling {
Instance &inst_;
/* Number of samples in the first ring of jittered depth of field. */
- constexpr static uint64_t dof_web_density_ = 6;
+ static constexpr uint64_t dof_web_density_ = 6;
/* High number of sample for viewport infinite rendering. */
- constexpr static uint64_t infinite_sample_count_ = 0xFFFFFFu;
+ static constexpr uint64_t infinite_sample_count_ = 0xFFFFFFu;
/* During interactive rendering, loop over the first few samples. */
- constexpr static uint64_t interactive_sample_max_ = 8;
+ static constexpr uint64_t interactive_sample_max_ = 8;
/** 0 based current sample. Might not increase sequentially in viewport. */
uint64_t sample_ = 0;
diff --git a/source/blender/draw/engines/eevee_next/eevee_shader.cc b/source/blender/draw/engines/eevee_next/eevee_shader.cc
index 7db9692783a..0e49b195ea2 100644
--- a/source/blender/draw/engines/eevee_next/eevee_shader.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_shader.cc
@@ -82,6 +82,62 @@ const char *ShaderModule::static_shader_create_info_name_get(eShaderType shader_
return "eevee_film_frag";
case FILM_COMP:
return "eevee_film_comp";
+ case HIZ_DEBUG:
+ return "eevee_hiz_debug";
+ case HIZ_UPDATE:
+ return "eevee_hiz_update";
+ case MOTION_BLUR_GATHER:
+ return "eevee_motion_blur_gather";
+ case MOTION_BLUR_TILE_DILATE:
+ return "eevee_motion_blur_tiles_dilate";
+ case MOTION_BLUR_TILE_FLATTEN_RENDER:
+ return "eevee_motion_blur_tiles_flatten_render";
+ case MOTION_BLUR_TILE_FLATTEN_VIEWPORT:
+ return "eevee_motion_blur_tiles_flatten_viewport";
+ case DOF_BOKEH_LUT:
+ return "eevee_depth_of_field_bokeh_lut";
+ case DOF_DOWNSAMPLE:
+ return "eevee_depth_of_field_downsample";
+ case DOF_FILTER:
+ return "eevee_depth_of_field_filter";
+ case DOF_GATHER_FOREGROUND_LUT:
+ return "eevee_depth_of_field_gather_foreground_lut";
+ case DOF_GATHER_FOREGROUND:
+ return "eevee_depth_of_field_gather_foreground_no_lut";
+ case DOF_GATHER_BACKGROUND_LUT:
+ return "eevee_depth_of_field_gather_background_lut";
+ case DOF_GATHER_BACKGROUND:
+ return "eevee_depth_of_field_gather_background_no_lut";
+ case DOF_GATHER_HOLE_FILL:
+ return "eevee_depth_of_field_hole_fill";
+ case DOF_REDUCE:
+ return "eevee_depth_of_field_reduce";
+ case DOF_RESOLVE:
+ return "eevee_depth_of_field_resolve_no_lut";
+ case DOF_RESOLVE_LUT:
+ return "eevee_depth_of_field_resolve_lut";
+ case DOF_SETUP:
+ return "eevee_depth_of_field_setup";
+ case DOF_SCATTER:
+ return "eevee_depth_of_field_scatter";
+ case DOF_STABILIZE:
+ return "eevee_depth_of_field_stabilize";
+ case DOF_TILES_DILATE_MINABS:
+ return "eevee_depth_of_field_tiles_dilate_minabs";
+ case DOF_TILES_DILATE_MINMAX:
+ return "eevee_depth_of_field_tiles_dilate_minmax";
+ case DOF_TILES_FLATTEN:
+ return "eevee_depth_of_field_tiles_flatten";
+ case LIGHT_CULLING_DEBUG:
+ return "eevee_light_culling_debug";
+ case LIGHT_CULLING_SELECT:
+ return "eevee_light_culling_select";
+ case LIGHT_CULLING_SORT:
+ return "eevee_light_culling_sort";
+ case LIGHT_CULLING_TILE:
+ return "eevee_light_culling_tile";
+ case LIGHT_CULLING_ZBIN:
+ return "eevee_light_culling_zbin";
/* To avoid compiler warning about missing case. */
case MAX_SHADER_TYPE:
return "";
diff --git a/source/blender/draw/engines/eevee_next/eevee_shader.hh b/source/blender/draw/engines/eevee_next/eevee_shader.hh
index 280aaab4e1c..9ef42c84373 100644
--- a/source/blender/draw/engines/eevee_next/eevee_shader.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_shader.hh
@@ -29,6 +29,38 @@ enum eShaderType {
FILM_FRAG = 0,
FILM_COMP,
+ DOF_BOKEH_LUT,
+ DOF_DOWNSAMPLE,
+ DOF_FILTER,
+ DOF_GATHER_BACKGROUND_LUT,
+ DOF_GATHER_BACKGROUND,
+ DOF_GATHER_FOREGROUND_LUT,
+ DOF_GATHER_FOREGROUND,
+ DOF_GATHER_HOLE_FILL,
+ DOF_REDUCE,
+ DOF_RESOLVE_LUT,
+ DOF_RESOLVE,
+ DOF_SCATTER,
+ DOF_SETUP,
+ DOF_STABILIZE,
+ DOF_TILES_DILATE_MINABS,
+ DOF_TILES_DILATE_MINMAX,
+ DOF_TILES_FLATTEN,
+
+ HIZ_UPDATE,
+ HIZ_DEBUG,
+
+ LIGHT_CULLING_DEBUG,
+ LIGHT_CULLING_SELECT,
+ LIGHT_CULLING_SORT,
+ LIGHT_CULLING_TILE,
+ LIGHT_CULLING_ZBIN,
+
+ MOTION_BLUR_GATHER,
+ MOTION_BLUR_TILE_DILATE,
+ MOTION_BLUR_TILE_FLATTEN_RENDER,
+ MOTION_BLUR_TILE_FLATTEN_VIEWPORT,
+
MAX_SHADER_TYPE,
};
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>;
diff --git a/source/blender/draw/engines/eevee_next/eevee_velocity.cc b/source/blender/draw/engines/eevee_next/eevee_velocity.cc
index 048daf1b2db..36734f0c28c 100644
--- a/source/blender/draw/engines/eevee_next/eevee_velocity.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_velocity.cc
@@ -32,13 +32,16 @@ namespace blender::eevee {
void VelocityModule::init()
{
- 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. */
+ if (inst_.render && (inst_.film.enabled_passes_get() & EEVEE_RENDER_PASS_VECTOR) != 0) {
+ /* No motion blur and the vector pass was requested. Do the steps sync here. */
const Scene *scene = inst_.scene;
float initial_time = scene->r.cfra + scene->r.subframe;
step_sync(STEP_PREVIOUS, initial_time - 1.0f);
step_sync(STEP_NEXT, initial_time + 1.0f);
+
inst_.set_time(initial_time);
+ step_ = STEP_CURRENT;
+ /* Let the main sync loop handle the current step. */
}
}
@@ -64,10 +67,12 @@ void VelocityModule::step_camera_sync()
{
inst_.camera.sync();
*camera_steps[step_] = inst_.camera.data_get();
+ step_time[step_] = inst_.scene->r.cfra + inst_.scene->r.subframe;
/* 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;
+ step_time[STEP_PREVIOUS] = step_time[step_];
}
}
@@ -212,6 +217,7 @@ void VelocityModule::step_swap()
SWAP(VelocityObjectBuf *, object_steps[step_a], object_steps[step_b]);
SWAP(VelocityGeometryBuf *, geometry_steps[step_a], geometry_steps[step_b]);
SWAP(CameraDataBuf *, camera_steps[step_a], camera_steps[step_b]);
+ SWAP(float, step_time[step_a], step_time[step_b]);
for (VelocityObjectData &vel : velocity_map.values()) {
vel.obj.ofs[step_a] = vel.obj.ofs[step_b];
@@ -238,10 +244,7 @@ void VelocityModule::step_swap()
void VelocityModule::begin_sync()
{
- if (inst_.is_viewport()) {
- /* Viewport always evaluate current step. */
- step_ = STEP_CURRENT;
- }
+ step_ = STEP_CURRENT;
step_camera_sync();
object_steps_usage[step_] = 0;
}
@@ -360,6 +363,21 @@ bool VelocityModule::camera_has_motion() const
*camera_steps[STEP_NEXT] != *camera_steps[STEP_CURRENT];
}
+bool VelocityModule::camera_changed_projection() const
+{
+ /* Only valid after sync. */
+ if (inst_.is_viewport()) {
+ return camera_steps[STEP_PREVIOUS]->type != camera_steps[STEP_CURRENT]->type;
+ }
+ /* Cannot happen in render mode since we set the type during the init phase. */
+ return false;
+}
+
+float VelocityModule::step_time_delta_get(eVelocityStep start, eVelocityStep end) const
+{
+ return step_time[end] - step_time[start];
+}
+
/** \} */
} // namespace blender::eevee
diff --git a/source/blender/draw/engines/eevee_next/eevee_velocity.hh b/source/blender/draw/engines/eevee_next/eevee_velocity.hh
index 826cd631a96..01b8a5fb8c1 100644
--- a/source/blender/draw/engines/eevee_next/eevee_velocity.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_velocity.hh
@@ -56,6 +56,8 @@ class VelocityModule {
int3 object_steps_usage = int3(0);
/** Buffer of all #VelocityIndex used in this frame. Indexed by draw manager resource id. */
VelocityIndexBuf indirection_buf;
+ /** Frame time at which each steps were evaluated. */
+ float3 step_time;
/**
* Copies of camera data. One for previous and one for next time step.
@@ -78,7 +80,6 @@ class VelocityModule {
}
for (CameraDataBuf *&step_buf : camera_steps) {
step_buf = new CameraDataBuf();
- /* */
}
};
@@ -112,6 +113,10 @@ class VelocityModule {
void bind_resources(DRWShadingGroup *grp);
bool camera_has_motion() const;
+ bool camera_changed_projection() const;
+
+ /* Returns frame time difference between two steps. */
+ float step_time_delta_get(eVelocityStep start, eVelocityStep end) const;
private:
bool object_has_velocity(const Object *ob);
diff --git a/source/blender/draw/engines/eevee_next/eevee_view.cc b/source/blender/draw/engines/eevee_next/eevee_view.cc
index 55741bee4df..44067aff9ca 100644
--- a/source/blender/draw/engines/eevee_next/eevee_view.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_view.cc
@@ -79,14 +79,11 @@ void ShadingView::sync()
render_view_ = DRW_view_create_sub(main_view_, viewmat_p, winmat_p);
// dof_.sync(winmat_p, extent_);
- // mb_.sync(extent_);
// rt_buffer_opaque_.sync(extent_);
// rt_buffer_refract_.sync(extent_);
// inst_.hiz_back.view_sync(extent_);
// inst_.hiz_front.view_sync(extent_);
// inst_.gbuffer.view_sync(extent_);
-
- postfx_tx_.sync();
}
void ShadingView::render()
@@ -96,12 +93,8 @@ void ShadingView::render()
}
/* Query temp textures and create frame-buffers. */
- /* HACK: View name should be unique and static.
- * With this, we can reuse the same texture across views. */
- DrawEngineType *owner = (DrawEngineType *)name_;
-
RenderBuffers &rbufs = inst_.render_buffers;
- rbufs.acquire(extent_, owner);
+ rbufs.acquire(extent_);
combined_fb_.ensure(GPU_ATTACHMENT_TEXTURE(rbufs.depth_tx),
GPU_ATTACHMENT_TEXTURE(rbufs.combined_tx));
prepass_fb_.ensure(GPU_ATTACHMENT_TEXTURE(rbufs.depth_tx),
@@ -109,6 +102,8 @@ void ShadingView::render()
update_view();
+ inst_.hiz_buffer.set_dirty();
+
DRW_stats_group_start(name_);
DRW_view_set_active(render_view_);
@@ -125,6 +120,9 @@ void ShadingView::render()
inst_.pipelines.world.render();
+ /* TODO(fclem): Move it after the first prepass (and hiz update) once pipeline is stabilized. */
+ inst_.lights.set_view(render_view_, extent_);
+
// inst_.pipelines.deferred.render(
// render_view_, rt_buffer_opaque_, rt_buffer_refract_, depth_tx_, combined_tx_);
@@ -132,15 +130,16 @@ void ShadingView::render()
// inst_.lookdev.render_overlay(view_fb_);
- inst_.pipelines.forward.render(
- render_view_, prepass_fb_, combined_fb_, rbufs.depth_tx, rbufs.combined_tx);
+ inst_.pipelines.forward.render(render_view_, prepass_fb_, combined_fb_, rbufs.combined_tx);
- // inst_.lights.debug_draw(view_fb_);
- // inst_.shadows.debug_draw(view_fb_);
+ inst_.lights.debug_draw(combined_fb_);
+ inst_.hiz_buffer.debug_draw(combined_fb_);
- // GPUTexture *final_radiance_tx = render_post(combined_tx_);
+ GPUTexture *combined_final_tx = render_postfx(rbufs.combined_tx);
- inst_.film.accumulate(sub_view_);
+ inst_.film.accumulate(sub_view_, combined_final_tx);
+
+ // inst_.shadows.debug_draw();
rbufs.release();
postfx_tx_.release();
@@ -148,23 +147,19 @@ void ShadingView::render()
DRW_stats_group_end();
}
-GPUTexture *ShadingView::render_post(GPUTexture *input_tx)
+GPUTexture *ShadingView::render_postfx(GPUTexture *input_tx)
{
-#if 0
- if (!dof_.postfx_enabled() && !mb_.enabled()) {
+ if (!inst_.depth_of_field.postfx_enabled() && !inst_.motion_blur.postfx_enabled()) {
return input_tx;
}
- /* HACK: View name should be unique and static.
- * With this, we can reuse the same texture across views. */
- postfx_tx_.acquire(extent_, GPU_RGBA16F, (void *)name_);
+ postfx_tx_.acquire(extent_, GPU_RGBA16F);
- GPUTexture *velocity_tx = velocity_.view_vectors_get();
GPUTexture *output_tx = postfx_tx_;
/* Swapping is done internally. Actual output is set to the next input. */
- dof_.render(depth_tx_, &input_tx, &output_tx);
- mb_.render(depth_tx_, velocity_tx, &input_tx, &output_tx);
-#endif
+ inst_.depth_of_field.render(&input_tx, &output_tx, dof_buffer_);
+ inst_.motion_blur.render(&input_tx, &output_tx);
+
return input_tx;
}
@@ -187,13 +182,10 @@ void ShadingView::update_view()
window_translate_m4(winmat.ptr(), winmat.ptr(), UNPACK2(jitter));
DRW_view_update_sub(sub_view_, viewmat.ptr(), winmat.ptr());
- /* FIXME(fclem): The offset may be is noticeably large and the culling might make object pop
+ /* FIXME(fclem): The offset may be noticeably large and the culling might make object pop
* out of the blurring radius. To fix this, use custom enlarged culling matrix. */
- // dof_.jitter_apply(winmat, viewmat);
+ inst_.depth_of_field.jitter_apply(winmat, viewmat);
DRW_view_update_sub(render_view_, viewmat.ptr(), winmat.ptr());
-
- // inst_.lightprobes.set_view(render_view_, extent_);
- // inst_.lights.set_view(render_view_, extent_, !inst_.use_scene_lights());
}
/** \} */
diff --git a/source/blender/draw/engines/eevee_next/eevee_view.hh b/source/blender/draw/engines/eevee_next/eevee_view.hh
index c6faebdd0e5..65f27aba795 100644
--- a/source/blender/draw/engines/eevee_next/eevee_view.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_view.hh
@@ -41,13 +41,10 @@ class ShadingView {
/** Matrix to apply to the viewmat. */
const float (*face_matrix_)[4];
- /** Post-FX modules. */
- // DepthOfField dof_;
- // MotionBlur mb_;
-
/** Raytracing persistent buffers. Only opaque and refraction can have surface tracing. */
// RaytraceBuffer rt_buffer_opaque_;
// RaytraceBuffer rt_buffer_refract_;
+ DepthOfFieldBuffer dof_buffer_;
Framebuffer prepass_fb_;
Framebuffer combined_fb_;
@@ -78,7 +75,7 @@ class ShadingView {
void render();
- GPUTexture *render_post(GPUTexture *input_tx);
+ GPUTexture *render_postfx(GPUTexture *input_tx);
private:
void update_view();
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_colorspace_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_colorspace_lib.glsl
new file mode 100644
index 00000000000..d5fdaae6fc1
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_colorspace_lib.glsl
@@ -0,0 +1,37 @@
+
+/* -------------------------------------------------------------------- */
+/** \name YCoCg
+ * \{ */
+
+vec3 colorspace_YCoCg_from_scene_linear(vec3 rgb_color)
+{
+ const mat3 colorspace_tx = transpose(mat3(vec3(1, 2, 1), /* Y */
+ vec3(2, 0, -2), /* Co */
+ vec3(-1, 2, -1))); /* Cg */
+ return colorspace_tx * rgb_color;
+}
+
+vec4 colorspace_YCoCg_from_scene_linear(vec4 rgba_color)
+{
+ return vec4(colorspace_YCoCg_from_scene_linear(rgba_color.rgb), rgba_color.a);
+}
+
+vec3 colorspace_scene_linear_from_YCoCg(vec3 ycocg_color)
+{
+ float Y = ycocg_color.x;
+ float Co = ycocg_color.y;
+ float Cg = ycocg_color.z;
+
+ vec3 rgb_color;
+ rgb_color.r = Y + Co - Cg;
+ rgb_color.g = Y + Cg;
+ rgb_color.b = Y - Co - Cg;
+ return rgb_color * 0.25;
+}
+
+vec4 colorspace_scene_linear_from_YCoCg(vec4 ycocg_color)
+{
+ return vec4(colorspace_scene_linear_from_YCoCg(ycocg_color.rgb), ycocg_color.a);
+}
+
+/** \} */
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl
new file mode 100644
index 00000000000..99a47c541e9
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_accumulator_lib.glsl
@@ -0,0 +1,680 @@
+
+/**
+ * Depth of Field Gather accumulator.
+ * We currently have only 2 which are very similar.
+ * One is for the halfres gather passes and the other one for slight in focus regions.
+ **/
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_colorspace_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl)
+
+/* -------------------------------------------------------------------- */
+/** \name Options.
+ * \{ */
+
+/* Quality options */
+#ifdef DOF_HOLEFILL_PASS
+/* No need for very high density for hole_fill. */
+const int gather_ring_count = 3;
+const int gather_ring_density = 3;
+const int gather_max_density_change = 0;
+const int gather_density_change_ring = 1;
+#else
+const int gather_ring_count = DOF_GATHER_RING_COUNT;
+const int gather_ring_density = 3;
+const int gather_max_density_change = 50; /* Dictates the maximum good quality blur. */
+const int gather_density_change_ring = 1;
+#endif
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Constants.
+ * \{ */
+
+const float unit_ring_radius = 1.0 / float(gather_ring_count);
+const float unit_sample_radius = 1.0 / float(gather_ring_count + 0.5);
+const float large_kernel_radius = 0.5 + float(gather_ring_count);
+const float smaller_kernel_radius = 0.5 + float(gather_ring_count - gather_density_change_ring);
+/* NOTE(fclem) the bias is reducing issues with density change visible transition. */
+const float radius_downscale_factor = smaller_kernel_radius / large_kernel_radius;
+const int change_density_at_ring = (gather_ring_count - gather_density_change_ring + 1);
+const float coc_radius_error = 2.0;
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Gather common.
+ * \{ */
+
+struct DofGatherData {
+ vec4 color;
+ float weight;
+ float dist; /* TODO remove */
+ /* For scatter occlusion. */
+ float coc;
+ float coc_sqr;
+ /* For ring bucket merging. */
+ float transparency;
+
+ float layer_opacity;
+};
+
+#define GATHER_DATA_INIT DofGatherData(vec4(0.0), 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
+
+/* Intersection with the center of the kernel. */
+float dof_intersection_weight(float coc, float distance_from_center, float intersection_multiplier)
+{
+ if (no_smooth_intersection) {
+ return step(0.0, (abs(coc) - distance_from_center));
+ }
+ else {
+ /* (Slide 64). */
+ return saturate((abs(coc) - distance_from_center) * intersection_multiplier + 0.5);
+ }
+}
+
+/* Returns weight of the sample for the outer bucket (containing previous
+ * rings). */
+float dof_gather_accum_weight(float coc, float bordering_radius, bool first_ring)
+{
+ /* First ring has nothing to be mixed against. */
+ if (first_ring) {
+ return 0.0;
+ }
+ return saturate(coc - bordering_radius);
+}
+
+void dof_gather_ammend_weight(inout DofGatherData sample_data, float weight)
+{
+ sample_data.color *= weight;
+ sample_data.coc *= weight;
+ sample_data.coc_sqr *= weight;
+ sample_data.weight *= weight;
+}
+
+void dof_gather_accumulate_sample(DofGatherData sample_data,
+ float weight,
+ inout DofGatherData accum_data)
+{
+ accum_data.color += sample_data.color * weight;
+ accum_data.coc += sample_data.coc * weight;
+ accum_data.coc_sqr += sample_data.coc * (sample_data.coc * weight);
+ accum_data.weight += weight;
+}
+
+void dof_gather_accumulate_sample_pair(DofGatherData pair_data[2],
+ float bordering_radius,
+ float intersection_multiplier,
+ bool first_ring,
+ const bool do_fast_gather,
+ const bool is_foreground,
+ inout DofGatherData ring_data,
+ inout DofGatherData accum_data)
+{
+ if (do_fast_gather) {
+ for (int i = 0; i < 2; i++) {
+ dof_gather_accumulate_sample(pair_data[i], 1.0, accum_data);
+ accum_data.layer_opacity += 1.0;
+ }
+ return;
+ }
+
+#if 0
+ const float mirroring_threshold = -dof_layer_threshold - dof_layer_offset;
+ /* TODO(fclem) Promote to parameter? dither with Noise? */
+ const float mirroring_min_distance = 15.0;
+ if (pair_data[0].coc < mirroring_threshold &&
+ (pair_data[1].coc - mirroring_min_distance) > pair_data[0].coc) {
+ pair_data[1].coc = pair_data[0].coc;
+ }
+ else if (pair_data[1].coc < mirroring_threshold &&
+ (pair_data[0].coc - mirroring_min_distance) > pair_data[1].coc) {
+ pair_data[0].coc = pair_data[1].coc;
+ }
+#endif
+
+ for (int i = 0; i < 2; i++) {
+ float sample_weight = dof_sample_weight(pair_data[i].coc);
+ float layer_weight = dof_layer_weight(pair_data[i].coc, is_foreground);
+ float inter_weight = dof_intersection_weight(
+ pair_data[i].coc, pair_data[i].dist, intersection_multiplier);
+ float weight = inter_weight * layer_weight * sample_weight;
+
+ /**
+ * If a CoC is larger than bordering radius we accumulate it to the general accumulator.
+ * If not, we accumulate to the ring bucket. This is to have more consistent sample occlusion.
+ **/
+ float accum_weight = dof_gather_accum_weight(pair_data[i].coc, bordering_radius, first_ring);
+ dof_gather_accumulate_sample(pair_data[i], weight * accum_weight, accum_data);
+ dof_gather_accumulate_sample(pair_data[i], weight * (1.0 - accum_weight), ring_data);
+
+ accum_data.layer_opacity += layer_weight;
+
+ if (is_foreground) {
+ ring_data.transparency += 1.0 - inter_weight * layer_weight;
+ }
+ else {
+ float coc = is_foreground ? -pair_data[i].coc : pair_data[i].coc;
+ ring_data.transparency += saturate(coc - bordering_radius);
+ }
+ }
+}
+
+void dof_gather_accumulate_sample_ring(DofGatherData ring_data,
+ int sample_count,
+ bool first_ring,
+ const bool do_fast_gather,
+ /* accum_data occludes the ring_data if true. */
+ const bool reversed_occlusion,
+ inout DofGatherData accum_data)
+{
+ if (do_fast_gather) {
+ /* Do nothing as ring_data contains nothing. All samples are already in
+ * accum_data. */
+ return;
+ }
+
+ if (first_ring) {
+ /* Layer opacity is directly accumulated into accum_data data. */
+ accum_data.color = ring_data.color;
+ accum_data.coc = ring_data.coc;
+ accum_data.coc_sqr = ring_data.coc_sqr;
+ accum_data.weight = ring_data.weight;
+
+ accum_data.transparency = ring_data.transparency / float(sample_count);
+ return;
+ }
+
+ if (ring_data.weight == 0.0) {
+ return;
+ }
+
+ float ring_avg_coc = ring_data.coc / ring_data.weight;
+ float accum_avg_coc = accum_data.coc / accum_data.weight;
+
+ /* Smooth test to set opacity to see if the ring average coc occludes the
+ * accumulation. Test is reversed to be multiplied against opacity. */
+ float ring_occlu = saturate(accum_avg_coc - ring_avg_coc);
+ /* The bias here is arbitrary. Seems to avoid weird looking foreground in most
+ * cases. We might need to make it a parameter or find a relative bias. */
+ float accum_occlu = saturate((ring_avg_coc - accum_avg_coc) * 0.1 - 1.0);
+
+ if (is_resolve) {
+ ring_occlu = accum_occlu = 0.0;
+ }
+
+ if (no_gather_occlusion) {
+ ring_occlu = 0.0;
+ accum_occlu = 0.0;
+ }
+
+ /* (Slide 40) */
+ float ring_opacity = saturate(1.0 - ring_data.transparency / float(sample_count));
+ float accum_opacity = 1.0 - accum_data.transparency;
+
+ if (reversed_occlusion) {
+ /* Accum_data occludes the ring. */
+ float alpha = (accum_data.weight == 0.0) ? 0.0 : accum_opacity * accum_occlu;
+ float one_minus_alpha = 1.0 - alpha;
+
+ accum_data.color += ring_data.color * one_minus_alpha;
+ accum_data.coc += ring_data.coc * one_minus_alpha;
+ accum_data.coc_sqr += ring_data.coc_sqr * one_minus_alpha;
+ accum_data.weight += ring_data.weight * one_minus_alpha;
+
+ accum_data.transparency *= 1.0 - ring_opacity;
+ }
+ else {
+ /* Ring occludes the accum_data (Same as reference). */
+ float alpha = (accum_data.weight == 0.0) ? 1.0 : (ring_opacity * ring_occlu);
+ float one_minus_alpha = 1.0 - alpha;
+
+ accum_data.color = accum_data.color * one_minus_alpha + ring_data.color;
+ accum_data.coc = accum_data.coc * one_minus_alpha + ring_data.coc;
+ accum_data.coc_sqr = accum_data.coc_sqr * one_minus_alpha + ring_data.coc_sqr;
+ accum_data.weight = accum_data.weight * one_minus_alpha + ring_data.weight;
+ }
+}
+
+/* FIXME(fclem) Seems to be wrong since it needs ringcount+1 as input for
+ * slightfocus gather. */
+/* This should be replaced by web_sample_count_get() but doing so is breaking other things. */
+int dof_gather_total_sample_count(const int ring_count, const int ring_density)
+{
+ return (ring_count * ring_count - ring_count) * ring_density + 1;
+}
+
+void dof_gather_accumulate_center_sample(DofGatherData center_data,
+ float bordering_radius,
+ int i_radius,
+ const bool do_fast_gather,
+ const bool is_foreground,
+ const bool is_resolve,
+ inout DofGatherData accum_data)
+{
+ float layer_weight = dof_layer_weight(center_data.coc, is_foreground);
+ float sample_weight = dof_sample_weight(center_data.coc);
+ float weight = layer_weight * sample_weight;
+ float accum_weight = dof_gather_accum_weight(center_data.coc, bordering_radius, false);
+
+ if (do_fast_gather) {
+ /* Hope for the compiler to optimize the above. */
+ layer_weight = 1.0;
+ sample_weight = 1.0;
+ accum_weight = 1.0;
+ weight = 1.0;
+ }
+
+ center_data.transparency = 1.0 - weight;
+
+ dof_gather_accumulate_sample(center_data, weight * accum_weight, accum_data);
+
+ if (!do_fast_gather) {
+ if (is_resolve) {
+ /* NOTE(fclem): Hack to smooth transition to full in-focus opacity. */
+ int total_sample_count = dof_gather_total_sample_count(i_radius + 1,
+ DOF_SLIGHT_FOCUS_DENSITY);
+ float fac = saturate(1.0 - abs(center_data.coc) / float(dof_layer_threshold));
+ accum_data.layer_opacity += float(total_sample_count) * fac * fac;
+ }
+ accum_data.layer_opacity += layer_weight;
+
+ /* Logic of dof_gather_accumulate_sample(). */
+ weight *= (1.0 - accum_weight);
+ center_data.coc_sqr = center_data.coc * (center_data.coc * weight);
+ center_data.color *= weight;
+ center_data.coc *= weight;
+ center_data.weight = weight;
+
+ if (is_foreground && !is_resolve) {
+ /* Reduce issue with closer foreground over distant foreground. */
+ float ring_area = sqr(bordering_radius);
+ dof_gather_ammend_weight(center_data, ring_area);
+ }
+
+ /* Accumulate center as its own ring. */
+ dof_gather_accumulate_sample_ring(
+ center_data, 1, false, do_fast_gather, is_foreground, accum_data);
+ }
+}
+
+int dof_gather_total_sample_count_with_density_change(const int ring_count,
+ const int ring_density,
+ int density_change)
+{
+ int sample_count_per_density_change = dof_gather_total_sample_count(ring_count, ring_density) -
+ dof_gather_total_sample_count(
+ ring_count - gather_density_change_ring, ring_density);
+
+ return dof_gather_total_sample_count(ring_count, ring_density) +
+ sample_count_per_density_change * density_change;
+}
+
+void dof_gather_accumulate_resolve(int total_sample_count,
+ DofGatherData accum_data,
+ out vec4 out_col,
+ out float out_weight,
+ out vec2 out_occlusion)
+{
+ float weight_inv = safe_rcp(accum_data.weight);
+ out_col = accum_data.color * weight_inv;
+ out_occlusion = vec2(abs(accum_data.coc), accum_data.coc_sqr) * weight_inv;
+
+ if (is_foreground) {
+ out_weight = 1.0 - accum_data.transparency;
+ }
+ else if (accum_data.weight > 0.0) {
+ out_weight = accum_data.layer_opacity / float(total_sample_count);
+ }
+ else {
+ out_weight = 0.0;
+ }
+ /* Gathering may not accumulate to 1.0 alpha because of float precision. */
+ if (out_weight > 0.99) {
+ out_weight = 1.0;
+ }
+ else if (out_weight < 0.01) {
+ out_weight = 0.0;
+ }
+ /* Same thing for alpha channel. */
+ if (out_col.a > 0.993) {
+ out_col.a = 1.0;
+ }
+ else if (out_col.a < 0.003) {
+ out_col.a = 0.0;
+ }
+}
+
+float dof_load_gather_coc(sampler2D gather_input_coc_tx, vec2 uv, float lod)
+{
+ float coc = textureLod(gather_input_coc_tx, uv, lod).r;
+ /* We gather at halfres. CoC must be divided by 2 to be compared against radii. */
+ return coc * 0.5;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Common Gather accumulator.
+ * \{ */
+
+/* Radii needs to be halfres CoC sizes. */
+bool dof_do_density_change(float base_radius, float min_intersectable_radius)
+{
+ /* Reduce artifact for very large blur. */
+ min_intersectable_radius *= 0.1;
+
+ bool need_new_density = (base_radius * unit_ring_radius > min_intersectable_radius);
+ bool larger_than_min_density = (base_radius * radius_downscale_factor >
+ float(gather_ring_count));
+
+ return need_new_density && larger_than_min_density;
+}
+
+void dof_gather_init(float base_radius,
+ vec2 noise,
+ out vec2 center_co,
+ out float lod,
+ out float intersection_multiplier)
+{
+ /* Jitter center half a ring to reduce undersampling. */
+ vec2 jitter_ofs = 0.499 * sample_disk(noise);
+ if (DOF_BOKEH_TEXTURE) {
+ jitter_ofs *= dof_buf.bokeh_anisotropic_scale;
+ }
+ vec2 frag_coord = vec2(gl_GlobalInvocationID.xy) + 0.5;
+ center_co = frag_coord + jitter_ofs * base_radius * unit_sample_radius;
+
+ /* TODO(fclem) Seems like the default lod selection is too big. Bias to avoid blocky moving out
+ * of focus shapes. */
+ const float lod_bias = -2.0;
+ lod = max(floor(log2(base_radius * unit_sample_radius) + 0.5) + lod_bias, 0.0);
+
+ if (no_gather_mipmaps) {
+ lod = 0.0;
+ }
+ /* (Slide 64). */
+ intersection_multiplier = pow(0.5, lod);
+}
+
+void dof_gather_accumulator(sampler2D color_tx,
+ sampler2D color_bilinear_tx,
+ sampler2D coc_tx,
+ sampler2D bkh_lut_tx, /* Renamed because of ugly macro. */
+ float base_radius,
+ float min_intersectable_radius,
+ const bool do_fast_gather,
+ const bool do_density_change,
+ out vec4 out_color,
+ out float out_weight,
+ out vec2 out_occlusion)
+{
+ vec2 frag_coord = vec2(gl_GlobalInvocationID.xy);
+ vec2 noise_offset = sampling_rng_2D_get(SAMPLING_LENS_U);
+ vec2 noise = no_gather_random ? vec2(0.0, 0.0) :
+ vec2(interlieved_gradient_noise(frag_coord, 0, noise_offset.x),
+ interlieved_gradient_noise(frag_coord, 1, noise_offset.y));
+
+ if (!do_fast_gather) {
+ /* Jitter the radius to reduce noticeable density changes. */
+ base_radius += noise.x * unit_ring_radius * base_radius;
+ }
+ else {
+ /* Jittering the radius more than we need means we are going to feather the bokeh shape half a
+ * ring. So we need to compensate for fast gather that does not check CoC intersection. */
+ base_radius += (0.5 - noise.x) * 1.5 * unit_ring_radius * base_radius;
+ }
+ /* TODO(fclem) another seed? For now Cranly-Partterson rotation with golden ratio. */
+ noise.x = fract(noise.x * 6.1803398875);
+
+ float lod, isect_mul;
+ vec2 center_co;
+ dof_gather_init(base_radius, noise, center_co, lod, isect_mul);
+
+ bool first_ring = true;
+
+ DofGatherData accum_data = GATHER_DATA_INIT;
+
+ int density_change = 0;
+ for (int ring = gather_ring_count; ring > 0; ring--) {
+ int sample_pair_count = gather_ring_density * ring;
+
+ float step_rot = M_PI / float(sample_pair_count);
+ mat2 step_rot_mat = rot2_from_angle(step_rot);
+
+ float angle_offset = noise.y * step_rot;
+ vec2 offset = vec2(cos(angle_offset), sin(angle_offset));
+
+ float ring_radius = float(ring) * unit_sample_radius * base_radius;
+
+ /* Slide 38. */
+ float bordering_radius = ring_radius +
+ (0.5 + coc_radius_error) * base_radius * unit_sample_radius;
+ DofGatherData ring_data = GATHER_DATA_INIT;
+ for (int sample_pair = 0; sample_pair < sample_pair_count; sample_pair++) {
+ offset = step_rot_mat * offset;
+
+ DofGatherData pair_data[2];
+ for (int i = 0; i < 2; i++) {
+ vec2 offset_co = ((i == 0) ? offset : -offset);
+ if (DOF_BOKEH_TEXTURE) {
+ /* Scaling to 0.25 for speed. Improves texture cache hit. */
+ offset_co = texture(bkh_lut_tx, offset_co * 0.25 + 0.5).rg;
+ offset_co *= (is_foreground) ? -dof_buf.bokeh_anisotropic_scale :
+ dof_buf.bokeh_anisotropic_scale;
+ }
+ vec2 sample_co = center_co + offset_co * ring_radius;
+ vec2 sample_uv = sample_co * dof_buf.gather_uv_fac;
+ if (do_fast_gather) {
+ pair_data[i].color = textureLod(color_bilinear_tx, sample_uv, lod);
+ }
+ else {
+ pair_data[i].color = textureLod(color_tx, sample_uv, lod);
+ }
+ pair_data[i].coc = dof_load_gather_coc(coc_tx, sample_uv, lod);
+ pair_data[i].dist = ring_radius;
+ }
+
+ dof_gather_accumulate_sample_pair(pair_data,
+ bordering_radius,
+ isect_mul,
+ first_ring,
+ do_fast_gather,
+ is_foreground,
+ ring_data,
+ accum_data);
+ }
+
+ if (is_foreground) {
+ /* Reduce issue with closer foreground over distant foreground. */
+ /* TODO(fclem) this seems to not be completely correct as the issue remains. */
+ float ring_area = (sqr(float(ring) + 0.5 + coc_radius_error) -
+ sqr(float(ring) - 0.5 + coc_radius_error)) *
+ sqr(base_radius * unit_sample_radius);
+ dof_gather_ammend_weight(ring_data, ring_area);
+ }
+
+ dof_gather_accumulate_sample_ring(
+ ring_data, sample_pair_count * 2, first_ring, do_fast_gather, is_foreground, accum_data);
+
+ first_ring = false;
+
+ if (do_density_change && (ring == change_density_at_ring) &&
+ (density_change < gather_max_density_change)) {
+ if (dof_do_density_change(base_radius, min_intersectable_radius)) {
+ base_radius *= radius_downscale_factor;
+ ring += gather_density_change_ring;
+ /* We need to account for the density change in the weights (slide 62).
+ * For that multiply old kernel data by its area divided by the new kernel area. */
+ const float outer_rings_weight = 1.0 / (radius_downscale_factor * radius_downscale_factor);
+ /* Samples are already weighted per ring in foreground pass. */
+ if (!is_foreground) {
+ dof_gather_ammend_weight(accum_data, outer_rings_weight);
+ }
+ /* Re-init kernel position & sampling parameters. */
+ dof_gather_init(base_radius, noise, center_co, lod, isect_mul);
+ density_change++;
+ }
+ }
+ }
+
+ {
+ /* Center sample. */
+ vec2 sample_uv = center_co * dof_buf.gather_uv_fac;
+ DofGatherData center_data;
+ if (do_fast_gather) {
+ center_data.color = textureLod(color_bilinear_tx, sample_uv, lod);
+ }
+ else {
+ center_data.color = textureLod(color_tx, sample_uv, lod);
+ }
+ center_data.coc = dof_load_gather_coc(coc_tx, sample_uv, lod);
+ center_data.dist = 0.0;
+
+ /* Slide 38. */
+ float bordering_radius = (0.5 + coc_radius_error) * base_radius * unit_sample_radius;
+
+ dof_gather_accumulate_center_sample(
+ center_data, bordering_radius, 0, do_fast_gather, is_foreground, false, accum_data);
+ }
+
+ int total_sample_count = dof_gather_total_sample_count_with_density_change(
+ gather_ring_count, gather_ring_density, density_change);
+ dof_gather_accumulate_resolve(
+ total_sample_count, accum_data, out_color, out_weight, out_occlusion);
+
+ if (debug_gather_perf && density_change > 0) {
+ float fac = saturate(float(density_change) / float(10.0));
+ out_color.rgb = avg(out_color.rgb) * neon_gradient(fac);
+ }
+ if (debug_gather_perf && do_fast_gather) {
+ out_color.rgb = avg(out_color.rgb) * vec3(0.0, 1.0, 0.0);
+ }
+ if (debug_scatter_perf) {
+ out_color.rgb = avg(out_color.rgb) * vec3(0.0, 1.0, 0.0);
+ }
+
+ /* Output premultiplied color so we can use bilinear sampler in resolve pass. */
+ out_color *= out_weight;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Slight focus accumulator.
+ *
+ * The full pixel neighborhood is gathered.
+ * \{ */
+
+void dof_slight_focus_gather(sampler2D depth_tx,
+ sampler2D color_tx,
+ sampler2D bkh_lut_tx, /* Renamed because of ugly macro job. */
+ float radius,
+ out vec4 out_color,
+ out float out_weight,
+ out float out_center_coc)
+{
+ vec2 frag_coord = vec2(gl_GlobalInvocationID.xy) + 0.5;
+ vec2 noise_offset = sampling_rng_2D_get(SAMPLING_LENS_U);
+ vec2 noise = no_gather_random ? vec2(0.0) :
+ vec2(interlieved_gradient_noise(frag_coord, 3, noise_offset.x),
+ interlieved_gradient_noise(frag_coord, 5, noise_offset.y));
+
+ DofGatherData fg_accum = GATHER_DATA_INIT;
+ DofGatherData bg_accum = GATHER_DATA_INIT;
+
+ int i_radius = clamp(int(radius), 0, int(dof_layer_threshold));
+
+ const float sample_count_max = float(DOF_SLIGHT_FOCUS_SAMPLE_MAX);
+ /* Scale by search area. */
+ float sample_count = sample_count_max * saturate(sqr(radius) / sqr(dof_layer_threshold));
+
+ bool first_ring = true;
+
+ for (float s = 0.0; s < sample_count; s++) {
+ vec2 rand2 = fract(hammersley_2d(s, sample_count) + noise);
+ vec2 offset = sample_disk(rand2);
+ float ring_dist = sqrt(rand2.y);
+
+ DofGatherData pair_data[2];
+ for (int i = 0; i < 2; i++) {
+ vec2 sample_offset = ((i == 0) ? offset : -offset);
+ /* OPTI: could precompute the factor. */
+ vec2 sample_uv = (frag_coord + sample_offset) / vec2(textureSize(depth_tx, 0));
+ float depth = textureLod(depth_tx, sample_uv, 0.0).r;
+ pair_data[i].coc = dof_coc_from_depth(dof_buf, sample_uv, depth);
+ pair_data[i].color = safe_color(textureLod(color_tx, sample_uv, 0.0));
+ pair_data[i].dist = ring_dist;
+ if (DOF_BOKEH_TEXTURE) {
+ /* Contains subpixel distance to bokeh shape. */
+ ivec2 lut_texel = ivec2(round(sample_offset)) + dof_max_slight_focus_radius;
+ pair_data[i].dist = texelFetch(bkh_lut_tx, lut_texel, 0).r;
+ }
+ pair_data[i].coc = clamp(pair_data[i].coc, -dof_buf.coc_abs_max, dof_buf.coc_abs_max);
+ }
+
+ float bordering_radius = ring_dist + 0.5;
+ const float isect_mul = 1.0;
+ DofGatherData bg_ring = GATHER_DATA_INIT;
+ dof_gather_accumulate_sample_pair(
+ pair_data, bordering_radius, isect_mul, first_ring, false, false, bg_ring, bg_accum);
+ /* Treat each sample as a ring. */
+ dof_gather_accumulate_sample_ring(bg_ring, 2, first_ring, false, false, bg_accum);
+
+ if (DOF_BOKEH_TEXTURE) {
+ /* Swap distances in order to flip bokeh shape for foreground. */
+ float tmp = pair_data[0].dist;
+ pair_data[0].dist = pair_data[1].dist;
+ pair_data[1].dist = tmp;
+ }
+ DofGatherData fg_ring = GATHER_DATA_INIT;
+ dof_gather_accumulate_sample_pair(
+ pair_data, bordering_radius, isect_mul, first_ring, false, true, fg_ring, fg_accum);
+ /* Treat each sample as a ring. */
+ dof_gather_accumulate_sample_ring(fg_ring, 2, first_ring, false, true, fg_accum);
+
+ first_ring = false;
+ }
+
+ /* Center sample. */
+ vec2 sample_uv = frag_coord / vec2(textureSize(depth_tx, 0));
+ DofGatherData center_data;
+ center_data.color = safe_color(textureLod(color_tx, sample_uv, 0.0));
+ center_data.coc = dof_coc_from_depth(dof_buf, sample_uv, textureLod(depth_tx, sample_uv, 0.0).r);
+ center_data.coc = clamp(center_data.coc, -dof_buf.coc_abs_max, dof_buf.coc_abs_max);
+ center_data.dist = 0.0;
+
+ out_center_coc = center_data.coc;
+
+ /* Slide 38. */
+ float bordering_radius = 0.5;
+
+ dof_gather_accumulate_center_sample(
+ center_data, bordering_radius, i_radius, false, true, true, fg_accum);
+ dof_gather_accumulate_center_sample(
+ center_data, bordering_radius, i_radius, false, false, true, bg_accum);
+
+ vec4 bg_col, fg_col;
+ float bg_weight, fg_weight;
+ vec2 unused_occlusion;
+
+ int total_sample_count = int(sample_count) * 2 + 1;
+ dof_gather_accumulate_resolve(total_sample_count, bg_accum, bg_col, bg_weight, unused_occlusion);
+ dof_gather_accumulate_resolve(total_sample_count, fg_accum, fg_col, fg_weight, unused_occlusion);
+
+ /* Fix weighting issues on perfectly focus to slight focus transitioning areas. */
+ if (abs(center_data.coc) < 0.5) {
+ bg_col = center_data.color;
+ bg_weight = 1.0;
+ }
+
+ /* Alpha Over */
+ float alpha = 1.0 - fg_weight;
+ out_weight = bg_weight * alpha + fg_weight;
+ out_color = bg_col * bg_weight * alpha + fg_col * fg_weight;
+}
+
+/** \} */
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_bokeh_lut_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_bokeh_lut_comp.glsl
new file mode 100644
index 00000000000..26a597b04e8
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_bokeh_lut_comp.glsl
@@ -0,0 +1,55 @@
+
+/**
+ * Bokeh Look Up Table: This outputs a radius multiplier to shape the sampling in gather pass or
+ * the scatter sprite appearance. This is only used if bokeh shape is either anamorphic or is not
+ * a perfect circle.
+ * We correct samples spacing for polygonal bokeh shapes. However, we do not for anamorphic bokeh
+ * as it is way more complex and expensive to do.
+ */
+
+#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl)
+
+void main()
+{
+ vec2 gather_uv = ((vec2(gl_GlobalInvocationID.xy) + 0.5) / float(DOF_BOKEH_LUT_SIZE));
+ /* Center uv in range [-1..1]. */
+ gather_uv = gather_uv * 2.0 - 1.0;
+
+ vec2 slight_focus_texel = vec2(gl_GlobalInvocationID.xy) - float(dof_max_slight_focus_radius);
+
+ float radius = length(gather_uv);
+
+ if (dof_buf.bokeh_blades > 0.0) {
+ /* NOTE: atan(y,x) has output range [-M_PI..M_PI], so add 2pi to avoid negative angles. */
+ float theta = atan(gather_uv.y, gather_uv.x) + M_2PI;
+ float r = length(gather_uv);
+
+ radius /= circle_to_polygon_radius(dof_buf.bokeh_blades, theta - dof_buf.bokeh_rotation);
+
+ float theta_new = circle_to_polygon_angle(dof_buf.bokeh_blades, theta);
+ float r_new = circle_to_polygon_radius(dof_buf.bokeh_blades, theta_new);
+
+ theta_new -= dof_buf.bokeh_rotation;
+
+ gather_uv = r_new * vec2(-cos(theta_new), sin(theta_new));
+
+ {
+ /* Slight focus distance */
+ slight_focus_texel *= dof_buf.bokeh_anisotropic_scale_inv;
+ float theta = atan(slight_focus_texel.y, -slight_focus_texel.x) + M_2PI;
+ slight_focus_texel /= circle_to_polygon_radius(dof_buf.bokeh_blades,
+ theta + dof_buf.bokeh_rotation);
+ }
+ }
+ else {
+ gather_uv *= safe_rcp(length(gather_uv));
+ }
+
+ ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
+ /* For gather store the normalized UV. */
+ imageStore(out_gather_lut_img, texel, gather_uv.xyxy);
+ /* For scatter store distance. LUT will be scaled by COC. */
+ imageStore(out_scatter_lut_img, texel, vec4(radius));
+ /* For slight focus gather store pixel perfect distance. */
+ imageStore(out_resolve_lut_img, texel, vec4(length(slight_focus_texel)));
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_downsample_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_downsample_comp.glsl
new file mode 100644
index 00000000000..3d45f285da9
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_downsample_comp.glsl
@@ -0,0 +1,32 @@
+
+/**
+ * Downsample pass: CoC aware downsample to quarter resolution.
+ *
+ * Pretty much identical to the setup pass but get CoC from buffer.
+ * Also does not weight luma for the bilateral weights.
+ */
+
+#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl)
+
+void main()
+{
+ vec2 halfres_texel_size = 1.0 / vec2(textureSize(color_tx, 0).xy);
+ /* Center uv around the 4 halfres pixels. */
+ vec2 quad_center = vec2(gl_GlobalInvocationID * 2 + 1) * halfres_texel_size;
+
+ vec4 colors[4];
+ vec4 cocs;
+ for (int i = 0; i < 4; i++) {
+ vec2 sample_uv = quad_center + quad_offsets[i] * halfres_texel_size;
+ colors[i] = textureLod(color_tx, sample_uv, 0.0);
+ cocs[i] = textureLod(coc_tx, sample_uv, 0.0).r;
+ }
+
+ vec4 weights = dof_bilateral_coc_weights(cocs);
+ /* Normalize so that the sum is 1. */
+ weights *= safe_rcp(sum(weights));
+
+ vec4 out_color = weighted_sum_array(colors, weights);
+
+ imageStore(out_color_img, ivec2(gl_GlobalInvocationID.xy), out_color);
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl
new file mode 100644
index 00000000000..49c93ca63cd
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl
@@ -0,0 +1,163 @@
+
+/**
+ * Gather Filter pass: Filter the gather pass result to reduce noise.
+ *
+ * This is a simple 3x3 median filter to avoid dilating highlights with a 3x3 max filter even if
+ * cheaper.
+ */
+
+struct FilterSample {
+ vec4 color;
+ float weight;
+};
+
+/* -------------------------------------------------------------------- */
+/** \name Pixel cache.
+ * \{ */
+
+const uint cache_size = gl_WorkGroupSize.x + 2;
+shared vec4 color_cache[cache_size][cache_size];
+shared float weight_cache[cache_size][cache_size];
+
+void cache_init()
+{
+ /**
+ * Load enough values into LDS to perform the filter.
+ *
+ * ┌──────────────────────────────┐
+ * │ │ < Border texels that needs to be loaded.
+ * │ x x x x x x x x │ ─┐
+ * │ x x x x x x x x │ │
+ * │ x x x x x x x x │ │
+ * │ x x x x x x x x │ │ Thread Group Size 8x8.
+ * │ L L L L L x x x x │ │
+ * │ L L L L L x x x x │ │
+ * │ L L L L L x x x x │ │
+ * │ L L L L L x x x x │ ─┘
+ * │ L L L L L │ < Border texels that needs to be loaded.
+ * └──────────────────────────────┘
+ * └───────────┘
+ * Load using 5x5 threads.
+ */
+
+ ivec2 texel = ivec2(gl_GlobalInvocationID.xy) - 1;
+ if (all(lessThan(gl_LocalInvocationID.xy, uvec2(cache_size / 2u)))) {
+ for (int y = 0; y < 2; y++) {
+ for (int x = 0; x < 2; x++) {
+ ivec2 offset = ivec2(x, y) * ivec2(cache_size / 2u);
+ ivec2 cache_texel = ivec2(gl_LocalInvocationID.xy) + offset;
+ ivec2 load_texel = clamp(texel + offset, ivec2(0), textureSize(color_tx, 0) - 1);
+
+ color_cache[cache_texel.y][cache_texel.x] = texelFetch(color_tx, load_texel, 0);
+ weight_cache[cache_texel.y][cache_texel.x] = texelFetch(weight_tx, load_texel, 0).r;
+ }
+ }
+ }
+ barrier();
+}
+
+FilterSample cache_sample(int x, int y)
+{
+ return FilterSample(color_cache[y][x], weight_cache[y][x]);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Median filter
+ * From:
+ * Implementing Median Filters in XC4000E FPGAs
+ * JOHN L. SMITH, Univision Technologies Inc., Billerica, MA
+ * http://users.utcluj.ro/~baruch/resources/Image/xl23_16.pdf
+ * Figure 1
+ * \{ */
+
+FilterSample filter_min(FilterSample a, FilterSample b)
+{
+ return FilterSample(min(a.color, b.color), min(a.weight, b.weight));
+}
+
+FilterSample filter_max(FilterSample a, FilterSample b)
+{
+ return FilterSample(max(a.color, b.color), max(a.weight, b.weight));
+}
+
+FilterSample filter_min(FilterSample a, FilterSample b, FilterSample c)
+{
+ return FilterSample(min(a.color, min(c.color, b.color)), min(a.weight, min(c.weight, b.weight)));
+}
+
+FilterSample filter_max(FilterSample a, FilterSample b, FilterSample c)
+{
+ return FilterSample(max(a.color, max(c.color, b.color)), max(a.weight, max(c.weight, b.weight)));
+}
+
+FilterSample filter_median(FilterSample s1, FilterSample s2, FilterSample s3)
+{
+ /* From diagram, with nodes numbered from top to bottom. */
+ FilterSample l1 = filter_min(s2, s3);
+ FilterSample h1 = filter_max(s2, s3);
+ FilterSample h2 = filter_max(s1, l1);
+ FilterSample l3 = filter_min(h2, h1);
+ return l3;
+}
+
+struct FilterLmhResult {
+ FilterSample low;
+ FilterSample median;
+ FilterSample high;
+};
+
+FilterLmhResult filter_lmh(FilterSample s1, FilterSample s2, FilterSample s3)
+{
+ /* From diagram, with nodes numbered from top to bottom. */
+ FilterSample h1 = filter_max(s2, s3);
+ FilterSample l1 = filter_min(s2, s3);
+
+ FilterSample h2 = filter_max(s1, l1);
+ FilterSample l2 = filter_min(s1, l1);
+
+ FilterSample h3 = filter_max(h2, h1);
+ FilterSample l3 = filter_min(h2, h1);
+
+ FilterLmhResult result;
+ result.low = l2;
+ result.median = l3;
+ result.high = h3;
+
+ return result;
+}
+
+/** \} */
+
+void main()
+{
+ /**
+ * NOTE: We can **NOT** optimize by discarding some tiles as the result is sampled using bilinear
+ * filtering in the resolve pass. Not outputting to a tile means that border texels have
+ * undefined value and tile border will be noticeable in the final image.
+ */
+
+ cache_init();
+
+ ivec2 texel = ivec2(gl_LocalInvocationID.xy);
+
+ FilterLmhResult rows[3];
+ for (int y = 0; y < 3; y++) {
+ rows[y] = filter_lmh(cache_sample(texel.x + 0, texel.y + y),
+ cache_sample(texel.x + 1, texel.y + y),
+ cache_sample(texel.x + 2, texel.y + y));
+ }
+ /* Left nodes. */
+ FilterSample high = filter_max(rows[0].low, rows[1].low, rows[2].low);
+ /* Right nodes. */
+ FilterSample low = filter_min(rows[0].high, rows[1].high, rows[2].high);
+ /* Center nodes. */
+ FilterSample median = filter_median(rows[0].median, rows[1].median, rows[2].median);
+ /* Last bottom nodes. */
+ median = filter_median(low, median, high);
+
+ ivec2 out_texel = ivec2(gl_GlobalInvocationID.xy);
+ imageStore(out_color_img, out_texel, median.color);
+ imageStore(out_weight_img, out_texel, vec4(median.weight));
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl
new file mode 100644
index 00000000000..cf8dd7a36e6
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl
@@ -0,0 +1,99 @@
+
+/**
+ * Gather pass: Convolve foreground and background parts in separate passes.
+ *
+ * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene
+ *color. A fast gather path is taken if there is not many CoC variation inside the tile.
+ *
+ * We sample using an octaweb sampling pattern. We randomize the kernel center and each ring
+ * rotation to ensure maximum coverage.
+ *
+ * Outputs:
+ * - Color * Weight, Weight, Occlusion 'CoC' Depth (mean and variance)
+ **/
+
+#pragma BLENDER_REQUIRE(eevee_depth_of_field_accumulator_lib.glsl)
+
+void main()
+{
+ ivec2 tile_co = ivec2(gl_GlobalInvocationID.xy / DOF_TILES_SIZE);
+ CocTile coc_tile = dof_coc_tile_load(in_tiles_fg_img, in_tiles_bg_img, tile_co);
+ CocTilePrediction prediction = dof_coc_tile_prediction_get(coc_tile);
+
+ float base_radius, min_radius, min_intersectable_radius;
+ bool can_early_out;
+ if (is_foreground) {
+ base_radius = -coc_tile.fg_min_coc;
+ min_radius = -coc_tile.fg_max_coc;
+ min_intersectable_radius = -coc_tile.fg_max_intersectable_coc;
+ can_early_out = !prediction.do_foreground;
+ }
+ else {
+ base_radius = coc_tile.bg_max_coc;
+ min_radius = coc_tile.bg_min_coc;
+ min_intersectable_radius = coc_tile.bg_min_intersectable_coc;
+ can_early_out = !prediction.do_background;
+ }
+
+ bool do_fast_gather = dof_do_fast_gather(base_radius, min_radius, is_foreground);
+
+ /* Gather at half resolution. Divide CoC by 2. */
+ base_radius *= 0.5;
+ min_intersectable_radius *= 0.5;
+
+ bool do_density_change = dof_do_density_change(base_radius, min_intersectable_radius);
+
+ vec4 out_color;
+ float out_weight;
+ vec2 out_occlusion;
+
+ if (can_early_out) {
+ out_color = vec4(0.0);
+ out_weight = 0.0;
+ out_occlusion = vec2(0.0, 0.0);
+ }
+ else if (do_fast_gather) {
+ dof_gather_accumulator(color_tx,
+ color_bilinear_tx,
+ coc_tx,
+ bokeh_lut_tx,
+ base_radius,
+ min_intersectable_radius,
+ true,
+ false,
+ out_color,
+ out_weight,
+ out_occlusion);
+ }
+ else if (do_density_change) {
+ dof_gather_accumulator(color_tx,
+ color_bilinear_tx,
+ coc_tx,
+ bokeh_lut_tx,
+ base_radius,
+ min_intersectable_radius,
+ false,
+ true,
+ out_color,
+ out_weight,
+ out_occlusion);
+ }
+ else {
+ dof_gather_accumulator(color_tx,
+ color_bilinear_tx,
+ coc_tx,
+ bokeh_lut_tx,
+ base_radius,
+ min_intersectable_radius,
+ false,
+ false,
+ out_color,
+ out_weight,
+ out_occlusion);
+ }
+
+ ivec2 out_texel = ivec2(gl_GlobalInvocationID.xy);
+ imageStore(out_color_img, out_texel, out_color);
+ imageStore(out_weight_img, out_texel, vec4(out_weight));
+ imageStore(out_occlusion_img, out_texel, out_occlusion.xyxy);
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl
new file mode 100644
index 00000000000..5cdabbc2d4b
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl
@@ -0,0 +1,70 @@
+
+/**
+ * Holefill pass: Gather background parts where foreground is present.
+ *
+ * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene
+ *color. A fast gather path is taken if there is not many CoC variation inside the tile.
+ *
+ * We sample using an octaweb sampling pattern. We randomize the kernel center and each ring
+ * rotation to ensure maximum coverage.
+ **/
+
+#pragma BLENDER_REQUIRE(eevee_depth_of_field_accumulator_lib.glsl)
+
+void main()
+{
+ ivec2 tile_co = ivec2(gl_GlobalInvocationID.xy / DOF_TILES_SIZE);
+ CocTile coc_tile = dof_coc_tile_load(in_tiles_fg_img, in_tiles_bg_img, tile_co);
+ CocTilePrediction prediction = dof_coc_tile_prediction_get(coc_tile);
+
+ float base_radius = -coc_tile.fg_min_coc;
+ float min_radius = -coc_tile.fg_max_coc;
+ float min_intersectable_radius = dof_tile_large_coc;
+ bool can_early_out = !prediction.do_hole_fill;
+
+ bool do_fast_gather = dof_do_fast_gather(base_radius, min_radius, is_foreground);
+
+ /* Gather at half resolution. Divide CoC by 2. */
+ base_radius *= 0.5;
+ min_intersectable_radius *= 0.5;
+
+ bool do_density_change = dof_do_density_change(base_radius, min_intersectable_radius);
+
+ vec4 out_color = vec4(0.0);
+ float out_weight = 0.0;
+ vec2 unused_occlusion = vec2(0.0, 0.0);
+
+ if (can_early_out) {
+ /* Early out. */
+ }
+ else if (do_fast_gather) {
+ dof_gather_accumulator(color_tx,
+ color_bilinear_tx,
+ coc_tx,
+ coc_tx,
+ base_radius,
+ min_intersectable_radius,
+ true,
+ false,
+ out_color,
+ out_weight,
+ unused_occlusion);
+ }
+ else {
+ dof_gather_accumulator(color_tx,
+ color_bilinear_tx,
+ coc_tx,
+ coc_tx,
+ base_radius,
+ min_intersectable_radius,
+ false,
+ false,
+ out_color,
+ out_weight,
+ unused_occlusion);
+ }
+
+ ivec2 out_texel = ivec2(gl_GlobalInvocationID.xy);
+ imageStore(out_color_img, out_texel, out_color);
+ imageStore(out_weight_img, out_texel, vec4(out_weight));
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_lib.glsl
new file mode 100644
index 00000000000..f89da641446
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_lib.glsl
@@ -0,0 +1,327 @@
+
+/**
+ * Depth of Field utils.
+ **/
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
+/* -------------------------------------------------------------------- */
+/** \name Constants.
+ * \{ */
+
+#ifndef DOF_SLIGHT_FOCUS_DENSITY
+# define DOF_SLIGHT_FOCUS_DENSITY 2
+#endif
+
+#ifdef DOF_RESOLVE_PASS
+const bool is_resolve = true;
+#else
+const bool is_resolve = false;
+#endif
+#ifdef DOF_FOREGROUND_PASS
+const bool is_foreground = DOF_FOREGROUND_PASS;
+#else
+const bool is_foreground = false;
+#endif
+/* Debug options */
+const bool debug_gather_perf = false;
+const bool debug_scatter_perf = false;
+const bool debug_resolve_perf = false;
+
+const bool no_smooth_intersection = false;
+const bool no_gather_occlusion = false;
+const bool no_gather_mipmaps = false;
+const bool no_gather_random = false;
+const bool no_gather_filtering = false;
+const bool no_scatter_occlusion = false;
+const bool no_scatter_pass = false;
+const bool no_foreground_pass = false;
+const bool no_background_pass = false;
+const bool no_slight_focus_pass = false;
+const bool no_focus_pass = false;
+const bool no_hole_fill_pass = false;
+
+/* Distribute weights between near/slightfocus/far fields (slide 117). */
+const float dof_layer_threshold = 4.0;
+/* Make sure it overlaps. */
+const float dof_layer_offset_fg = 0.5 + 1.0;
+/* Extra offset for convolution layers to avoid light leaking from background. */
+const float dof_layer_offset = 0.5 + 0.5;
+
+const int dof_max_slight_focus_radius = DOF_MAX_SLIGHT_FOCUS_RADIUS;
+
+const vec2 quad_offsets[4] = vec2[4](
+ vec2(-0.5, 0.5), vec2(0.5, 0.5), vec2(0.5, -0.5), vec2(-0.5, -0.5));
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Weighting and downsampling utils.
+ * \{ */
+
+float dof_hdr_color_weight(vec4 color)
+{
+ /* Very fast "luma" weighting. */
+ float luma = (color.g * 2.0) + (color.r + color.b);
+ /* TODO(fclem) Pass correct exposure. */
+ const float exposure = 1.0;
+ return 1.0 / (luma * exposure + 4.0);
+}
+
+float dof_coc_select(vec4 cocs)
+{
+ /* Select biggest coc. */
+ float selected_coc = cocs.x;
+ if (abs(cocs.y) > abs(selected_coc)) {
+ selected_coc = cocs.y;
+ }
+ if (abs(cocs.z) > abs(selected_coc)) {
+ selected_coc = cocs.z;
+ }
+ if (abs(cocs.w) > abs(selected_coc)) {
+ selected_coc = cocs.w;
+ }
+ return selected_coc;
+}
+
+/* NOTE: Do not forget to normalize weights afterwards. */
+vec4 dof_bilateral_coc_weights(vec4 cocs)
+{
+ float chosen_coc = dof_coc_select(cocs);
+
+ const float scale = 4.0; /* TODO(fclem) revisit. */
+ /* NOTE: The difference between the cocs should be inside a abs() function,
+ * but we follow UE4 implementation to improve how dithered transparency looks (see slide 19). */
+ return saturate(1.0 - (chosen_coc - cocs) * scale);
+}
+
+/* NOTE: Do not forget to normalize weights afterwards. */
+vec4 dof_bilateral_color_weights(vec4 colors[4])
+{
+ vec4 weights;
+ for (int i = 0; i < 4; i++) {
+ weights[i] = dof_hdr_color_weight(colors[i]);
+ }
+ return weights;
+}
+
+/* Returns signed Circle of confusion radius (in pixel) based on depth buffer value [0..1]. */
+float dof_coc_from_depth(DepthOfFieldData dof_data, vec2 uv, float depth)
+{
+ if (is_panoramic(dof_data.camera_type)) {
+ /* Use radial depth. */
+ depth = -length(get_view_space_from_depth(uv, depth));
+ }
+ else {
+ depth = get_view_z_from_depth(depth);
+ }
+ return coc_radius_from_camera_depth(dof_data, depth);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Gather & Scatter Weighting
+ * \{ */
+
+float dof_layer_weight(float coc, const bool is_foreground)
+{
+ /* NOTE: These are fullres pixel CoC value. */
+ if (is_resolve) {
+ return saturate(-abs(coc) + dof_layer_threshold + dof_layer_offset) *
+ float(is_foreground ? (coc <= 0.5) : (coc > -0.5));
+ }
+ else {
+ coc *= 2.0; /* Account for half pixel gather. */
+ float threshold = dof_layer_threshold -
+ ((is_foreground) ? dof_layer_offset_fg : dof_layer_offset);
+ return saturate(((is_foreground) ? -coc : coc) - threshold);
+ }
+}
+vec4 dof_layer_weight(vec4 coc)
+{
+ /* NOTE: Used for scatter pass which already flipped the sign correctly. */
+ coc *= 2.0; /* Account for half pixel gather. */
+ return saturate(coc - dof_layer_threshold + dof_layer_offset);
+}
+
+/* NOTE: This is halfres CoC radius. */
+float dof_sample_weight(float coc)
+{
+#if 1 /* Optimized */
+ return min(1.0, 1.0 / sqr(coc));
+#else
+ /* Full intensity if CoC radius is below the pixel footprint. */
+ const float min_coc = 1.0;
+ coc = max(min_coc, abs(coc));
+ return (M_PI * min_coc * min_coc) / (M_PI * coc * coc);
+#endif
+}
+vec4 dof_sample_weight(vec4 coc)
+{
+#if 1 /* Optimized */
+ return min(vec4(1.0), 1.0 / sqr(coc));
+#else
+ /* Full intensity if CoC radius is below the pixel footprint. */
+ const float min_coc = 1.0;
+ coc = max(vec4(min_coc), abs(coc));
+ return (M_PI * min_coc * min_coc) / (M_PI * coc * coc);
+#endif
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Circle of Confusion tiles
+ * \{ */
+
+struct CocTile {
+ float fg_min_coc;
+ float fg_max_coc;
+ float fg_max_intersectable_coc;
+ float bg_min_coc;
+ float bg_max_coc;
+ float bg_min_intersectable_coc;
+};
+
+/* WATCH: Might have to change depending on the texture format. */
+const float dof_tile_large_coc = 1024.0;
+
+/* Init a CoC tile for reduction algorithms. */
+CocTile dof_coc_tile_init()
+{
+ CocTile tile;
+ tile.fg_min_coc = 0.0;
+ tile.fg_max_coc = -dof_tile_large_coc;
+ tile.fg_max_intersectable_coc = dof_tile_large_coc;
+ tile.bg_min_coc = dof_tile_large_coc;
+ tile.bg_max_coc = 0.0;
+ tile.bg_min_intersectable_coc = dof_tile_large_coc;
+ return tile;
+}
+
+CocTile dof_coc_tile_unpack(vec3 fg, vec3 bg)
+{
+ CocTile tile;
+ tile.fg_min_coc = -fg.x;
+ tile.fg_max_coc = -fg.y;
+ tile.fg_max_intersectable_coc = -fg.z;
+ tile.bg_min_coc = bg.x;
+ tile.bg_max_coc = bg.y;
+ tile.bg_min_intersectable_coc = bg.z;
+ return tile;
+}
+
+/* WORKAROUND(fclem): GLSL compilers differs in what qualifiers are requires to pass images as
+ * parameters. Workaround by using defines. */
+#define dof_coc_tile_load(tiles_fg_img_, tiles_bg_img_, texel_) \
+ dof_coc_tile_unpack( \
+ imageLoad(tiles_fg_img_, clamp(texel_, ivec2(0), imageSize(tiles_fg_img_) - 1)).xyz, \
+ imageLoad(tiles_bg_img_, clamp(texel_, ivec2(0), imageSize(tiles_bg_img_) - 1)).xyz)
+
+void dof_coc_tile_pack(CocTile tile, out vec3 out_fg, out vec3 out_bg)
+{
+ out_fg.x = -tile.fg_min_coc;
+ out_fg.y = -tile.fg_max_coc;
+ out_fg.z = -tile.fg_max_intersectable_coc;
+ out_bg.x = tile.bg_min_coc;
+ out_bg.y = tile.bg_max_coc;
+ out_bg.z = tile.bg_min_intersectable_coc;
+}
+
+#define dof_coc_tile_store(tiles_fg_img_, tiles_bg_img_, texel_out_, tile_data_) \
+ if (true) { \
+ vec3 out_fg; \
+ vec3 out_bg; \
+ dof_coc_tile_pack(tile_data_, out_fg, out_bg); \
+ imageStore(tiles_fg_img_, texel_out_, out_fg.xyzz); \
+ imageStore(tiles_bg_img_, texel_out_, out_bg.xyzz); \
+ }
+
+bool dof_do_fast_gather(float max_absolute_coc, float min_absolute_coc, const bool is_foreground)
+{
+ float min_weight = dof_layer_weight((is_foreground) ? -min_absolute_coc : min_absolute_coc,
+ is_foreground);
+ if (min_weight < 1.0) {
+ return false;
+ }
+ /* FIXME(fclem): This is a workaround to fast gather triggering too early. Since we use custom
+ * opacity mask, the opacity is not given to be 100% even for after normal threshold. */
+ if (is_foreground && min_absolute_coc < dof_layer_threshold) {
+ return false;
+ }
+ return (max_absolute_coc - min_absolute_coc) < (DOF_FAST_GATHER_COC_ERROR * max_absolute_coc);
+}
+
+struct CocTilePrediction {
+ bool do_foreground;
+ bool do_slight_focus;
+ bool do_focus;
+ bool do_background;
+ bool do_hole_fill;
+};
+
+/**
+ * Using the tile CoC infos, predict which convolutions are required and the ones that can be
+ * skipped.
+ */
+CocTilePrediction dof_coc_tile_prediction_get(CocTile tile)
+{
+ /* Based on tile value, predict what pass we need to load. */
+ CocTilePrediction predict;
+
+ predict.do_foreground = (-tile.fg_min_coc > dof_layer_threshold - dof_layer_offset_fg);
+ bool fg_fully_opaque = predict.do_foreground &&
+ dof_do_fast_gather(-tile.fg_min_coc, -tile.fg_max_coc, true);
+ predict.do_background = !fg_fully_opaque &&
+ (tile.bg_max_coc > dof_layer_threshold - dof_layer_offset);
+ bool bg_fully_opaque = predict.do_background &&
+ dof_do_fast_gather(-tile.bg_max_coc, tile.bg_min_coc, false);
+ predict.do_hole_fill = !fg_fully_opaque && -tile.fg_min_coc > 0.0;
+ predict.do_focus = !fg_fully_opaque;
+ predict.do_slight_focus = !fg_fully_opaque;
+
+#if 0 /* Debug */
+ predict.do_foreground = predict.do_background = predict.do_hole_fill = true;
+#endif
+ return predict;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Gathering
+ * \{ */
+
+/**
+ * Generate samples in a square pattern with the ring radius. X is the center tile.
+ *
+ * Dist1 Dist2
+ * 6 5 4 3 2
+ * 3 2 1 7 1
+ * . X 0 . X 0
+ * . . . . .
+ * . . . . .
+ *
+ * Samples are expected to be mirrored to complete the pattern.
+ **/
+ivec2 dof_square_ring_sample_offset(int ring_distance, int sample_id)
+{
+ ivec2 offset;
+ if (sample_id < ring_distance) {
+ offset.x = ring_distance;
+ offset.y = sample_id;
+ }
+ else if (sample_id < ring_distance * 3) {
+ offset.x = ring_distance - sample_id + ring_distance;
+ offset.y = ring_distance;
+ }
+ else {
+ offset.x = -ring_distance;
+ offset.y = ring_distance - sample_id + 3 * ring_distance;
+ }
+ return offset;
+}
+
+/** \} */
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl
new file mode 100644
index 00000000000..80555367478
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_reduce_comp.glsl
@@ -0,0 +1,247 @@
+
+/**
+ * Reduce copy pass: filter fireflies and split color between scatter and gather input.
+ *
+ * NOTE: The texture can end up being too big because of the mipmap padding. We correct for
+ * that during the convolution phase.
+ *
+ * Inputs:
+ * - Output of setup pass (halfres) and reduce downsample pass (quarter res).
+ * Outputs:
+ * - Halfres padded to avoid mipmap misalignment (so possibly not matching input size).
+ * - Gather input color (whole mip chain), Scatter rect list, Signed CoC (whole mip chain).
+ **/
+
+#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl)
+
+/* NOTE: Do not compare alpha as it is not scattered by the scatter pass. */
+float dof_scatter_neighborhood_rejection(vec3 color)
+{
+ color = min(vec3(dof_buf.scatter_neighbor_max_color), color);
+
+ float validity = 0.0;
+
+ /* Centered in the middle of 4 quarter res texel. */
+ vec2 texel_size = 1.0 / vec2(textureSize(downsample_tx, 0).xy);
+ vec2 uv = ((vec2(gl_GlobalInvocationID.xy) + 0.5) * 0.5) * texel_size;
+
+ vec3 max_diff = vec3(0.0);
+ for (int i = 0; i < 4; i++) {
+ vec2 sample_uv = uv + quad_offsets[i] * texel_size;
+ vec3 ref = textureLod(downsample_tx, sample_uv, 0.0).rgb;
+
+ ref = min(vec3(dof_buf.scatter_neighbor_max_color), ref);
+ float diff = max_v3(max(vec3(0.0), abs(ref - color)));
+
+ const float rejection_threshold = 0.7;
+ diff = saturate(diff / rejection_threshold - 1.0);
+ validity = max(validity, diff);
+ }
+
+ return validity;
+}
+
+/* This avoids Bokeh sprite popping in and out at the screen border and
+ * drawing Bokeh sprites larger than the screen. */
+float dof_scatter_screen_border_rejection(float coc, ivec2 texel)
+{
+ vec2 screen_size = vec2(imageSize(inout_color_lod0_img));
+ vec2 uv = (vec2(texel) + 0.5) / screen_size;
+ vec2 screen_pos = uv * screen_size;
+ float min_screen_border_distance = min_v2(min(screen_pos, screen_size - screen_pos));
+ /* Fullres to halfres CoC. */
+ coc *= 0.5;
+ /* Allow 10px transition. */
+ const float rejection_hardeness = 1.0 / 10.0;
+ return saturate((min_screen_border_distance - abs(coc)) * rejection_hardeness + 1.0);
+}
+
+float dof_scatter_luminosity_rejection(vec3 color)
+{
+ const float rejection_hardness = 1.0;
+ return saturate(max_v3(color - dof_buf.scatter_color_threshold) * rejection_hardness);
+}
+
+float dof_scatter_coc_radius_rejection(float coc)
+{
+ const float rejection_hardness = 0.3;
+ return saturate((abs(coc) - dof_buf.scatter_coc_threshold) * rejection_hardness);
+}
+
+float fast_luma(vec3 color)
+{
+ return (2.0 * color.g) + color.r + color.b;
+}
+
+const uint cache_size = gl_WorkGroupSize.x;
+shared vec4 color_cache[cache_size][cache_size];
+shared float coc_cache[cache_size][cache_size];
+shared float do_scatter[cache_size][cache_size];
+
+void main()
+{
+ ivec2 texel = min(ivec2(gl_GlobalInvocationID.xy), imageSize(inout_color_lod0_img) - 1);
+ uvec2 texel_local = gl_LocalInvocationID.xy;
+ /* Increase readablility. */
+#define LOCAL_INDEX texel_local.y][texel_local.x
+#define LOCAL_OFFSET(x_, y_) texel_local.y + (y_)][texel_local.x + (x_)
+
+ /* Load level 0 into cache. */
+ color_cache[LOCAL_INDEX] = imageLoad(inout_color_lod0_img, texel);
+ coc_cache[LOCAL_INDEX] = imageLoad(in_coc_lod0_img, texel).r;
+
+ /* Only scatter if luminous enough. */
+ do_scatter[LOCAL_INDEX] = dof_scatter_luminosity_rejection(color_cache[LOCAL_INDEX].rgb);
+ /* Only scatter if CoC is big enough. */
+ do_scatter[LOCAL_INDEX] *= dof_scatter_coc_radius_rejection(coc_cache[LOCAL_INDEX]);
+ /* Only scatter if CoC is not too big to avoid performance issues. */
+ do_scatter[LOCAL_INDEX] *= dof_scatter_screen_border_rejection(coc_cache[LOCAL_INDEX], texel);
+ /* Only scatter if neighborhood is different enough. */
+ do_scatter[LOCAL_INDEX] *= dof_scatter_neighborhood_rejection(color_cache[LOCAL_INDEX].rgb);
+ /* For debugging. */
+ if (no_scatter_pass) {
+ do_scatter[LOCAL_INDEX] = 0.0;
+ }
+
+ barrier();
+
+ /* Add a scatter sprite for each 2x2 pixel neighborhood passing the threshold. */
+ if (all(equal(texel_local & 1u, uvec2(0)))) {
+ vec4 do_scatter4;
+ /* Follows quad_offsets order. */
+ do_scatter4.x = do_scatter[LOCAL_OFFSET(0, 1)];
+ do_scatter4.y = do_scatter[LOCAL_OFFSET(1, 1)];
+ do_scatter4.z = do_scatter[LOCAL_OFFSET(1, 0)];
+ do_scatter4.w = do_scatter[LOCAL_OFFSET(0, 0)];
+ if (any(greaterThan(do_scatter4, vec4(0.0)))) {
+ /* Apply energy conservation to anamorphic scattered bokeh. */
+ do_scatter4 *= max_v2(dof_buf.bokeh_anisotropic_scale_inv);
+
+ /* Circle of Confusion. */
+ vec4 coc4;
+ coc4.x = coc_cache[LOCAL_OFFSET(0, 1)];
+ coc4.y = coc_cache[LOCAL_OFFSET(1, 1)];
+ coc4.z = coc_cache[LOCAL_OFFSET(1, 0)];
+ coc4.w = coc_cache[LOCAL_OFFSET(0, 0)];
+ /* We are scattering at half resolution, so divide CoC by 2. */
+ coc4 *= 0.5;
+ /* Sprite center position. Center sprite around the 4 texture taps. */
+ vec2 offset = vec2(gl_GlobalInvocationID.xy) + 1;
+ /* Add 2.5 to max_coc because the max_coc may not be centered on the sprite origin
+ * and because we smooth the bokeh shape a bit in the pixel shader. */
+ vec2 half_extent = max_v4(abs(coc4)) * dof_buf.bokeh_anisotropic_scale + 2.5;
+ /* Issue a sprite for each field if any CoC matches. */
+ if (any(lessThan(do_scatter4 * sign(coc4), vec4(0.0)))) {
+ /* Same value for all threads. Not an issue if we don't sync access to it. */
+ scatter_fg_indirect_buf.v_count = 4u;
+ /* Issue 1 strip instance per sprite. */
+ uint rect_id = atomicAdd(scatter_fg_indirect_buf.i_count, 1u);
+ if (rect_id < dof_buf.scatter_max_rect) {
+
+ vec4 coc4_fg = max(vec4(0.0), -coc4);
+ vec4 fg_weights = dof_layer_weight(coc4_fg) * dof_sample_weight(coc4_fg) * do_scatter4;
+ /* Filter NaNs. */
+ fg_weights = select(fg_weights, vec4(0.0), equal(coc4_fg, vec4(0.0)));
+
+ ScatterRect rect_fg;
+ rect_fg.offset = offset;
+ /* Negate extent to flip the sprite. Mimics optical phenomenon. */
+ rect_fg.half_extent = -half_extent;
+ /* NOTE: Since we fliped the quad along (1,-1) line, we need to also swap the (1,1) and
+ * (0,0) values so that quad_offsets is in the right order in the vertex shader. */
+
+ /* Circle of Confusion absolute radius in halfres pixels. */
+ rect_fg.color_and_coc[0].a = coc4_fg[0];
+ rect_fg.color_and_coc[1].a = coc4_fg[3];
+ rect_fg.color_and_coc[2].a = coc4_fg[2];
+ rect_fg.color_and_coc[3].a = coc4_fg[1];
+ /* Apply weights. */
+ rect_fg.color_and_coc[0].rgb = color_cache[LOCAL_OFFSET(0, 1)].rgb * fg_weights[0];
+ rect_fg.color_and_coc[1].rgb = color_cache[LOCAL_OFFSET(0, 0)].rgb * fg_weights[3];
+ rect_fg.color_and_coc[2].rgb = color_cache[LOCAL_OFFSET(1, 0)].rgb * fg_weights[2];
+ rect_fg.color_and_coc[3].rgb = color_cache[LOCAL_OFFSET(1, 1)].rgb * fg_weights[1];
+
+ scatter_fg_list_buf[rect_id] = rect_fg;
+ }
+ }
+ if (any(greaterThan(do_scatter4 * sign(coc4), vec4(0.0)))) {
+ /* Same value for all threads. Not an issue if we don't sync access to it. */
+ scatter_bg_indirect_buf.v_count = 4u;
+ /* Issue 1 strip instance per sprite. */
+ uint rect_id = atomicAdd(scatter_bg_indirect_buf.i_count, 1u);
+ if (rect_id < dof_buf.scatter_max_rect) {
+ vec4 coc4_bg = max(vec4(0.0), coc4);
+ vec4 bg_weights = dof_layer_weight(coc4_bg) * dof_sample_weight(coc4_bg) * do_scatter4;
+ /* Filter NaNs. */
+ bg_weights = select(bg_weights, vec4(0.0), equal(coc4_bg, vec4(0.0)));
+
+ ScatterRect rect_bg;
+ rect_bg.offset = offset;
+ rect_bg.half_extent = half_extent;
+
+ /* Circle of Confusion absolute radius in halfres pixels. */
+ rect_bg.color_and_coc[0].a = coc4_bg[0];
+ rect_bg.color_and_coc[1].a = coc4_bg[1];
+ rect_bg.color_and_coc[2].a = coc4_bg[2];
+ rect_bg.color_and_coc[3].a = coc4_bg[3];
+ /* Apply weights. */
+ rect_bg.color_and_coc[0].rgb = color_cache[LOCAL_OFFSET(0, 1)].rgb * bg_weights[0];
+ rect_bg.color_and_coc[1].rgb = color_cache[LOCAL_OFFSET(1, 1)].rgb * bg_weights[1];
+ rect_bg.color_and_coc[2].rgb = color_cache[LOCAL_OFFSET(1, 0)].rgb * bg_weights[2];
+ rect_bg.color_and_coc[3].rgb = color_cache[LOCAL_OFFSET(0, 0)].rgb * bg_weights[3];
+
+ scatter_bg_list_buf[rect_id] = rect_bg;
+ }
+ }
+ }
+ }
+
+ /* Remove scatter color from gather. */
+ color_cache[LOCAL_INDEX].rgb *= 1.0 - do_scatter[LOCAL_INDEX];
+ imageStore(inout_color_lod0_img, texel, color_cache[LOCAL_INDEX]);
+
+ /* Recursive downsample. */
+ for (uint i = 1u; i < DOF_MIP_COUNT; i++) {
+ barrier();
+ uint mask = ~(~0u << i);
+ if (all(equal(gl_LocalInvocationID.xy & mask, uvec2(0)))) {
+ uint ofs = 1u << (i - 1u);
+
+ /* TODO(fclem): Could use wave shuffle intrinsics to avoid LDS as suggested by the paper. */
+ vec4 coc4;
+ coc4.x = coc_cache[LOCAL_OFFSET(0, ofs)];
+ coc4.y = coc_cache[LOCAL_OFFSET(ofs, ofs)];
+ coc4.z = coc_cache[LOCAL_OFFSET(ofs, 0)];
+ coc4.w = coc_cache[LOCAL_OFFSET(0, 0)];
+
+ vec4 colors[4];
+ colors[0] = color_cache[LOCAL_OFFSET(0, ofs)];
+ colors[1] = color_cache[LOCAL_OFFSET(ofs, ofs)];
+ colors[2] = color_cache[LOCAL_OFFSET(ofs, 0)];
+ colors[3] = color_cache[LOCAL_OFFSET(0, 0)];
+
+ vec4 weights = dof_bilateral_coc_weights(coc4);
+ weights *= dof_bilateral_color_weights(colors);
+ /* Normalize so that the sum is 1. */
+ weights *= safe_rcp(sum(weights));
+
+ color_cache[LOCAL_INDEX] = weighted_sum_array(colors, weights);
+ coc_cache[LOCAL_INDEX] = dot(coc4, weights);
+
+ ivec2 texel = ivec2(gl_GlobalInvocationID.xy >> i);
+
+ if (i == 1) {
+ imageStore(out_color_lod1_img, texel, color_cache[LOCAL_INDEX]);
+ imageStore(out_coc_lod1_img, texel, vec4(coc_cache[LOCAL_INDEX]));
+ }
+ else if (i == 2) {
+ imageStore(out_color_lod2_img, texel, color_cache[LOCAL_INDEX]);
+ imageStore(out_coc_lod2_img, texel, vec4(coc_cache[LOCAL_INDEX]));
+ }
+ else /* if (i == 3) */ {
+ imageStore(out_color_lod3_img, texel, color_cache[LOCAL_INDEX]);
+ imageStore(out_coc_lod3_img, texel, vec4(coc_cache[LOCAL_INDEX]));
+ }
+ }
+ }
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl
new file mode 100644
index 00000000000..8873a9da235
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_resolve_comp.glsl
@@ -0,0 +1,178 @@
+
+/**
+ * Recombine Pass: Load separate convolution layer and composite with self
+ * slight defocus convolution and in-focus fields.
+ *
+ * The halfres gather methods are fast but lack precision for small CoC areas.
+ * To fix this we do a bruteforce gather to have a smooth transition between
+ * in-focus and defocus regions.
+ */
+
+#pragma BLENDER_REQUIRE(eevee_depth_of_field_accumulator_lib.glsl)
+
+shared uint shared_max_slight_focus_abs_coc;
+
+/**
+ * Returns The max CoC in the Slight Focus range inside this compute tile.
+ */
+float dof_slight_focus_coc_tile_get(vec2 frag_coord)
+{
+ if (all(equal(gl_LocalInvocationID, uvec3(0)))) {
+ shared_max_slight_focus_abs_coc = floatBitsToUint(0.0);
+ }
+ barrier();
+
+ float local_abs_max = 0.0;
+ /* Sample in a cross (X) pattern. This covers all pixels over the whole tile, as long as
+ * dof_max_slight_focus_radius is less than the group size. */
+ for (int i = 0; i < 4; i++) {
+ vec2 sample_uv = (frag_coord + quad_offsets[i] * 2.0 * dof_max_slight_focus_radius) /
+ vec2(textureSize(color_tx, 0));
+ float coc = dof_coc_from_depth(dof_buf, sample_uv, textureLod(depth_tx, sample_uv, 0.0).r);
+ coc = clamp(coc, -dof_buf.coc_abs_max, dof_buf.coc_abs_max);
+ if (abs(coc) < dof_max_slight_focus_radius) {
+ local_abs_max = max(local_abs_max, abs(coc));
+ }
+ }
+ /* Use atomic reduce operation. */
+ atomicMax(shared_max_slight_focus_abs_coc, floatBitsToUint(local_abs_max));
+ /* "Broadcast" result across all threads. */
+ barrier();
+
+ return uintBitsToFloat(shared_max_slight_focus_abs_coc);
+}
+
+vec3 dof_neighborhood_clamp(vec2 frag_coord, vec3 color, float center_coc, float weight)
+{
+ /* Stabilize color by clamping with the stable half res neighborhood. */
+ vec3 neighbor_min, neighbor_max;
+ const vec2 corners[4] = vec2[4](vec2(-1, -1), vec2(1, -1), vec2(-1, 1), vec2(1, 1));
+ for (int i = 0; i < 4; i++) {
+ /**
+ * Visit the 4 half-res texels around (and containing) the fullres texel.
+ * Here a diagram of a fullscreen texel (f) in the bottom left corner of a half res texel.
+ * We sample the stable half-resolution texture at the 4 location denoted by (h).
+ * ┌───────┬───────┐
+ * │ h │ h │
+ * │ │ │
+ * │ │ f │
+ * ├───────┼───────┤
+ * │ h │ h │
+ * │ │ │
+ * │ │ │
+ * └───────┴───────┘
+ */
+ vec2 uv_sample = ((frag_coord + corners[i]) * 0.5) / vec2(textureSize(stable_color_tx, 0));
+ /* Reminder: The content of this buffer is YCoCg + CoC. */
+ vec3 ycocg_sample = textureLod(stable_color_tx, uv_sample, 0.0).rgb;
+ neighbor_min = (i == 0) ? ycocg_sample : min(neighbor_min, ycocg_sample);
+ neighbor_max = (i == 0) ? ycocg_sample : max(neighbor_max, ycocg_sample);
+ }
+ /* Pad the bounds in the near in focus region to get back a bit of detail. */
+ float padding = 0.125 * saturate(1.0 - sqr(center_coc) / sqr(8.0));
+ neighbor_max += abs(neighbor_min) * padding;
+ neighbor_min -= abs(neighbor_min) * padding;
+ /* Progressively apply the clamp to avoid harsh transition. Also mask by weight. */
+ float fac = saturate(sqr(center_coc) * 4.0) * weight;
+ /* Clamp in YCoCg space to avoid too much color drift. */
+ color = colorspace_YCoCg_from_scene_linear(color);
+ color = mix(color, clamp(color, neighbor_min, neighbor_max), fac);
+ color = colorspace_scene_linear_from_YCoCg(color);
+ return color;
+}
+
+void main()
+{
+ vec2 frag_coord = vec2(gl_GlobalInvocationID.xy) + 0.5;
+ ivec2 tile_co = ivec2(frag_coord / float(DOF_TILES_SIZE * 2));
+
+ CocTile coc_tile = dof_coc_tile_load(in_tiles_fg_img, in_tiles_bg_img, tile_co);
+ CocTilePrediction prediction = dof_coc_tile_prediction_get(coc_tile);
+
+ vec2 uv = frag_coord / vec2(textureSize(color_tx, 0));
+ vec2 uv_halfres = (frag_coord * 0.5) / vec2(textureSize(color_bg_tx, 0));
+
+ float slight_focus_max_coc = 0.0;
+ if (prediction.do_slight_focus) {
+ slight_focus_max_coc = dof_slight_focus_coc_tile_get(frag_coord);
+ prediction.do_slight_focus = slight_focus_max_coc >= 0.5;
+ if (prediction.do_slight_focus) {
+ prediction.do_focus = false;
+ }
+ }
+
+ if (prediction.do_focus) {
+ float center_coc = (dof_coc_from_depth(dof_buf, uv, textureLod(depth_tx, uv, 0.0).r));
+ prediction.do_focus = abs(center_coc) <= 0.5;
+ }
+
+ vec4 out_color = vec4(0.0);
+ float weight = 0.0;
+
+ vec4 layer_color;
+ float layer_weight;
+
+ if (!no_hole_fill_pass && prediction.do_hole_fill) {
+ layer_color = textureLod(color_hole_fill_tx, uv_halfres, 0.0);
+ layer_weight = textureLod(weight_hole_fill_tx, uv_halfres, 0.0).r;
+ out_color = layer_color * safe_rcp(layer_weight);
+ weight = float(layer_weight > 0.0);
+ }
+
+ if (!no_background_pass && prediction.do_background) {
+ layer_color = textureLod(color_bg_tx, uv_halfres, 0.0);
+ layer_weight = textureLod(weight_bg_tx, uv_halfres, 0.0).r;
+ /* Always prefer background to hole_fill pass. */
+ layer_color *= safe_rcp(layer_weight);
+ layer_weight = float(layer_weight > 0.0);
+ /* Composite background. */
+ out_color = out_color * (1.0 - layer_weight) + layer_color;
+ weight = weight * (1.0 - layer_weight) + layer_weight;
+ /* Fill holes with the composited background. */
+ out_color *= safe_rcp(weight);
+ weight = float(weight > 0.0);
+ }
+
+ if (!no_slight_focus_pass && prediction.do_slight_focus) {
+ float center_coc;
+ dof_slight_focus_gather(depth_tx,
+ color_tx,
+ bokeh_lut_tx,
+ slight_focus_max_coc,
+ layer_color,
+ layer_weight,
+ center_coc);
+
+ /* Composite slight defocus. */
+ out_color = out_color * (1.0 - layer_weight) + layer_color;
+ weight = weight * (1.0 - layer_weight) + layer_weight;
+
+ out_color.rgb = dof_neighborhood_clamp(frag_coord, out_color.rgb, center_coc, layer_weight);
+ }
+
+ if (!no_focus_pass && prediction.do_focus) {
+ layer_color = safe_color(textureLod(color_tx, uv, 0.0));
+ layer_weight = 1.0;
+ /* Composite in focus. */
+ out_color = out_color * (1.0 - layer_weight) + layer_color;
+ weight = weight * (1.0 - layer_weight) + layer_weight;
+ }
+
+ if (!no_foreground_pass && prediction.do_foreground) {
+ layer_color = textureLod(color_fg_tx, uv_halfres, 0.0);
+ layer_weight = textureLod(weight_fg_tx, uv_halfres, 0.0).r;
+ /* Composite foreground. */
+ out_color = out_color * (1.0 - layer_weight) + layer_color;
+ }
+
+ /* Fix float precision issue in alpha compositing. */
+ if (out_color.a > 0.99) {
+ out_color.a = 1.0;
+ }
+
+ if (debug_resolve_perf && prediction.do_slight_focus) {
+ out_color.rgb *= vec3(1.0, 0.1, 0.1);
+ }
+
+ imageStore(out_color_img, ivec2(gl_GlobalInvocationID.xy), out_color);
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_frag.glsl
new file mode 100644
index 00000000000..cfb7fd2568b
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_frag.glsl
@@ -0,0 +1,62 @@
+
+/**
+ * Scatter pass: Use sprites to scatter the color of very bright pixel to have higher quality blur.
+ *
+ * We only scatter one quad per sprite and one sprite per 4 pixels to reduce vertex shader
+ * invocations and overdraw.
+ */
+
+#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl)
+
+#define linearstep(p0, p1, v) (clamp(((v) - (p0)) / abs((p1) - (p0)), 0.0, 1.0))
+
+void main()
+{
+ vec4 coc4 = vec4(interp.color_and_coc1.w,
+ interp.color_and_coc2.w,
+ interp.color_and_coc3.w,
+ interp.color_and_coc4.w);
+ vec4 shapes;
+ if (use_bokeh_lut) {
+ shapes = vec4(texture(bokeh_lut_tx, interp.rect_uv1).r,
+ texture(bokeh_lut_tx, interp.rect_uv2).r,
+ texture(bokeh_lut_tx, interp.rect_uv3).r,
+ texture(bokeh_lut_tx, interp.rect_uv4).r);
+ }
+ else {
+ shapes = vec4(length(interp.rect_uv1),
+ length(interp.rect_uv2),
+ length(interp.rect_uv3),
+ length(interp.rect_uv4));
+ }
+ shapes *= interp.distance_scale;
+ /* Becomes signed distance field in pixel units. */
+ shapes -= coc4;
+ /* Smooth the edges a bit to fade out the undersampling artifacts. */
+ shapes = saturate(1.0 - linearstep(-0.8, 0.8, shapes));
+ /* Outside of bokeh shape. Try to avoid overloading ROPs. */
+ if (max_v4(shapes) == 0.0) {
+ discard;
+ }
+
+ if (!no_scatter_occlusion) {
+ /* Works because target is the same size as occlusion_tx. */
+ vec2 uv = gl_FragCoord.xy / vec2(textureSize(occlusion_tx, 0).xy);
+ vec2 occlusion_data = texture(occlusion_tx, uv).rg;
+ /* Fix tilling artifacts. (Slide 90) */
+ const float correction_fac = 1.0 - DOF_FAST_GATHER_COC_ERROR;
+ /* Occlude the sprite with geometry from the same field using a chebychev test (slide 85). */
+ float mean = occlusion_data.x;
+ float variance = occlusion_data.y;
+ shapes *= variance * safe_rcp(variance + sqr(max(coc4 * correction_fac - mean, 0.0)));
+ }
+
+ out_color = (interp.color_and_coc1 * shapes[0] + interp.color_and_coc2 * shapes[1] +
+ interp.color_and_coc3 * shapes[2] + interp.color_and_coc4 * shapes[3]);
+ /* Do not accumulate alpha. This has already been accumulated by the gather pass. */
+ out_color.a = 0.0;
+
+ if (debug_scatter_perf) {
+ out_color.rgb = avg(out_color.rgb) * vec3(1.0, 0.0, 0.0);
+ }
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_vert.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_vert.glsl
new file mode 100644
index 00000000000..d870496a06c
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_scatter_vert.glsl
@@ -0,0 +1,45 @@
+
+/**
+ * Scatter pass: Use sprites to scatter the color of very bright pixel to have higher quality blur.
+ *
+ * We only scatter one triangle per sprite and one sprite per 4 pixels to reduce vertex shader
+ * invocations and overdraw.
+ **/
+
+#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl)
+
+void main()
+{
+ ScatterRect rect = scatter_list_buf[gl_InstanceID];
+
+ interp.color_and_coc1 = rect.color_and_coc[0];
+ interp.color_and_coc2 = rect.color_and_coc[1];
+ interp.color_and_coc3 = rect.color_and_coc[2];
+ interp.color_and_coc4 = rect.color_and_coc[3];
+
+ vec2 uv = vec2(gl_VertexID & 1, gl_VertexID >> 1) * 2.0 - 1.0;
+ uv = uv * rect.half_extent;
+
+ gl_Position = vec4(uv + rect.offset, 0.0, 1.0);
+ /* NDC range [-1..1]. */
+ gl_Position.xy = (gl_Position.xy / vec2(textureSize(occlusion_tx, 0).xy)) * 2.0 - 1.0;
+
+ if (use_bokeh_lut) {
+ /* Bias scale to avoid sampling at the texture's border. */
+ interp.distance_scale = (float(DOF_BOKEH_LUT_SIZE) / float(DOF_BOKEH_LUT_SIZE - 1));
+ vec2 uv_div = 1.0 / (interp.distance_scale * abs(rect.half_extent));
+ interp.rect_uv1 = ((uv + quad_offsets[0]) * uv_div) * 0.5 + 0.5;
+ interp.rect_uv2 = ((uv + quad_offsets[1]) * uv_div) * 0.5 + 0.5;
+ interp.rect_uv3 = ((uv + quad_offsets[2]) * uv_div) * 0.5 + 0.5;
+ interp.rect_uv4 = ((uv + quad_offsets[3]) * uv_div) * 0.5 + 0.5;
+ /* Only for sampling. */
+ interp.distance_scale *= max_v2(abs(rect.half_extent));
+ }
+ else {
+ interp.distance_scale = 1.0;
+ interp.rect_uv1 = uv + quad_offsets[0];
+ interp.rect_uv2 = uv + quad_offsets[1];
+ interp.rect_uv3 = uv + quad_offsets[2];
+ interp.rect_uv4 = uv + quad_offsets[3];
+ }
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_setup_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_setup_comp.glsl
new file mode 100644
index 00000000000..c017a5aa965
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_setup_comp.glsl
@@ -0,0 +1,46 @@
+
+/**
+ * Setup pass: CoC and luma aware downsample to half resolution of the input scene color buffer.
+ *
+ * An addition to the downsample CoC, we output the maximum slight out of focus CoC to be
+ * sure we don't miss a pixel.
+ *
+ * Input:
+ * Full-resolution color & depth buffer
+ * Output:
+ * Half-resolution Color, signed CoC (out_coc.x), and max slight focus abs CoC (out_coc.y).
+ **/
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl)
+
+void main()
+{
+ vec2 fullres_texel_size = 1.0 / vec2(textureSize(color_tx, 0).xy);
+ /* Center uv around the 4 fullres pixels. */
+ vec2 quad_center = vec2(gl_GlobalInvocationID.xy * 2 + 1) * fullres_texel_size;
+
+ vec4 colors[4];
+ vec4 cocs;
+ for (int i = 0; i < 4; i++) {
+ vec2 sample_uv = quad_center + quad_offsets[i] * fullres_texel_size;
+ /* NOTE: We use samplers without filtering. */
+ colors[i] = safe_color(textureLod(color_tx, sample_uv, 0.0));
+ cocs[i] = dof_coc_from_depth(dof_buf, sample_uv, textureLod(depth_tx, sample_uv, 0.0).r);
+ }
+
+ cocs = clamp(cocs, -dof_buf.coc_abs_max, dof_buf.coc_abs_max);
+
+ vec4 weights = dof_bilateral_coc_weights(cocs);
+ weights *= dof_bilateral_color_weights(colors);
+ /* Normalize so that the sum is 1. */
+ weights *= safe_rcp(sum(weights));
+
+ ivec2 out_texel = ivec2(gl_GlobalInvocationID.xy);
+ vec4 out_color = weighted_sum_array(colors, weights);
+ imageStore(out_color_img, out_texel, out_color);
+
+ float out_coc = dot(cocs, weights);
+ imageStore(out_coc_img, out_texel, vec4(out_coc));
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_stabilize_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_stabilize_comp.glsl
new file mode 100644
index 00000000000..5ffedf3068b
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_stabilize_comp.glsl
@@ -0,0 +1,367 @@
+
+/**
+ * Temporal Stabilization of the Depth of field input.
+ * Corresponds to the TAA pass in the paper.
+ * We actually duplicate the TAA logic but with a few changes:
+ * - We run this pass at half resolution.
+ * - We store CoC instead of Opacity in the alpha channel of the history.
+ *
+ * This is and adaption of the code found in eevee_film_lib.glsl
+ *
+ * Inputs:
+ * - Output of setup pass (halfres).
+ * Outputs:
+ * - Stabilized Color and CoC (halfres).
+ **/
+
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_colorspace_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_velocity_lib.glsl)
+
+struct DofSample {
+ vec4 color;
+ float coc;
+};
+
+/* -------------------------------------------------------------------- */
+/** \name LDS Cache
+ * \{ */
+
+const uint cache_size = gl_WorkGroupSize.x + 2;
+shared vec4 color_cache[cache_size][cache_size];
+shared float coc_cache[cache_size][cache_size];
+/* Need 2 pixel border for depth. */
+const uint cache_depth_size = gl_WorkGroupSize.x + 4;
+shared float depth_cache[cache_depth_size][cache_depth_size];
+
+void dof_cache_init()
+{
+ /**
+ * Load enough values into LDS to perform the filter.
+ *
+ * ┌──────────────────────────────┐
+ * │ │ < Border texels that needs to be loaded.
+ * │ x x x x x x x x │ ─┐
+ * │ x x x x x x x x │ │
+ * │ x x x x x x x x │ │
+ * │ x x x x x x x x │ │ Thread Group Size 8x8.
+ * │ L L L L L x x x x │ │
+ * │ L L L L L x x x x │ │
+ * │ L L L L L x x x x │ │
+ * │ L L L L L x x x x │ ─┘
+ * │ L L L L L │ < Border texels that needs to be loaded.
+ * └──────────────────────────────┘
+ * └───────────┘
+ * Load using 5x5 threads.
+ */
+
+ ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
+ for (int y = 0; y < 2; y++) {
+ for (int x = 0; x < 2; x++) {
+ /* 1 Pixel border. */
+ if (all(lessThan(gl_LocalInvocationID.xy, uvec2(cache_size / 2u)))) {
+ ivec2 offset = ivec2(x, y) * ivec2(cache_size / 2u);
+ ivec2 cache_texel = ivec2(gl_LocalInvocationID.xy) + offset;
+ ivec2 load_texel = clamp(texel + offset - 1, ivec2(0), textureSize(color_tx, 0) - 1);
+
+ vec4 color = texelFetch(color_tx, load_texel, 0);
+ color_cache[cache_texel.y][cache_texel.x] = colorspace_YCoCg_from_scene_linear(color);
+ coc_cache[cache_texel.y][cache_texel.x] = texelFetch(coc_tx, load_texel, 0).x;
+ }
+ /* 2 Pixels border. */
+ if (all(lessThan(gl_LocalInvocationID.xy, uvec2(cache_depth_size / 2u)))) {
+ ivec2 offset = ivec2(x, y) * ivec2(cache_depth_size / 2u);
+ ivec2 cache_texel = ivec2(gl_LocalInvocationID.xy) + offset;
+ /* Depth is fullres. Load every 2 pixels. */
+ ivec2 load_texel = clamp((texel + offset - 2) * 2, ivec2(0), textureSize(depth_tx, 0) - 1);
+
+ depth_cache[cache_texel.y][cache_texel.x] = texelFetch(depth_tx, load_texel, 0).x;
+ }
+ }
+ }
+ barrier();
+}
+
+/* Note: Sample color space is already in YCoCg space. */
+DofSample dof_fetch_input_sample(ivec2 offset)
+{
+ ivec2 coord = offset + 1 + ivec2(gl_LocalInvocationID.xy);
+ return DofSample(color_cache[coord.y][coord.x], coc_cache[coord.y][coord.x]);
+}
+
+float dof_fetch_half_depth(ivec2 offset)
+{
+ ivec2 coord = offset + 2 + ivec2(gl_LocalInvocationID.xy);
+ return depth_cache[coord.y][coord.x];
+}
+
+/** \} */
+
+float dof_luma_weight(float luma)
+{
+ /* Slide 20 of "High Quality Temporal Supersampling" by Brian Karis at Siggraph 2014. */
+ /* To preserve more details in dark areas, we use a bigger bias. */
+ const float exposure_scale = 1.0; /* TODO. */
+ return 1.0 / (4.0 + luma * exposure_scale);
+}
+
+float dof_bilateral_weight(float reference_coc, float sample_coc)
+{
+ /* NOTE: The difference between the cocs should be inside a abs() function,
+ * but we follow UE4 implementation to improve how dithered transparency looks (see slide 19).
+ * Effectively bleed background into foreground.
+ * Compared to dof_bilateral_coc_weights() this saturates as 2x the reference CoC. */
+ return saturate(1.0 - (sample_coc - reference_coc) / max(1.0, abs(reference_coc)));
+}
+
+DofSample dof_spatial_filtering()
+{
+ /* Plus (+) shape offsets. */
+ const ivec2 plus_offsets[4] = ivec2[4](ivec2(-1, 0), ivec2(0, -1), ivec2(1, 0), ivec2(0, 1));
+ DofSample center = dof_fetch_input_sample(ivec2(0));
+ DofSample accum = DofSample(vec4(0.0), 0.0);
+ float accum_weight = 0.0;
+ for (int i = 0; i < 4; i++) {
+ DofSample samp = dof_fetch_input_sample(plus_offsets[i]);
+ float weight = dof_buf.filter_samples_weight[i] * dof_luma_weight(samp.color.x) *
+ dof_bilateral_weight(center.coc, samp.coc);
+
+ accum.color += samp.color * weight;
+ accum.coc += samp.coc * weight;
+ accum_weight += weight;
+ }
+ /* Accumulate center sample last as it does not need bilateral_weights. */
+ float weight = dof_buf.filter_center_weight * dof_luma_weight(center.color.x);
+ accum.color += center.color * weight;
+ accum.coc += center.coc * weight;
+ accum_weight += weight;
+
+ float rcp_weight = 1.0 / accum_weight;
+ accum.color *= rcp_weight;
+ accum.coc *= rcp_weight;
+ return accum;
+}
+
+struct DofNeighborhoodMinMax {
+ DofSample min;
+ DofSample max;
+};
+
+/* Return history clipping bounding box in YCoCg color space. */
+DofNeighborhoodMinMax dof_neighbor_boundbox()
+{
+ /* Plus (+) shape offsets. */
+ const ivec2 plus_offsets[4] = ivec2[4](ivec2(-1, 0), ivec2(0, -1), ivec2(1, 0), ivec2(0, 1));
+ /**
+ * Simple bounding box calculation in YCoCg as described in:
+ * "High Quality Temporal Supersampling" by Brian Karis at Siggraph 2014
+ */
+ DofSample min_c = dof_fetch_input_sample(ivec2(0));
+ DofSample max_c = min_c;
+ for (int i = 0; i < 4; i++) {
+ DofSample samp = dof_fetch_input_sample(plus_offsets[i]);
+ min_c.color = min(min_c.color, samp.color);
+ max_c.color = max(max_c.color, samp.color);
+ min_c.coc = min(min_c.coc, samp.coc);
+ max_c.coc = max(max_c.coc, samp.coc);
+ }
+ /* (Slide 32) Simple clamp to min/max of 8 neighbors results in 3x3 box artifacts.
+ * Round bbox shape by averaging 2 different min/max from 2 different neighborhood. */
+ DofSample min_c_3x3 = min_c;
+ DofSample max_c_3x3 = max_c;
+ const ivec2 corners[4] = ivec2[4](ivec2(-1, -1), ivec2(1, -1), ivec2(-1, 1), ivec2(1, 1));
+ for (int i = 0; i < 4; i++) {
+ DofSample samp = dof_fetch_input_sample(corners[i]);
+ min_c_3x3.color = min(min_c_3x3.color, samp.color);
+ max_c_3x3.color = max(max_c_3x3.color, samp.color);
+ min_c_3x3.coc = min(min_c_3x3.coc, samp.coc);
+ max_c_3x3.coc = max(max_c_3x3.coc, samp.coc);
+ }
+ min_c.color = (min_c.color + min_c_3x3.color) * 0.5;
+ max_c.color = (max_c.color + max_c_3x3.color) * 0.5;
+ min_c.coc = (min_c.coc + min_c_3x3.coc) * 0.5;
+ max_c.coc = (max_c.coc + max_c_3x3.coc) * 0.5;
+
+ return DofNeighborhoodMinMax(min_c, max_c);
+}
+
+/* Returns motion in pixel space to retrieve the pixel history. */
+vec2 dof_pixel_history_motion_vector(ivec2 texel_sample)
+{
+ /**
+ * Dilate velocity by using the nearest pixel in a cross pattern.
+ * "High Quality Temporal Supersampling" by Brian Karis at Siggraph 2014 (Slide 27)
+ */
+ const ivec2 corners[4] = ivec2[4](ivec2(-2, -2), ivec2(2, -2), ivec2(-2, 2), ivec2(2, 2));
+ float min_depth = dof_fetch_half_depth(ivec2(0));
+ ivec2 nearest_texel = ivec2(0);
+ for (int i = 0; i < 4; i++) {
+ float depth = dof_fetch_half_depth(corners[i]);
+ if (min_depth > depth) {
+ min_depth = depth;
+ nearest_texel = corners[i];
+ }
+ }
+ /* Convert to full resolution buffer pixel. */
+ ivec2 velocity_texel = (texel_sample + nearest_texel) * 2;
+ velocity_texel = clamp(velocity_texel, ivec2(0), textureSize(velocity_tx, 0).xy - 1);
+ vec4 vector = velocity_resolve(velocity_tx, velocity_texel, min_depth);
+ /* Transform to **half** pixel space. */
+ return vector.xy * vec2(textureSize(color_tx, 0));
+}
+
+/* Load color using a special filter to avoid losing detail.
+ * \a texel is sample position with subpixel accuracy. */
+DofSample dof_sample_history(vec2 input_texel)
+{
+#if 1 /* Bilinar. */
+ vec2 uv = vec2(input_texel + 0.5) / textureSize(in_history_tx, 0);
+ vec4 color = textureLod(in_history_tx, uv, 0.0);
+
+#else /* Catmull Rom interpolation. 5 Bilinear Taps. */
+ vec2 center_texel;
+ vec2 inter_texel = modf(input_texel, center_texel);
+ vec2 weights[4];
+ film_get_catmull_rom_weights(inter_texel, weights);
+
+ /**
+ * Use optimized version by leveraging bilinear filtering from hardware sampler and by removing
+ * corner taps.
+ * From "Filmic SMAA" by Jorge Jimenez at Siggraph 2016
+ * http://advances.realtimerendering.com/s2016/Filmic%20SMAA%20v7.pptx
+ */
+ center_texel += 0.5;
+
+ /* Slide 92. */
+ vec2 weight_12 = weights[1] + weights[2];
+ vec2 uv_12 = (center_texel + weights[2] / weight_12) * film_buf.extent_inv;
+ vec2 uv_0 = (center_texel - 1.0) * film_buf.extent_inv;
+ vec2 uv_3 = (center_texel + 2.0) * film_buf.extent_inv;
+
+ vec4 color;
+ vec4 weight_cross = weight_12.xyyx * vec4(weights[0].yx, weights[3].xy);
+ float weight_center = weight_12.x * weight_12.y;
+
+ color = textureLod(in_history_tx, uv_12, 0.0) * weight_center;
+ color += textureLod(in_history_tx, vec2(uv_12.x, uv_0.y), 0.0) * weight_cross.x;
+ color += textureLod(in_history_tx, vec2(uv_0.x, uv_12.y), 0.0) * weight_cross.y;
+ color += textureLod(in_history_tx, vec2(uv_3.x, uv_12.y), 0.0) * weight_cross.z;
+ color += textureLod(in_history_tx, vec2(uv_12.x, uv_3.y), 0.0) * weight_cross.w;
+ /* Re-normalize for the removed corners. */
+ color /= (weight_center + sum(weight_cross));
+#endif
+ /* NOTE(fclem): Opacity is wrong on purpose. Final Opacity does not rely on history. */
+ return DofSample(color.xyzz, color.w);
+}
+
+/* Modulate the history color to avoid ghosting artifact. */
+DofSample dof_amend_history(DofNeighborhoodMinMax bbox, DofSample history, DofSample src)
+{
+#if 0
+ /* Clip instead of clamping to avoid color accumulating in the AABB corners. */
+ vec3 clip_dir = src.color.rgb - history.color.rgb;
+
+ float t = line_aabb_clipping_dist(
+ history.color.rgb, clip_dir, bbox.min.color.rgb, bbox.max.color.rgb);
+ history.color.rgb += clip_dir * saturate(t);
+#else
+ /* More responsive. */
+ history.color = clamp(history.color, bbox.min.color, bbox.max.color);
+#endif
+ /* Clamp CoC to reduce convergence time. Otherwise the result is laggy. */
+ history.coc = clamp(history.coc, bbox.min.coc, bbox.max.coc);
+
+ return history;
+}
+
+float dof_history_blend_factor(
+ float velocity, vec2 texel, DofNeighborhoodMinMax bbox, DofSample src, DofSample dst)
+{
+ float luma_min = bbox.min.color.x;
+ float luma_max = bbox.max.color.x;
+ float luma_incoming = src.color.x;
+ float luma_history = dst.color.x;
+
+ /* 5% of incoming color by default. */
+ float blend = 0.05;
+ /* Blend less history if the pixel has substantial velocity. */
+ /* NOTE(fclem): velocity threshold multiplied by 2 because of half resolution. */
+ blend = mix(blend, 0.20, saturate(velocity * 0.02 * 2.0));
+ /**
+ * "High Quality Temporal Supersampling" by Brian Karis at Siggraph 2014 (Slide 43)
+ * Bias towards history if incoming pixel is near clamping. Reduces flicker.
+ */
+ float distance_to_luma_clip = min_v2(vec2(luma_history - luma_min, luma_max - luma_history));
+ /* Divide by bbox size to get a factor. 2 factor to compensate the line above. */
+ distance_to_luma_clip *= 2.0 * safe_rcp(luma_max - luma_min);
+ /* Linearly blend when history gets below to 25% of the bbox size. */
+ blend *= saturate(distance_to_luma_clip * 4.0 + 0.1);
+ /* Progressively discard history until history CoC is twice as big as the filtered CoC.
+ * Note we use absolute diff here because we are not comparing neighbors and thus do not risk to
+ * dilate thin features like hair (slide 19). */
+ float coc_diff_ratio = saturate(abs(src.coc - dst.coc) / max(1.0, abs(src.coc)));
+ blend = mix(blend, 1.0, coc_diff_ratio);
+ /* Discard out of view history. */
+ if (any(lessThan(texel, vec2(0))) ||
+ any(greaterThanEqual(texel, vec2(imageSize(out_history_img))))) {
+ blend = 1.0;
+ }
+ /* Discard history if invalid. */
+ if (use_history == false) {
+ blend = 1.0;
+ }
+ return blend;
+}
+
+void main()
+{
+ dof_cache_init();
+
+ ivec2 src_texel = ivec2(gl_GlobalInvocationID.xy);
+
+ /**
+ * Naming convention is taken from the film implementation.
+ * SRC is incoming new data.
+ * DST is history data.
+ */
+ DofSample src = dof_spatial_filtering();
+
+ /* Reproject by finding where this pixel was in the previous frame. */
+ vec2 motion = dof_pixel_history_motion_vector(src_texel);
+ vec2 history_texel = vec2(src_texel) + motion;
+
+ float velocity = length(motion);
+
+ DofSample dst = dof_sample_history(history_texel);
+
+ /* Get local color bounding box of source neighborhood. */
+ DofNeighborhoodMinMax bbox = dof_neighbor_boundbox();
+
+ float blend = dof_history_blend_factor(velocity, history_texel, bbox, src, dst);
+
+ dst = dof_amend_history(bbox, dst, src);
+
+ /* Luma weighted blend to reduce flickering. */
+ float weight_dst = dof_luma_weight(dst.color.x) * (1.0 - blend);
+ float weight_src = dof_luma_weight(src.color.x) * (blend);
+
+ DofSample result;
+ /* Weighted blend. */
+ result.color = vec4(dst.color.rgb, dst.coc) * weight_dst +
+ vec4(src.color.rgb, src.coc) * weight_src;
+ result.color /= weight_src + weight_dst;
+
+ /* Save history for next iteration. Still in YCoCg space with CoC in alpha. */
+ imageStore(out_history_img, src_texel, result.color);
+
+ /* Un-swizzle. */
+ result.coc = result.color.a;
+ /* Clamp opacity since we don't store it in history. */
+ result.color.a = clamp(src.color.a, bbox.min.color.a, bbox.max.color.a);
+
+ result.color = colorspace_scene_linear_from_YCoCg(result.color);
+
+ imageStore(out_color_img, src_texel, result.color);
+ imageStore(out_coc_img, src_texel, vec4(result.coc));
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_tiles_dilate_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_tiles_dilate_comp.glsl
new file mode 100644
index 00000000000..dba8b5fd79d
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_tiles_dilate_comp.glsl
@@ -0,0 +1,97 @@
+
+/**
+ * Tile dilate pass: Takes the 8x8 Tiles buffer and converts dilates the tiles with large CoC to
+ * their neighborhood. This pass is repeated multiple time until the maximum CoC can be covered.
+ *
+ * Input & Output:
+ * - Separated foreground and background CoC. 1/8th of half-res resolution. So 1/16th of full-res.
+ **/
+
+#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl)
+
+/* Error introduced by the random offset of the gathering kernel's center. */
+const float bluring_radius_error = 1.0 + 1.0 / (float(DOF_GATHER_RING_COUNT) + 0.5);
+const float tile_to_fullres_factor = float(DOF_TILES_SIZE * 2);
+
+void main()
+{
+ ivec2 center_tile_pos = ivec2(gl_GlobalInvocationID.xy);
+
+ CocTile ring_buckets[DOF_DILATE_RING_COUNT];
+
+ for (int ring = 0; ring < ring_count && ring < DOF_DILATE_RING_COUNT; ring++) {
+ ring_buckets[ring] = dof_coc_tile_init();
+
+ int ring_distance = ring + 1;
+ for (int sample_id = 0; sample_id < 4 * ring_distance; sample_id++) {
+ ivec2 offset = dof_square_ring_sample_offset(ring_distance, sample_id);
+
+ offset *= ring_width_multiplier;
+
+ for (int i = 0; i < 2; i++) {
+ ivec2 adj_tile_pos = center_tile_pos + ((i == 0) ? offset : -offset);
+
+ CocTile adj_tile = dof_coc_tile_load(in_tiles_fg_img, in_tiles_bg_img, adj_tile_pos);
+
+ if (DILATE_MODE_MIN_MAX) {
+ /* Actually gather the "absolute" biggest coc but keeping the sign. */
+ ring_buckets[ring].fg_min_coc = min(ring_buckets[ring].fg_min_coc, adj_tile.fg_min_coc);
+ ring_buckets[ring].bg_max_coc = max(ring_buckets[ring].bg_max_coc, adj_tile.bg_max_coc);
+ }
+ else { /* DILATE_MODE_MIN_ABS */
+ ring_buckets[ring].fg_max_coc = max(ring_buckets[ring].fg_max_coc, adj_tile.fg_max_coc);
+ ring_buckets[ring].bg_min_coc = min(ring_buckets[ring].bg_min_coc, adj_tile.bg_min_coc);
+
+ /* Should be tight as possible to reduce gather overhead (see slide 61). */
+ float closest_neighbor_distance = length(max(abs(vec2(offset)) - 1.0, 0.0)) *
+ tile_to_fullres_factor;
+
+ ring_buckets[ring].fg_max_intersectable_coc = max(
+ ring_buckets[ring].fg_max_intersectable_coc,
+ adj_tile.fg_max_intersectable_coc + closest_neighbor_distance);
+ ring_buckets[ring].bg_min_intersectable_coc = min(
+ ring_buckets[ring].bg_min_intersectable_coc,
+ adj_tile.bg_min_intersectable_coc + closest_neighbor_distance);
+ }
+ }
+ }
+ }
+
+ /* Load center tile. */
+ CocTile out_tile = dof_coc_tile_load(in_tiles_fg_img, in_tiles_bg_img, center_tile_pos);
+
+ for (int ring = 0; ring < ring_count && ring < DOF_DILATE_RING_COUNT; ring++) {
+ float ring_distance = float(ring + 1);
+
+ ring_distance = (ring_distance * ring_width_multiplier - 1) * tile_to_fullres_factor;
+
+ if (DILATE_MODE_MIN_MAX) {
+ /* NOTE(fclem): Unsure if both sides of the inequalities have the same unit. */
+ if (-ring_buckets[ring].fg_min_coc * bluring_radius_error > ring_distance) {
+ out_tile.fg_min_coc = min(out_tile.fg_min_coc, ring_buckets[ring].fg_min_coc);
+ }
+
+ if (ring_buckets[ring].bg_max_coc * bluring_radius_error > ring_distance) {
+ out_tile.bg_max_coc = max(out_tile.bg_max_coc, ring_buckets[ring].bg_max_coc);
+ }
+ }
+ else { /* DILATE_MODE_MIN_ABS */
+ /* Find minimum absolute CoC radii that will be intersected for the previously
+ * computed maximum CoC values. */
+ if (-out_tile.fg_min_coc * bluring_radius_error > ring_distance) {
+ out_tile.fg_max_coc = max(out_tile.fg_max_coc, ring_buckets[ring].fg_max_coc);
+ out_tile.fg_max_intersectable_coc = max(out_tile.fg_max_intersectable_coc,
+ ring_buckets[ring].fg_max_intersectable_coc);
+ }
+
+ if (out_tile.bg_max_coc * bluring_radius_error > ring_distance) {
+ out_tile.bg_min_coc = min(out_tile.bg_min_coc, ring_buckets[ring].bg_min_coc);
+ out_tile.bg_min_intersectable_coc = min(out_tile.bg_min_intersectable_coc,
+ ring_buckets[ring].bg_min_intersectable_coc);
+ }
+ }
+ }
+
+ ivec2 texel_out = ivec2(gl_GlobalInvocationID.xy);
+ dof_coc_tile_store(out_tiles_fg_img, out_tiles_bg_img, texel_out, out_tile);
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_tiles_flatten_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_tiles_flatten_comp.glsl
new file mode 100644
index 00000000000..88737ade386
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_tiles_flatten_comp.glsl
@@ -0,0 +1,78 @@
+
+/**
+ * Tile flatten pass: Takes the halfres CoC buffer and converts it to 8x8 tiles.
+ *
+ * Output min and max values for each tile and for both foreground & background.
+ * Also outputs min intersectable CoC for the background, which is the minimum CoC
+ * that comes from the background pixels.
+ *
+ * Input:
+ * - Half-resolution Circle of confusion. Out of setup pass.
+ * Output:
+ * - Separated foreground and background CoC. 1/8th of half-res resolution. So 1/16th of full-res.
+ */
+
+#pragma BLENDER_REQUIRE(eevee_depth_of_field_lib.glsl)
+
+/**
+ * In order to use atomic operations, we have to use uints. But this means having to deal with the
+ * negative number ourselves. Luckily, each ground have a nicely defined range of values we can
+ * remap to positive float.
+ */
+shared uint fg_min_coc;
+shared uint fg_max_coc;
+shared uint fg_max_intersectable_coc;
+shared uint bg_min_coc;
+shared uint bg_max_coc;
+shared uint bg_min_intersectable_coc;
+
+const uint dof_tile_large_coc_uint = floatBitsToUint(dof_tile_large_coc);
+
+void main()
+{
+ if (all(equal(gl_LocalInvocationID.xy, uvec2(0)))) {
+ /* NOTE: Min/Max flipped because of inverted fg_coc sign. */
+ fg_min_coc = floatBitsToUint(0.0);
+ fg_max_coc = dof_tile_large_coc_uint;
+ fg_max_intersectable_coc = dof_tile_large_coc_uint;
+ bg_min_coc = dof_tile_large_coc_uint;
+ bg_max_coc = floatBitsToUint(0.0);
+ bg_min_intersectable_coc = dof_tile_large_coc_uint;
+ }
+ barrier();
+
+ ivec2 sample_texel = min(ivec2(gl_GlobalInvocationID.xy), textureSize(coc_tx, 0).xy - 1);
+ vec2 sample_data = texelFetch(coc_tx, sample_texel, 0).rg;
+
+ float sample_coc = sample_data.x;
+ uint fg_coc = floatBitsToUint(max(-sample_coc, 0.0));
+ /* NOTE: atomicMin/Max flipped because of inverted fg_coc sign. */
+ atomicMax(fg_min_coc, fg_coc);
+ atomicMin(fg_max_coc, fg_coc);
+ atomicMin(fg_max_intersectable_coc, (sample_coc < 0.0) ? fg_coc : dof_tile_large_coc_uint);
+
+ uint bg_coc = floatBitsToUint(max(sample_coc, 0.0));
+ atomicMin(bg_min_coc, bg_coc);
+ atomicMax(bg_max_coc, bg_coc);
+ atomicMin(bg_min_intersectable_coc, (sample_coc > 0.0) ? bg_coc : dof_tile_large_coc_uint);
+
+ barrier();
+
+ if (all(equal(gl_LocalInvocationID.xy, uvec2(0)))) {
+ if (fg_max_intersectable_coc == dof_tile_large_coc_uint) {
+ fg_max_intersectable_coc = floatBitsToUint(0.0);
+ }
+
+ CocTile tile;
+ /* Foreground sign is flipped since we compare unsigned representation. */
+ tile.fg_min_coc = -uintBitsToFloat(fg_min_coc);
+ tile.fg_max_coc = -uintBitsToFloat(fg_max_coc);
+ tile.fg_max_intersectable_coc = -uintBitsToFloat(fg_max_intersectable_coc);
+ tile.bg_min_coc = uintBitsToFloat(bg_min_coc);
+ tile.bg_max_coc = uintBitsToFloat(bg_max_coc);
+ tile.bg_min_intersectable_coc = uintBitsToFloat(bg_min_intersectable_coc);
+
+ ivec2 tile_co = ivec2(gl_WorkGroupID.xy);
+ dof_coc_tile_store(out_tiles_fg_img, out_tiles_bg_img, tile_co, tile);
+ }
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl
index b286836e8df..964c078036b 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl
@@ -7,6 +7,7 @@
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_camera_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_velocity_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_colorspace_lib.glsl)
/* Return scene linear Z depth from the camera or radial depth for panoramic cameras. */
float film_depth_convert_to_scene(float depth)
@@ -18,32 +19,6 @@ float film_depth_convert_to_scene(float depth)
return abs(get_view_z_from_depth(depth));
}
-vec3 film_YCoCg_from_scene_linear(vec3 rgb_color)
-{
- const mat3 colorspace_tx = transpose(mat3(vec3(1, 2, 1), /* Y */
- vec3(2, 0, -2), /* Co */
- vec3(-1, 2, -1))); /* Cg */
- return colorspace_tx * rgb_color;
-}
-
-vec4 film_YCoCg_from_scene_linear(vec4 rgba_color)
-{
- return vec4(film_YCoCg_from_scene_linear(rgba_color.rgb), rgba_color.a);
-}
-
-vec3 film_scene_linear_from_YCoCg(vec3 ycocg_color)
-{
- float Y = ycocg_color.x;
- float Co = ycocg_color.y;
- float Cg = ycocg_color.z;
-
- vec3 rgb_color;
- rgb_color.r = Y + Co - Cg;
- rgb_color.g = Y + Cg;
- rgb_color.b = Y - Co - Cg;
- return rgb_color * 0.25;
-}
-
/* Load a texture sample in a specific format. Combined pass needs to use this. */
vec4 film_texelfetch_as_YCoCg_opacity(sampler2D tx, ivec2 texel)
{
@@ -51,7 +26,7 @@ vec4 film_texelfetch_as_YCoCg_opacity(sampler2D tx, ivec2 texel)
/* Convert transmittance to opacity. */
color.a = saturate(1.0 - color.a);
/* Transform to YCoCg for accumulation. */
- color.rgb = film_YCoCg_from_scene_linear(color.rgb);
+ color.rgb = colorspace_YCoCg_from_scene_linear(color.rgb);
return color;
}
@@ -130,12 +105,18 @@ void film_sample_accum(FilmSample samp, int pass_id, sampler2D tex, inout float
accum += texelFetch(tex, samp.texel, 0).x * samp.weight;
}
-void film_sample_accum(FilmSample samp, int pass_id, sampler2DArray tex, inout vec4 accum)
+void film_sample_accum(
+ FilmSample samp, int pass_id, uint layer, sampler2DArray tex, inout vec4 accum)
{
if (pass_id == -1) {
return;
}
- accum += texelFetch(tex, ivec3(samp.texel, pass_id), 0) * samp.weight;
+ accum += texelFetch(tex, ivec3(samp.texel, layer), 0) * samp.weight;
+}
+
+void film_sample_accum(FilmSample samp, int pass_id, sampler2DArray tex, inout vec4 accum)
+{
+ film_sample_accum(samp, pass_id, pass_id, tex, accum);
}
void film_sample_accum(FilmSample samp, int pass_id, sampler2DArray tex, inout float accum)
@@ -220,7 +201,7 @@ vec2 film_pixel_history_motion_vector(ivec2 texel_sample)
float min_depth = texelFetch(depth_tx, texel_sample, 0).x;
ivec2 nearest_texel = texel_sample;
for (int i = 0; i < 4; i++) {
- ivec2 texel = clamp(texel_sample + corners[i], ivec2(0), textureSize(depth_tx, 0).xy);
+ ivec2 texel = clamp(texel_sample + corners[i], ivec2(0), textureSize(depth_tx, 0).xy - 1);
float depth = texelFetch(depth_tx, texel, 0).x;
if (min_depth > depth) {
min_depth = depth;
@@ -254,7 +235,7 @@ void film_get_catmull_rom_weights(vec2 t, out vec2 weights[4])
weights[3] = fct3 - fct2;
}
-/* Load color using a special filter to avoid loosing detail.
+/* Load color using a special filter to avoid losing detail.
* \a texel is sample position with subpixel accuracy. */
vec4 film_sample_catmull_rom(sampler2D color_tx, vec2 input_texel)
{
@@ -390,7 +371,7 @@ vec4 film_amend_combined_history(
float t = line_aabb_clipping_dist(color_history.rgb, clip_dir.rgb, min_color.rgb, max_color.rgb);
color_history.rgb += clip_dir.rgb * saturate(t);
- /* Clip alpha on its own to avoid interference with other chanels. */
+ /* Clip alpha on its own to avoid interference with other channels. */
float t_a = film_aabb_clipping_dist_alpha(color_history.a, clip_dir.a, min_color.a, max_color.a);
color_history.a += clip_dir.a * saturate(t_a);
@@ -406,16 +387,16 @@ float film_history_blend_factor(float velocity,
{
/* 5% of incoming color by default. */
float blend = 0.05;
- /* Blend less history if the pixel has substential velocity. */
+ /* Blend less history if the pixel has substantial velocity. */
blend = mix(blend, 0.20, saturate(velocity * 0.02));
/**
* "High Quality Temporal Supersampling" by Brian Karis at Siggraph 2014 (Slide 43)
- * Bias towards history if incomming pixel is near clamping. Reduces flicker.
+ * Bias towards history if incoming pixel is near clamping. Reduces flicker.
*/
float distance_to_luma_clip = min_v2(vec2(luma_history - luma_min, luma_max - luma_history));
/* Divide by bbox size to get a factor. 2 factor to compensate the line above. */
distance_to_luma_clip *= 2.0 * safe_rcp(luma_max - luma_min);
- /* Linearly blend when history gets bellow to 25% of the bbox size. */
+ /* Linearly blend when history gets below to 25% of the bbox size. */
blend *= saturate(distance_to_luma_clip * 4.0 + 0.1);
/* Discard out of view history. */
if (any(lessThan(texel, vec2(0))) || any(greaterThanEqual(texel, film_buf.extent))) {
@@ -451,13 +432,13 @@ void film_store_combined(
float velocity = length(motion);
- /* Load weight if it is not uniform accross the whole buffer (i.e: upsampling, panoramic). */
+ /* Load weight if it is not uniform across the whole buffer (i.e: upsampling, panoramic). */
// dst.weight = film_weight_load(texel_combined);
color_dst = film_sample_catmull_rom(in_combined_tx, history_texel);
- color_dst.rgb = film_YCoCg_from_scene_linear(color_dst.rgb);
+ color_dst.rgb = colorspace_YCoCg_from_scene_linear(color_dst.rgb);
- /* Get local color bounding box of source neighboorhood. */
+ /* Get local color bounding box of source neighborhood. */
vec4 min_color, max_color;
film_combined_neighbor_boundbox(src_texel, min_color, max_color);
@@ -473,7 +454,7 @@ void film_store_combined(
else {
/* Everything is static. Use render accumulation. */
color_dst = texelFetch(in_combined_tx, dst.texel, 0);
- color_dst.rgb = film_YCoCg_from_scene_linear(color_dst.rgb);
+ color_dst.rgb = colorspace_YCoCg_from_scene_linear(color_dst.rgb);
/* Luma weighted blend to avoid flickering. */
weight_dst = film_luma_weight(color_dst.x) * dst.weight;
@@ -483,7 +464,7 @@ void film_store_combined(
color = color_dst * weight_dst + color_src * weight_src;
color /= weight_src + weight_dst;
- color.rgb = film_scene_linear_from_YCoCg(color.rgb);
+ color.rgb = colorspace_scene_linear_from_YCoCg(color.rgb);
/* Fix alpha not accumulating to 1 because of float imprecision. */
if (color.a > 0.995) {
@@ -622,7 +603,7 @@ void film_process_data(ivec2 texel_film, out vec4 out_color, out float out_depth
src = film_sample_get(i, texel_film);
film_sample_accum_combined(src, combined_accum, weight_accum);
}
- /* NOTE: src.texel is center texel in incomming data buffer. */
+ /* NOTE: src.texel is center texel in incoming data buffer. */
film_store_combined(dst, src.texel, combined_accum, weight_accum, out_color);
}
@@ -636,6 +617,8 @@ void film_process_data(ivec2 texel_film, out vec4 out_color, out float out_depth
vec4 normal = texelFetch(normal_tx, film_sample.texel, 0);
float depth = texelFetch(depth_tx, film_sample.texel, 0).x;
vec4 vector = velocity_resolve(vector_tx, film_sample.texel, depth);
+ /* Transform to pixel space. */
+ vector *= vec4(film_buf.render_extent, -film_buf.render_extent);
film_store_depth(texel_film, depth, out_depth);
film_store_data(texel_film, film_buf.normal_id, normal, out_color);
@@ -655,8 +638,16 @@ void film_process_data(ivec2 texel_film, out vec4 out_color, out float out_depth
for (int i = 0; i < film_buf.samples_len; i++) {
FilmSample src = film_sample_get(i, texel_film);
- film_sample_accum(src, film_buf.diffuse_light_id, diffuse_light_tx, diffuse_light_accum);
- film_sample_accum(src, film_buf.specular_light_id, specular_light_tx, specular_light_accum);
+ film_sample_accum(src,
+ film_buf.diffuse_light_id,
+ RENDER_PASS_LAYER_DIFFUSE_LIGHT,
+ light_tx,
+ diffuse_light_accum);
+ film_sample_accum(src,
+ film_buf.specular_light_id,
+ RENDER_PASS_LAYER_SPECULAR_LIGHT,
+ light_tx,
+ specular_light_accum);
film_sample_accum(src, film_buf.volume_light_id, volume_light_tx, volume_light_accum);
film_sample_accum(src, film_buf.emission_id, emission_tx, emission_accum);
}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_debug_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_debug_frag.glsl
new file mode 100644
index 00000000000..e93d0f472fa
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_debug_frag.glsl
@@ -0,0 +1,24 @@
+
+/**
+ * Debug hiz down sampling pass.
+ * Output red if above any max pixels, blue otherwise.
+ */
+
+void main()
+{
+ ivec2 texel = ivec2(gl_FragCoord.xy);
+
+ float depth0 = texelFetch(hiz_tx, texel, 0).r;
+
+ vec4 color = vec4(0.1, 0.1, 1.0, 1.0);
+ for (int i = 1; i < HIZ_MIP_COUNT; i++) {
+ ivec2 lvl_texel = texel / ivec2(uvec2(1) << uint(i));
+ lvl_texel = min(lvl_texel, textureSize(hiz_tx, i) - 1);
+ if (texelFetch(hiz_tx, lvl_texel, i).r < depth0) {
+ color = vec4(1.0, 0.1, 0.1, 1.0);
+ break;
+ }
+ }
+ out_debug_color_add = vec4(color.rgb, 0.0) * 0.2;
+ out_debug_color_mul = color;
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl
new file mode 100644
index 00000000000..597bc73e2ad
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_hiz_update_comp.glsl
@@ -0,0 +1,121 @@
+
+/**
+ * Shader that down-sample depth buffer, creating a Hierarchical-Z buffer.
+ * Saves max value of each 2x2 texel in the mipmap above the one we are
+ * rendering to. Adapted from
+ * http://rastergrid.com/blog/2010/10/hierarchical-z-map-based-occlusion-culling/
+ *
+ * Major simplification has been made since we pad the buffer to always be
+ * bigger than input to avoid mipmapping misalignement.
+ *
+ * Start by copying the base level by quad loading the depth.
+ * Then each thread compute it's local depth for level 1.
+ * After that we use shared variables to do inter thread comunication and
+ * downsample to max level.
+ */
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
+shared float local_depths[gl_WorkGroupSize.y][gl_WorkGroupSize.x];
+
+/* Load values from the previous lod level. */
+vec4 load_local_depths(ivec2 pixel)
+{
+ pixel *= 2;
+ return vec4(local_depths[pixel.y + 1][pixel.x + 0],
+ local_depths[pixel.y + 1][pixel.x + 1],
+ local_depths[pixel.y + 0][pixel.x + 1],
+ local_depths[pixel.y + 0][pixel.x + 0]);
+}
+
+void store_local_depth(ivec2 pixel, float depth)
+{
+ local_depths[pixel.y][pixel.x] = depth;
+}
+
+void main()
+{
+ ivec2 local_px = ivec2(gl_LocalInvocationID.xy);
+ /* Bottom left corner of the kernel. */
+ ivec2 kernel_origin = ivec2(gl_WorkGroupSize.xy * gl_WorkGroupID.xy);
+
+ /* Copy level 0. */
+ ivec2 src_px = ivec2(kernel_origin + local_px) * 2;
+ vec2 samp_co = (vec2(src_px) + 0.5) / vec2(textureSize(depth_tx, 0));
+ vec4 samp = textureGather(depth_tx, samp_co);
+
+ if (update_mip_0) {
+ imageStore(out_mip_0, src_px + ivec2(0, 1), samp.xxxx);
+ imageStore(out_mip_0, src_px + ivec2(1, 1), samp.yyyy);
+ imageStore(out_mip_0, src_px + ivec2(1, 0), samp.zzzz);
+ imageStore(out_mip_0, src_px + ivec2(0, 0), samp.wwww);
+ }
+
+ /* Level 1. (No load) */
+ float max_depth = max_v4(samp);
+ ivec2 dst_px = ivec2(kernel_origin + local_px);
+ imageStore(out_mip_1, dst_px, vec4(max_depth));
+ store_local_depth(local_px, max_depth);
+
+ /* Level 2-5. */
+ bool active_thread;
+ int mask_shift = 1;
+
+#define downsample_level(out_mip__, lod_) \
+ active_thread = all(lessThan(local_px, gl_WorkGroupSize.xy >> uint(mask_shift))); \
+ barrier(); /* Wait for previous writes to finish. */ \
+ if (active_thread) { \
+ max_depth = max_v4(load_local_depths(local_px)); \
+ dst_px = ivec2((kernel_origin >> mask_shift) + local_px); \
+ imageStore(out_mip__, dst_px, vec4(max_depth)); \
+ } \
+ barrier(); /* Wait for previous reads to finish. */ \
+ if (active_thread) { \
+ store_local_depth(local_px, max_depth); \
+ } \
+ mask_shift++;
+
+ downsample_level(out_mip_2, 2);
+ downsample_level(out_mip_3, 3);
+ downsample_level(out_mip_4, 4);
+ downsample_level(out_mip_5, 5);
+
+ /* Since we pad the destination texture, the mip size is equal to the dispatch size. */
+ uint tile_count = uint(imageSize(out_mip_5).x * imageSize(out_mip_5).y);
+ /* Let the last tile handle the remaining LOD. */
+ bool last_tile = atomicAdd(finished_tile_counter, 1u) + 1u < tile_count;
+ if (last_tile == false) {
+ return;
+ }
+ finished_tile_counter = 0u;
+
+ ivec2 iter = divide_ceil(imageSize(out_mip_5), ivec2(gl_WorkGroupSize * 2u));
+ ivec2 image_border = imageSize(out_mip_5) - 1;
+ for (int y = 0; y < iter.y; y++) {
+ for (int x = 0; x < iter.x; x++) {
+ /* Load result of the other work groups. */
+ kernel_origin = ivec2(gl_WorkGroupSize) * ivec2(x, y);
+ src_px = ivec2(kernel_origin + local_px) * 2;
+ vec4 samp;
+ samp.x = imageLoad(out_mip_5, min(src_px + ivec2(0, 1), image_border)).x;
+ samp.y = imageLoad(out_mip_5, min(src_px + ivec2(1, 1), image_border)).x;
+ samp.z = imageLoad(out_mip_5, min(src_px + ivec2(1, 0), image_border)).x;
+ samp.w = imageLoad(out_mip_5, min(src_px + ivec2(0, 0), image_border)).x;
+ /* Level 6. */
+ float max_depth = max_v4(samp);
+ ivec2 dst_px = ivec2(kernel_origin + local_px);
+ imageStore(out_mip_6, dst_px, vec4(max_depth));
+ store_local_depth(local_px, max_depth);
+
+ mask_shift = 1;
+
+ /* Level 7. */
+ downsample_level(out_mip_7, 7);
+
+ /* Limited by OpenGL maximum of 8 image slot. */
+ // downsample_level(out_mip_8, 8);
+ // downsample_level(out_mip_9, 9);
+ // downsample_level(out_mip_10, 10);
+ }
+ }
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
new file mode 100644
index 00000000000..9d231c6bd37
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
@@ -0,0 +1,54 @@
+
+/**
+ * Debug Shader outputing a gradient of orange - white - blue to mark culling hotspots.
+ * Green pixels are error pixels that are missing lights from the culling pass (i.e: when culling
+ * pass is not conservative enough).
+ */
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_light_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_light_iter_lib.glsl)
+
+void main()
+{
+ ivec2 texel = ivec2(gl_FragCoord.xy);
+
+ float depth = texelFetch(hiz_tx, texel, 0).r;
+ float vP_z = get_view_z_from_depth(depth);
+ vec3 P = get_world_space_from_depth(uvcoordsvar.xy, depth);
+
+ float light_count = 0.0;
+ uint light_cull = 0u;
+ vec2 px = gl_FragCoord.xy;
+ LIGHT_FOREACH_BEGIN_LOCAL(light_cull_buf, light_zbin_buf, light_tile_buf, px, vP_z, l_idx)
+ {
+ LightData light = light_buf[l_idx];
+ light_cull |= 1u << l_idx;
+ light_count += 1.0;
+ }
+ LIGHT_FOREACH_END
+
+ uint light_nocull = 0u;
+ LIGHT_FOREACH_BEGIN_LOCAL_NO_CULL(light_cull_buf, l_idx)
+ {
+ LightData light = light_buf[l_idx];
+ vec3 L;
+ float dist;
+ light_vector_get(light, P, L, dist);
+ if (light_attenuation(light_buf[l_idx], L, dist) > 0.0) {
+ light_nocull |= 1u << l_idx;
+ }
+ }
+ LIGHT_FOREACH_END
+
+ vec4 color = vec4(heatmap_gradient(light_count / 4.0), 1.0);
+
+ if ((light_cull & light_nocull) != light_nocull) {
+ /* ERROR. Some lights were culled incorrectly. */
+ color = vec4(0.0, 1.0, 0.0, 1.0);
+ }
+
+ out_debug_color_add = vec4(color.rgb, 0.0) * 0.2;
+ out_debug_color_mul = color;
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_select_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_select_comp.glsl
new file mode 100644
index 00000000000..9c12b0e50e6
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_select_comp.glsl
@@ -0,0 +1,62 @@
+
+/**
+ * Select the visible items inside the active view and put them inside the sorting buffer.
+ */
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(common_intersect_lib.glsl)
+
+void main()
+{
+ uint l_idx = gl_GlobalInvocationID.x;
+ if (l_idx >= light_cull_buf.items_count) {
+ return;
+ }
+
+ LightData light = in_light_buf[l_idx];
+
+ /* Do not select 0 power lights. */
+ if (light.influence_radius_max < 1e-8) {
+ return;
+ }
+
+ /* Sun lights are packed at the end of the array. Perform early copy. */
+ if (light.type == LIGHT_SUN) {
+ /* NOTE: We know the index because sun lights are packed at the start of the input buffer. */
+ out_light_buf[light_cull_buf.local_lights_len + l_idx] = light;
+ return;
+ }
+
+ Sphere sphere;
+ switch (light.type) {
+ case LIGHT_SPOT:
+ /* Only for < ~170° Cone due to plane extraction precision. */
+ if (light.spot_tan < 10.0) {
+ Pyramid pyramid = shape_pyramid_non_oblique(
+ light._position,
+ light._position - light._back * light.influence_radius_max,
+ light._right * light.influence_radius_max * light.spot_tan / light.spot_size_inv.x,
+ light._up * light.influence_radius_max * light.spot_tan / light.spot_size_inv.y);
+ if (!intersect_view(pyramid)) {
+ return;
+ }
+ }
+ case LIGHT_RECT:
+ case LIGHT_ELLIPSE:
+ case LIGHT_POINT:
+ sphere = Sphere(light._position, light.influence_radius_max);
+ break;
+ }
+
+ /* TODO(fclem): HiZ culling? Could be quite beneficial given the nature of the 2.5D culling. */
+
+ /* TODO(fclem): Small light culling / fading? */
+
+ if (intersect_view(sphere)) {
+ uint index = atomicAdd(light_cull_buf.visible_count, 1u);
+
+ out_zdist_buf[index] = dot(cameraForward, light._position) - dot(cameraForward, cameraPos);
+ out_key_buf[index] = l_idx;
+ }
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_sort_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_sort_comp.glsl
new file mode 100644
index 00000000000..e98b170cd4c
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_sort_comp.glsl
@@ -0,0 +1,57 @@
+
+/**
+ * Sort the lights by their Z distance to the camera.
+ * Outputs ordered light buffer.
+ * One thread processes one Light entity.
+ */
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
+shared float zdists_cache[gl_WorkGroupSize.x];
+
+void main()
+{
+ uint src_index = gl_GlobalInvocationID.x;
+ bool valid_thread = true;
+
+ if (src_index >= light_cull_buf.visible_count) {
+ /* Do not return because we use barriers later on (which need uniform control flow).
+ * Just process the same last item but avoid insertion. */
+ src_index = light_cull_buf.visible_count - 1;
+ valid_thread = false;
+ }
+
+ float local_zdist = in_zdist_buf[src_index];
+
+ int prefix_sum = 0;
+ /* Iterate over the whole key buffer. */
+ uint iter = divide_ceil(light_cull_buf.visible_count, gl_WorkGroupSize.x);
+ for (uint i = 0u; i < iter; i++) {
+ uint index = gl_WorkGroupSize.x * i + gl_LocalInvocationID.x;
+ /* NOTE: This will load duplicated values, but they will be discarded. */
+ index = min(index, light_cull_buf.visible_count - 1);
+ zdists_cache[gl_LocalInvocationID.x] = in_zdist_buf[index];
+
+ barrier();
+
+ /* Iterate over the cache line. */
+ uint line_end = min(gl_WorkGroupSize.x, light_cull_buf.visible_count - gl_WorkGroupSize.x * i);
+ for (uint j = 0u; j < line_end; j++) {
+ if (zdists_cache[j] < local_zdist) {
+ prefix_sum++;
+ }
+ else if (zdists_cache[j] == local_zdist) {
+ /* Same depth, use index to order and avoid same prefix for 2 different lights. */
+ if ((gl_WorkGroupSize.x * i + j) < src_index) {
+ prefix_sum++;
+ }
+ }
+ }
+ }
+
+ if (valid_thread) {
+ /* Copy sorted light to render light buffer. */
+ uint input_index = in_key_buf[src_index];
+ out_light_buf[prefix_sum] = in_light_buf[input_index];
+ }
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_tile_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_tile_comp.glsl
new file mode 100644
index 00000000000..37705e22b22
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_tile_comp.glsl
@@ -0,0 +1,188 @@
+
+/**
+ * 2D Culling pass for lights.
+ * We iterate over all items and check if they intersect with the tile frustum.
+ * Dispatch one thread per word.
+ */
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_intersect_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_light_iter_lib.glsl)
+
+/* ---------------------------------------------------------------------- */
+/** \name Culling shapes extraction
+ * \{ */
+
+struct CullingTile {
+ IsectFrustum frustum;
+ vec4 bounds;
+};
+
+/* Corners are expected to be in viewspace so that the cone is starting from the origin.
+ * Corner order does not matter. */
+vec4 tile_bound_cone(vec3 v00, vec3 v01, vec3 v10, vec3 v11)
+{
+ v00 = normalize(v00);
+ v01 = normalize(v01);
+ v10 = normalize(v10);
+ v11 = normalize(v11);
+ vec3 center = normalize(v00 + v01 + v10 + v11);
+ float angle_cosine = dot(center, v00);
+ angle_cosine = max(angle_cosine, dot(center, v01));
+ angle_cosine = max(angle_cosine, dot(center, v10));
+ angle_cosine = max(angle_cosine, dot(center, v11));
+ return vec4(center, angle_cosine);
+}
+
+/* Corners are expected to be in viewspace. Returns Z-aligned bounding cylinder.
+ * Corner order does not matter. */
+vec4 tile_bound_cylinder(vec3 v00, vec3 v01, vec3 v10, vec3 v11)
+{
+ vec3 center = (v00 + v01 + v10 + v11) * 0.25;
+ vec4 corners_dist;
+ float dist_sqr = distance_squared(center, v00);
+ dist_sqr = max(dist_sqr, distance_squared(center, v01));
+ dist_sqr = max(dist_sqr, distance_squared(center, v10));
+ dist_sqr = max(dist_sqr, distance_squared(center, v11));
+ /* Return a cone. Later converted to cylinder. */
+ return vec4(center, sqrt(dist_sqr));
+}
+
+vec2 tile_to_ndc(vec2 tile_co, vec2 offset)
+{
+ /* Add a margin to prevent culling too much if the frustum becomes too much unstable. */
+ const float margin = 0.02;
+ tile_co += margin * (offset * 2.0 - 1.0);
+
+ tile_co += offset;
+ return tile_co * light_cull_buf.tile_to_uv_fac * 2.0 - 1.0;
+}
+
+CullingTile tile_culling_get(uvec2 tile_co)
+{
+ vec2 ftile = vec2(tile_co);
+ /* Culling frustum corners for this tile. */
+ vec3 corners[8];
+ /* Follow same corners order as view frustum. */
+ corners[1].xy = corners[0].xy = tile_to_ndc(ftile, vec2(0, 0));
+ corners[5].xy = corners[4].xy = tile_to_ndc(ftile, vec2(1, 0));
+ corners[6].xy = corners[7].xy = tile_to_ndc(ftile, vec2(1, 1));
+ corners[2].xy = corners[3].xy = tile_to_ndc(ftile, vec2(0, 1));
+ corners[1].z = corners[5].z = corners[6].z = corners[2].z = -1.0;
+ corners[0].z = corners[4].z = corners[7].z = corners[3].z = 1.0;
+
+ for (int i = 0; i < 8; i++) {
+ /* Culling in view space for precision. */
+ corners[i] = project_point(ProjectionMatrixInverse, corners[i]);
+ }
+
+ bool is_persp = ProjectionMatrix[3][3] == 0.0;
+ CullingTile tile;
+ tile.bounds = (is_persp) ? tile_bound_cone(corners[0], corners[4], corners[7], corners[3]) :
+ tile_bound_cylinder(corners[0], corners[4], corners[7], corners[3]);
+
+ tile.frustum = isect_data_setup(shape_frustum(corners));
+ return tile;
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Intersection Tests
+ * \{ */
+
+bool intersect(CullingTile tile, Sphere sphere)
+{
+ bool isect = true;
+ /* Test tile intersection using bounding cone or bounding cylinder.
+ * This has less false positive cases when the sphere is large. */
+ if (ProjectionMatrix[3][3] == 0.0) {
+ isect = intersect(shape_cone(tile.bounds.xyz, tile.bounds.w), sphere);
+ }
+ else {
+ /* Simplify to a 2D circle test on the view Z axis plane. */
+ isect = intersect(shape_circle(tile.bounds.xy, tile.bounds.w),
+ shape_circle(sphere.center.xy, sphere.radius));
+ }
+ /* Refine using frustum test. If the sphere is small it avoids intersection
+ * with a neighbor tile. */
+ if (isect) {
+ isect = intersect(tile.frustum, sphere);
+ }
+ return isect;
+}
+
+bool intersect(CullingTile tile, Box bbox)
+{
+ return intersect(tile.frustum, bbox);
+}
+
+bool intersect(CullingTile tile, Pyramid pyramid)
+{
+ return intersect(tile.frustum, pyramid);
+}
+
+/** \} */
+
+void main()
+{
+ uint word_idx = gl_GlobalInvocationID.x % light_cull_buf.tile_word_len;
+ uint tile_idx = gl_GlobalInvocationID.x / light_cull_buf.tile_word_len;
+ uvec2 tile_co = uvec2(tile_idx % light_cull_buf.tile_x_len,
+ tile_idx / light_cull_buf.tile_x_len);
+
+ if (tile_co.y >= light_cull_buf.tile_y_len) {
+ return;
+ }
+
+ /* TODO(fclem): We could stop the tile at the HiZ depth. */
+ CullingTile tile = tile_culling_get(tile_co);
+
+ uint l_idx = word_idx * 32u;
+ uint l_end = min(l_idx + 32u, light_cull_buf.visible_count);
+ uint word = 0u;
+ for (; l_idx < l_end; l_idx++) {
+ LightData light = light_buf[l_idx];
+
+ /* Culling in view space for precision and simplicity. */
+ vec3 vP = transform_point(ViewMatrix, light._position);
+ vec3 v_right = transform_direction(ViewMatrix, light._right);
+ vec3 v_up = transform_direction(ViewMatrix, light._up);
+ vec3 v_back = transform_direction(ViewMatrix, light._back);
+ float radius = light.influence_radius_max;
+
+ Sphere sphere = shape_sphere(vP, radius);
+ bool intersect_tile = intersect(tile, sphere);
+
+ switch (light.type) {
+ case LIGHT_SPOT:
+ /* Only for < ~170° Cone due to plane extraction precision. */
+ if (light.spot_tan < 10.0) {
+ Pyramid pyramid = shape_pyramid_non_oblique(
+ vP,
+ vP - v_back * radius,
+ v_right * radius * light.spot_tan / light.spot_size_inv.x,
+ v_up * radius * light.spot_tan / light.spot_size_inv.y);
+ intersect_tile = intersect_tile && intersect(tile, pyramid);
+ break;
+ }
+ /* Fallthrough to the hemispheric case. */
+ case LIGHT_RECT:
+ case LIGHT_ELLIPSE:
+ vec3 v000 = vP - v_right * radius - v_up * radius;
+ vec3 v100 = v000 + v_right * (radius * 2.0);
+ vec3 v010 = v000 + v_up * (radius * 2.0);
+ vec3 v001 = v000 - v_back * radius;
+ Box bbox = shape_box(v000, v100, v010, v001);
+ intersect_tile = intersect_tile && intersect(tile, bbox);
+ default:
+ break;
+ }
+
+ if (intersect_tile) {
+ word |= 1u << (l_idx % 32u);
+ }
+ }
+
+ out_light_tile_buf[gl_GlobalInvocationID.x] = word;
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_zbin_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_zbin_comp.glsl
new file mode 100644
index 00000000000..ae20153f26c
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_zbin_comp.glsl
@@ -0,0 +1,56 @@
+
+/**
+ * Create the Zbins from Z-sorted lights.
+ * Perform min-max operation in LDS memory for speed.
+ * For this reason, we only dispatch 1 thread group.
+ */
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_light_iter_lib.glsl)
+
+/* Fits the limit of 32KB. */
+shared uint zbin_max[CULLING_ZBIN_COUNT];
+shared uint zbin_min[CULLING_ZBIN_COUNT];
+
+void main()
+{
+ const uint zbin_iter = CULLING_ZBIN_COUNT / gl_WorkGroupSize.x;
+ const uint zbin_local = gl_LocalInvocationID.x * zbin_iter;
+
+ uint src_index = gl_GlobalInvocationID.x;
+
+ for (uint i = 0u, l = zbin_local; i < zbin_iter; i++, l++) {
+ zbin_max[l] = 0x0u;
+ zbin_min[l] = ~0x0u;
+ }
+ barrier();
+
+ uint light_iter = divide_ceil(light_cull_buf.visible_count, gl_WorkGroupSize.x);
+ for (uint i = 0u; i < light_iter; i++) {
+ uint index = i * gl_WorkGroupSize.x + gl_LocalInvocationID.x;
+ if (index >= light_cull_buf.visible_count) {
+ continue;
+ }
+ vec3 P = light_buf[index]._position;
+ /* TODO(fclem): Could have better bounds for spot and area lights. */
+ float radius = light_buf[index].influence_radius_max;
+ float z_dist = dot(cameraForward, P) - dot(cameraForward, cameraPos);
+ int z_min = culling_z_to_zbin(
+ light_cull_buf.zbin_scale, light_cull_buf.zbin_bias, z_dist + radius);
+ int z_max = culling_z_to_zbin(
+ light_cull_buf.zbin_scale, light_cull_buf.zbin_bias, z_dist - radius);
+ z_min = clamp(z_min, 0, CULLING_ZBIN_COUNT - 1);
+ z_max = clamp(z_max, 0, CULLING_ZBIN_COUNT - 1);
+ /* Register to Z bins. */
+ for (int z = z_min; z <= z_max; z++) {
+ atomicMin(zbin_min[z], index);
+ atomicMax(zbin_max[z], index);
+ }
+ }
+ barrier();
+
+ /* Write result to zbins buffer. Pack min & max into 1 uint. */
+ for (uint i = 0u, l = zbin_local; i < zbin_iter; i++, l++) {
+ out_zbin_buf[l] = (zbin_max[l] << 16u) | (zbin_min[l] & 0xFFFFu);
+ }
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_eval_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_eval_lib.glsl
new file mode 100644
index 00000000000..d4abdd43aa4
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_eval_lib.glsl
@@ -0,0 +1,129 @@
+
+/**
+ * The resources expected to be defined are:
+ * - light_buf
+ * - light_zbin_buf
+ * - light_cull_buf
+ * - light_tile_buf
+ * - shadow_atlas_tx
+ * - shadow_tilemaps_tx
+ * - sss_transmittance_tx
+ * - utility_tx
+ */
+
+#pragma BLENDER_REQUIRE(eevee_light_lib.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_codegen_lib.glsl)
+
+/* TODO(fclem): We could reduce register pressure by only having static branches for sun lights. */
+void light_eval_ex(ClosureDiffuse diffuse,
+ ClosureReflection reflection,
+ const bool is_directional,
+ vec3 P,
+ vec3 V,
+ float vP_z,
+ float thickness,
+ vec4 ltc_mat,
+ uint l_idx,
+ inout vec3 out_diffuse,
+ inout vec3 out_specular)
+{
+ LightData light = light_buf[l_idx];
+ vec3 L;
+ float dist;
+ light_vector_get(light, P, L, dist);
+
+ float visibility = light_attenuation(light, L, dist);
+
+#if 0 /* TODO(fclem): Shadows */
+ if ((light.shadow_id != LIGHT_NO_SHADOW) && (visibility > 0.0)) {
+ vec3 lL = light_world_to_local(light, -L) * dist;
+
+ float shadow_delta = shadow_delta_get(
+ shadow_atlas_tx, shadow_tilemaps_tx, light, light.shadow_data, lL, dist, P);
+
+# ifdef SSS_TRANSMITTANCE
+ /* Transmittance evaluation first to use initial visibility. */
+ if (diffuse.sss_id != 0u && light.diffuse_power > 0.0) {
+ float delta = max(thickness, shadow_delta);
+
+ vec3 intensity = visibility * light.transmit_power *
+ light_translucent(sss_transmittance_tx,
+ is_directional,
+ light,
+ diffuse.N,
+ L,
+ dist,
+ diffuse.sss_radius,
+ delta);
+ out_diffuse += light.color * intensity;
+ }
+# endif
+
+ visibility *= float(shadow_delta - light.shadow_data.bias <= 0.0);
+ }
+#endif
+
+ if (visibility < 1e-6) {
+ return;
+ }
+
+ if (light.diffuse_power > 0.0) {
+ float intensity = visibility * light.diffuse_power *
+ light_diffuse(utility_tx, is_directional, light, diffuse.N, V, L, dist);
+ out_diffuse += light.color * intensity;
+ }
+
+ if (light.specular_power > 0.0) {
+ float intensity = visibility * light.specular_power *
+ light_ltc(
+ utility_tx, is_directional, light, reflection.N, V, L, dist, ltc_mat);
+ out_specular += light.color * intensity;
+ }
+}
+
+void light_eval(ClosureDiffuse diffuse,
+ ClosureReflection reflection,
+ vec3 P,
+ vec3 V,
+ float vP_z,
+ float thickness,
+ inout vec3 out_diffuse,
+ inout vec3 out_specular)
+{
+ vec2 uv = vec2(reflection.roughness, safe_sqrt(1.0 - dot(reflection.N, V)));
+ uv = uv * UTIL_TEX_UV_SCALE + UTIL_TEX_UV_BIAS;
+ vec4 ltc_mat = utility_tx_sample(utility_tx, uv, UTIL_LTC_MAT_LAYER);
+
+ LIGHT_FOREACH_BEGIN_DIRECTIONAL(light_cull_buf, l_idx)
+ {
+ light_eval_ex(diffuse,
+ reflection,
+ true,
+ P,
+ V,
+ vP_z,
+ thickness,
+ ltc_mat,
+ l_idx,
+ out_diffuse,
+ out_specular);
+ }
+ LIGHT_FOREACH_END
+
+ vec2 px = gl_FragCoord.xy;
+ LIGHT_FOREACH_BEGIN_LOCAL(light_cull_buf, light_zbin_buf, light_tile_buf, px, vP_z, l_idx)
+ {
+ light_eval_ex(diffuse,
+ reflection,
+ false,
+ P,
+ V,
+ vP_z,
+ thickness,
+ ltc_mat,
+ l_idx,
+ out_diffuse,
+ out_specular);
+ }
+ LIGHT_FOREACH_END
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl
new file mode 100644
index 00000000000..22a5f98e6c3
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_iter_lib.glsl
@@ -0,0 +1,72 @@
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
+uint zbin_mask(uint word_index, uint zbin_min, uint zbin_max)
+{
+ uint word_start = word_index * 32u;
+ uint word_end = word_start + 31u;
+ uint local_min = max(zbin_min, word_start);
+ uint local_max = min(zbin_max, word_end);
+ uint mask_width = local_max - local_min + 1;
+ return bit_field_mask(mask_width, local_min);
+}
+
+int culling_z_to_zbin(float scale, float bias, float z)
+{
+ return int(z * scale + bias);
+}
+
+/* Waiting to implement extensions support. We need:
+ * - GL_KHR_shader_subgroup_ballot
+ * - GL_KHR_shader_subgroup_arithmetic
+ * or
+ * - Vulkan 1.1
+ */
+#if 1
+# define subgroupMin(a) a
+# define subgroupMax(a) a
+# define subgroupOr(a) a
+# define subgroupBroadcastFirst(a) a
+#endif
+
+#define LIGHT_FOREACH_BEGIN_DIRECTIONAL(_culling, _index) \
+ { \
+ { \
+ for (uint _index = _culling.local_lights_len; _index < _culling.items_count; _index++) {
+
+#define LIGHT_FOREACH_BEGIN_LOCAL(_culling, _zbins, _words, _pixel, _linearz, _item_index) \
+ { \
+ uvec2 tile_co = uvec2(_pixel / _culling.tile_size); \
+ uint tile_word_offset = (tile_co.x + tile_co.y * _culling.tile_x_len) * \
+ _culling.tile_word_len; \
+ int zbin_index = culling_z_to_zbin(_culling.zbin_scale, _culling.zbin_bias, _linearz); \
+ zbin_index = clamp(zbin_index, 0, CULLING_ZBIN_COUNT - 1); \
+ uint zbin_data = _zbins[zbin_index]; \
+ uint min_index = zbin_data & 0xFFFFu; \
+ uint max_index = zbin_data >> 16u; \
+ /* Ensure all threads inside a subgroup get the same value to reduce VGPR usage. */ \
+ min_index = subgroupBroadcastFirst(subgroupMin(min_index)); \
+ max_index = subgroupBroadcastFirst(subgroupMax(max_index)); \
+ /* Same as divide by 32 but avoid interger division. */ \
+ uint word_min = min_index >> 5u; \
+ uint word_max = max_index >> 5u; \
+ for (uint word_idx = word_min; word_idx <= word_max; word_idx++) { \
+ uint word = _words[tile_word_offset + word_idx]; \
+ word &= zbin_mask(word_idx, min_index, max_index); \
+ /* Ensure all threads inside a subgroup get the same value to reduce VGPR usage. */ \
+ word = subgroupBroadcastFirst(subgroupOr(word)); \
+ int bit_index; \
+ while ((bit_index = findLSB(word)) != -1) { \
+ word &= ~1u << uint(bit_index); \
+ uint _item_index = word_idx * 32u + bit_index;
+
+/* No culling. Iterate over all items. */
+#define LIGHT_FOREACH_BEGIN_LOCAL_NO_CULL(_culling, _item_index) \
+ { \
+ { \
+ for (uint _item_index = 0; _item_index < _culling.visible_count; _item_index++) {
+
+#define LIGHT_FOREACH_END \
+ } \
+ } \
+ }
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl
new file mode 100644
index 00000000000..58608f6e1f0
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_lib.glsl
@@ -0,0 +1,209 @@
+
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_ltc_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_light_iter_lib.glsl)
+
+/* ---------------------------------------------------------------------- */
+/** \name Light Functions
+ * \{ */
+
+void light_vector_get(LightData ld, vec3 P, out vec3 L, out float dist)
+{
+ if (ld.type == LIGHT_SUN) {
+ L = ld._back;
+ dist = 1.0;
+ }
+ else {
+ L = ld._position - P;
+ dist = inversesqrt(len_squared(L));
+ L *= dist;
+ dist = 1.0 / dist;
+ }
+}
+
+/* Rotate vector to light's local space. Does not translate. */
+vec3 light_world_to_local(LightData ld, vec3 L)
+{
+ /* Avoid relying on compiler to optimize this.
+ * vec3 lL = transpose(mat3(ld.object_mat)) * L; */
+ vec3 lL;
+ lL.x = dot(ld.object_mat[0].xyz, L);
+ lL.y = dot(ld.object_mat[1].xyz, L);
+ lL.z = dot(ld.object_mat[2].xyz, L);
+ return lL;
+}
+
+/* From Frostbite PBR Course
+ * Distance based attenuation
+ * http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf */
+float light_influence_attenuation(float dist, float inv_sqr_influence)
+{
+ float factor = sqr(dist) * inv_sqr_influence;
+ float fac = saturate(1.0 - sqr(factor));
+ return sqr(fac);
+}
+
+float light_spot_attenuation(LightData ld, vec3 L)
+{
+ vec3 lL = light_world_to_local(ld, L);
+ float ellipse = inversesqrt(1.0 + len_squared(lL.xy * ld.spot_size_inv / lL.z));
+ float spotmask = smoothstep(0.0, 1.0, ellipse * ld._spot_mul + ld._spot_bias);
+ return spotmask;
+}
+
+float light_attenuation(LightData ld, vec3 L, float dist)
+{
+ float vis = 1.0;
+ if (ld.type == LIGHT_SPOT) {
+ vis *= light_spot_attenuation(ld, L);
+ }
+ if (ld.type >= LIGHT_SPOT) {
+ vis *= step(0.0, -dot(L, -ld._back));
+ }
+ if (ld.type != LIGHT_SUN) {
+#ifdef VOLUME_LIGHTING
+ vis *= light_influence_attenuation(dist, ld.influence_radius_invsqr_volume);
+#else
+ vis *= light_influence_attenuation(dist, ld.influence_radius_invsqr_surface);
+#endif
+ }
+ return vis;
+}
+
+/* Cheaper alternative than evaluating the LTC.
+ * The result needs to be multiplied by BSDF or Phase Function. */
+float light_point_light(LightData ld, const bool is_directional, vec3 L, float dist)
+{
+ if (is_directional) {
+ return 1.0;
+ }
+ /**
+ * Using "Point Light Attenuation Without Singularity" from Cem Yuksel
+ * http://www.cemyuksel.com/research/pointlightattenuation/pointlightattenuation.pdf
+ * http://www.cemyuksel.com/research/pointlightattenuation/
+ **/
+ float d_sqr = sqr(dist);
+ float r_sqr = ld.radius_squared;
+ /* Using reformulation that has better numerical percision. */
+ float power = 2.0 / (d_sqr + r_sqr + dist * sqrt(d_sqr + r_sqr));
+
+ if (is_area_light(ld.type)) {
+ /* Modulate by light plane orientation / solid angle. */
+ power *= saturate(dot(ld._back, L));
+ }
+ return power;
+}
+
+float light_diffuse(sampler2DArray utility_tx,
+ const bool is_directional,
+ LightData ld,
+ vec3 N,
+ vec3 V,
+ vec3 L,
+ float dist)
+{
+ if (is_directional || !is_area_light(ld.type)) {
+ float radius = ld._radius / dist;
+ return ltc_evaluate_disk_simple(utility_tx, radius, dot(N, L));
+ }
+ else if (ld.type == LIGHT_RECT) {
+ vec3 corners[4];
+ corners[0] = ld._right * ld._area_size_x + ld._up * -ld._area_size_y;
+ corners[1] = ld._right * ld._area_size_x + ld._up * ld._area_size_y;
+ corners[2] = -corners[0];
+ corners[3] = -corners[1];
+
+ corners[0] = normalize(L * dist + corners[0]);
+ corners[1] = normalize(L * dist + corners[1]);
+ corners[2] = normalize(L * dist + corners[2]);
+ corners[3] = normalize(L * dist + corners[3]);
+
+ return ltc_evaluate_quad(utility_tx, corners, N);
+ }
+ else /* (ld.type == LIGHT_ELLIPSE) */ {
+ vec3 points[3];
+ points[0] = ld._right * -ld._area_size_x + ld._up * -ld._area_size_y;
+ points[1] = ld._right * ld._area_size_x + ld._up * -ld._area_size_y;
+ points[2] = -points[0];
+
+ points[0] += L * dist;
+ points[1] += L * dist;
+ points[2] += L * dist;
+
+ return ltc_evaluate_disk(utility_tx, N, V, mat3(1.0), points);
+ }
+}
+
+float light_ltc(sampler2DArray utility_tx,
+ const bool is_directional,
+ LightData ld,
+ vec3 N,
+ vec3 V,
+ vec3 L,
+ float dist,
+ vec4 ltc_mat)
+{
+ if (is_directional || ld.type != LIGHT_RECT) {
+ vec3 Px = ld._right;
+ vec3 Py = ld._up;
+
+ if (is_directional || !is_area_light(ld.type)) {
+ make_orthonormal_basis(L, Px, Py);
+ }
+
+ vec3 points[3];
+ points[0] = Px * -ld._area_size_x + Py * -ld._area_size_y;
+ points[1] = Px * ld._area_size_x + Py * -ld._area_size_y;
+ points[2] = -points[0];
+
+ points[0] += L * dist;
+ points[1] += L * dist;
+ points[2] += L * dist;
+
+ return ltc_evaluate_disk(utility_tx, N, V, ltc_matrix(ltc_mat), points);
+ }
+ else {
+ vec3 corners[4];
+ corners[0] = ld._right * ld._area_size_x + ld._up * -ld._area_size_y;
+ corners[1] = ld._right * ld._area_size_x + ld._up * ld._area_size_y;
+ corners[2] = -corners[0];
+ corners[3] = -corners[1];
+
+ corners[0] += L * dist;
+ corners[1] += L * dist;
+ corners[2] += L * dist;
+ corners[3] += L * dist;
+
+ ltc_transform_quad(N, V, ltc_matrix(ltc_mat), corners);
+
+ return ltc_evaluate_quad(utility_tx, corners, vec3(0.0, 0.0, 1.0));
+ }
+}
+
+vec3 light_translucent(sampler1D transmittance_tx,
+ const bool is_directional,
+ LightData ld,
+ vec3 N,
+ vec3 L,
+ float dist,
+ vec3 sss_radius,
+ float delta)
+{
+ /* TODO(fclem): We should compute the power at the entry point. */
+ /* NOTE(fclem): we compute the light attenuation using the light vector but the transmittance
+ * using the shadow depth delta. */
+ float power = light_point_light(ld, is_directional, L, dist);
+ /* Do not add more energy on front faces. Also apply lambertian BSDF. */
+ power *= max(0.0, dot(-N, L)) * M_1_PI;
+
+ sss_radius *= SSS_TRANSMIT_LUT_RADIUS;
+ vec3 channels_co = saturate(delta / sss_radius) * SSS_TRANSMIT_LUT_SCALE + SSS_TRANSMIT_LUT_BIAS;
+
+ vec3 translucency;
+ translucency.x = (sss_radius.x > 0.0) ? texture(transmittance_tx, channels_co.x).r : 0.0;
+ translucency.y = (sss_radius.y > 0.0) ? texture(transmittance_tx, channels_co.y).r : 0.0;
+ translucency.z = (sss_radius.z > 0.0) ? texture(transmittance_tx, channels_co.z).r : 0.0;
+ return translucency * power;
+}
+
+/** \} */
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_ltc_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_ltc_lib.glsl
new file mode 100644
index 00000000000..57e92b0b9b4
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_ltc_lib.glsl
@@ -0,0 +1,299 @@
+
+/**
+ * Adapted from :
+ * Real-Time Polygonal-Light Shading with Linearly Transformed Cosines.
+ * Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt.
+ * ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2016) 35(4), 2016.
+ * Project page: https://eheitzresearch.wordpress.com/415-2/
+ */
+
+/* Diffuse *clipped* sphere integral. */
+float ltc_diffuse_sphere_integral(sampler2DArray utility_tx, float avg_dir_z, float form_factor)
+{
+#if 1
+ /* use tabulated horizon-clipped sphere */
+ vec2 uv = vec2(avg_dir_z * 0.5 + 0.5, form_factor);
+ uv = uv * UTIL_TEX_UV_SCALE + UTIL_TEX_UV_BIAS;
+
+ return texture(utility_tx, vec3(uv, UTIL_DISK_INTEGRAL_LAYER))[UTIL_DISK_INTEGRAL_COMP];
+#else
+ /* Cheap approximation. Less smooth and have energy issues. */
+ return max((form_factor * form_factor + avg_dir_z) / (form_factor + 1.0), 0.0);
+#endif
+}
+
+/**
+ * An extended version of the implementation from
+ * "How to solve a cubic equation, revisited"
+ * http://momentsingraphics.de/?p=105
+ */
+vec3 ltc_solve_cubic(vec4 coefs)
+{
+ /* Normalize the polynomial */
+ coefs.xyz /= coefs.w;
+ /* Divide middle coefficients by three */
+ coefs.yz /= 3.0;
+
+ float A = coefs.w;
+ float B = coefs.z;
+ float C = coefs.y;
+ float D = coefs.x;
+
+ /* Compute the Hessian and the discriminant */
+ vec3 delta = vec3(-coefs.zy * coefs.zz + coefs.yx, dot(vec2(coefs.z, -coefs.y), coefs.xy));
+
+ /* Discriminant */
+ float discr = dot(vec2(4.0 * delta.x, -delta.y), delta.zy);
+
+ /* Clamping avoid NaN output on some platform. (see T67060) */
+ float sqrt_discr = sqrt(clamp(discr, 0.0, FLT_MAX));
+
+ vec2 xlc, xsc;
+
+ /* Algorithm A */
+ {
+ float A_a = 1.0;
+ float C_a = delta.x;
+ float D_a = -2.0 * B * delta.x + delta.y;
+
+ /* Take the cubic root of a normalized complex number */
+ float theta = atan(sqrt_discr, -D_a) / 3.0;
+
+ float _2_sqrt_C_a = 2.0 * sqrt(-C_a);
+ float x_1a = _2_sqrt_C_a * cos(theta);
+ float x_3a = _2_sqrt_C_a * cos(theta + (2.0 / 3.0) * M_PI);
+
+ float xl;
+ if ((x_1a + x_3a) > 2.0 * B) {
+ xl = x_1a;
+ }
+ else {
+ xl = x_3a;
+ }
+
+ xlc = vec2(xl - B, A);
+ }
+
+ /* Algorithm D */
+ {
+ float A_d = D;
+ float C_d = delta.z;
+ float D_d = -D * delta.y + 2.0 * C * delta.z;
+
+ /* Take the cubic root of a normalized complex number */
+ float theta = atan(D * sqrt_discr, -D_d) / 3.0;
+
+ float _2_sqrt_C_d = 2.0 * sqrt(-C_d);
+ float x_1d = _2_sqrt_C_d * cos(theta);
+ float x_3d = _2_sqrt_C_d * cos(theta + (2.0 / 3.0) * M_PI);
+
+ float xs;
+ if (x_1d + x_3d < 2.0 * C) {
+ xs = x_1d;
+ }
+ else {
+ xs = x_3d;
+ }
+
+ xsc = vec2(-D, xs + C);
+ }
+
+ float E = xlc.y * xsc.y;
+ float F = -xlc.x * xsc.y - xlc.y * xsc.x;
+ float G = xlc.x * xsc.x;
+
+ vec2 xmc = vec2(C * F - B * G, -B * F + C * E);
+
+ vec3 root = vec3(xsc.x / xsc.y, xmc.x / xmc.y, xlc.x / xlc.y);
+
+ if (root.x < root.y && root.x < root.z) {
+ root.xyz = root.yxz;
+ }
+ else if (root.z < root.x && root.z < root.y) {
+ root.xyz = root.xzy;
+ }
+
+ return root;
+}
+
+/* from Real-Time Area Lighting: a Journey from Research to Production
+ * Stephen Hill and Eric Heitz */
+vec3 ltc_edge_integral_vec(vec3 v1, vec3 v2)
+{
+ float x = dot(v1, v2);
+ float y = abs(x);
+
+ float a = 0.8543985 + (0.4965155 + 0.0145206 * y) * y;
+ float b = 3.4175940 + (4.1616724 + y) * y;
+ float v = a / b;
+
+ float theta_sintheta = (x > 0.0) ? v : 0.5 * inversesqrt(max(1.0 - x * x, 1e-7)) - v;
+
+ return cross(v1, v2) * theta_sintheta;
+}
+
+mat3 ltc_matrix(vec4 lut)
+{
+ /* Load inverse matrix. */
+ return mat3(vec3(lut.x, 0, lut.y), vec3(0, 1, 0), vec3(lut.z, 0, lut.w));
+}
+
+void ltc_transform_quad(vec3 N, vec3 V, mat3 Minv, inout vec3 corners[4])
+{
+ /* Avoid dot(N, V) == 1 in ortho mode, leading T1 normalize to fail. */
+ V = normalize(V + 1e-8);
+
+ /* Construct orthonormal basis around N. */
+ vec3 T1, T2;
+ T1 = normalize(V - N * dot(N, V));
+ T2 = cross(N, T1);
+
+ /* Rotate area light in (T1, T2, R) basis. */
+ Minv = Minv * transpose(mat3(T1, T2, N));
+
+ /* Apply LTC inverse matrix. */
+ corners[0] = normalize(Minv * corners[0]);
+ corners[1] = normalize(Minv * corners[1]);
+ corners[2] = normalize(Minv * corners[2]);
+ corners[3] = normalize(Minv * corners[3]);
+}
+
+/* If corners have already pass through ltc_transform_quad(),
+ * then N **MUST** be vec3(0.0, 0.0, 1.0), corresponding to the Up axis of the shading basis. */
+float ltc_evaluate_quad(sampler2DArray utility_tx, vec3 corners[4], vec3 N)
+{
+ /* Approximation using a sphere of the same solid angle than the quad.
+ * Finding the clipped sphere diffuse integral is easier than clipping the quad. */
+ vec3 avg_dir;
+ avg_dir = ltc_edge_integral_vec(corners[0], corners[1]);
+ avg_dir += ltc_edge_integral_vec(corners[1], corners[2]);
+ avg_dir += ltc_edge_integral_vec(corners[2], corners[3]);
+ avg_dir += ltc_edge_integral_vec(corners[3], corners[0]);
+
+ float form_factor = length(avg_dir);
+ float avg_dir_z = dot(N, avg_dir / form_factor);
+ return form_factor * ltc_diffuse_sphere_integral(utility_tx, avg_dir_z, form_factor);
+}
+
+/* If disk does not need to be transformed and is already front facing. */
+float ltc_evaluate_disk_simple(sampler2DArray utility_tx, float disk_radius, float NL)
+{
+ float r_sqr = disk_radius * disk_radius;
+ float one_r_sqr = 1.0 + r_sqr;
+ float form_factor = r_sqr * inversesqrt(one_r_sqr * one_r_sqr);
+ return form_factor * ltc_diffuse_sphere_integral(utility_tx, NL, form_factor);
+}
+
+/* disk_points are WS vectors from the shading point to the disk "bounding domain" */
+float ltc_evaluate_disk(sampler2DArray utility_tx, vec3 N, vec3 V, mat3 Minv, vec3 disk_points[3])
+{
+ /* Avoid dot(N, V) == 1 in ortho mode, leading T1 normalize to fail. */
+ V = normalize(V + 1e-8);
+
+ /* construct orthonormal basis around N */
+ vec3 T1, T2;
+ T1 = normalize(V - N * dot(V, N));
+ T2 = cross(N, T1);
+
+ /* rotate area light in (T1, T2, R) basis */
+ mat3 R = transpose(mat3(T1, T2, N));
+
+ /* Intermediate step: init ellipse. */
+ vec3 L_[3];
+ L_[0] = mul(R, disk_points[0]);
+ L_[1] = mul(R, disk_points[1]);
+ L_[2] = mul(R, disk_points[2]);
+
+ vec3 C = 0.5 * (L_[0] + L_[2]);
+ vec3 V1 = 0.5 * (L_[1] - L_[2]);
+ vec3 V2 = 0.5 * (L_[1] - L_[0]);
+
+ /* Transform ellipse by Minv. */
+ C = Minv * C;
+ V1 = Minv * V1;
+ V2 = Minv * V2;
+
+ /* Compute eigenvectors of new ellipse. */
+
+ float d11 = dot(V1, V1);
+ float d22 = dot(V2, V2);
+ float d12 = dot(V1, V2);
+ float a, b; /* Eigenvalues */
+ const float threshold = 0.0007; /* Can be adjusted. Fix artifacts. */
+ if (abs(d12) / sqrt(d11 * d22) > threshold) {
+ float tr = d11 + d22;
+ float det = -d12 * d12 + d11 * d22;
+
+ /* use sqrt matrix to solve for eigenvalues */
+ det = sqrt(det);
+ float u = 0.5 * sqrt(tr - 2.0 * det);
+ float v = 0.5 * sqrt(tr + 2.0 * det);
+ float e_max = (u + v);
+ float e_min = (u - v);
+ e_max *= e_max;
+ e_min *= e_min;
+
+ vec3 V1_, V2_;
+ if (d11 > d22) {
+ V1_ = d12 * V1 + (e_max - d11) * V2;
+ V2_ = d12 * V1 + (e_min - d11) * V2;
+ }
+ else {
+ V1_ = d12 * V2 + (e_max - d22) * V1;
+ V2_ = d12 * V2 + (e_min - d22) * V1;
+ }
+
+ a = 1.0 / e_max;
+ b = 1.0 / e_min;
+ V1 = normalize(V1_);
+ V2 = normalize(V2_);
+ }
+ else {
+ a = 1.0 / d11;
+ b = 1.0 / d22;
+ V1 *= sqrt(a);
+ V2 *= sqrt(b);
+ }
+
+ /* Now find front facing ellipse with same solid angle. */
+
+ vec3 V3 = normalize(cross(V1, V2));
+ if (dot(C, V3) < 0.0) {
+ V3 *= -1.0;
+ }
+
+ float L = dot(V3, C);
+ float inv_L = 1.0 / L;
+ float x0 = dot(V1, C) * inv_L;
+ float y0 = dot(V2, C) * inv_L;
+
+ float L_sqr = L * L;
+ a *= L_sqr;
+ b *= L_sqr;
+
+ float t = 1.0 + x0 * x0;
+ float c0 = a * b;
+ float c1 = c0 * (t + y0 * y0) - a - b;
+ float c2 = (1.0 - a * t) - b * (1.0 + y0 * y0);
+ float c3 = 1.0;
+
+ vec3 roots = ltc_solve_cubic(vec4(c0, c1, c2, c3));
+ float e1 = roots.x;
+ float e2 = roots.y;
+ float e3 = roots.z;
+
+ vec3 avg_dir = vec3(a * x0 / (a - e2), b * y0 / (b - e2), 1.0);
+
+ mat3 rotate = mat3(V1, V2, V3);
+
+ avg_dir = rotate * avg_dir;
+ avg_dir = normalize(avg_dir);
+
+ /* L1, L2 are the extends of the front facing ellipse. */
+ float L1 = sqrt(-e2 / e3);
+ float L2 = sqrt(-e2 / e1);
+
+ /* Find the sphere and compute lighting. */
+ float form_factor = max(0.0, L1 * L2 * inversesqrt((1.0 + L1 * L1) * (1.0 + L2 * L2)));
+ return form_factor * ltc_diffuse_sphere_integral(utility_tx, avg_dir.z, form_factor);
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl
new file mode 100644
index 00000000000..99186ab6f67
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_dilate_comp.glsl
@@ -0,0 +1,116 @@
+
+/**
+ * Dilate motion vector tiles until we covered maximum velocity.
+ * Outputs the largest intersecting motion vector in the neighborhood.
+ *
+ */
+
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_motion_blur_lib.glsl)
+
+#define DEBUG_BYPASS_DILATION 0
+
+struct MotionRect {
+ ivec2 bottom_left;
+ ivec2 extent;
+};
+
+MotionRect compute_motion_rect(ivec2 tile, vec2 motion)
+{
+#if DEBUG_BYPASS_DILATION
+ return MotionRect(tile, ivec2(1));
+#endif
+ /* Ceil to number of tile touched.*/
+ ivec2 point1 = tile + ivec2(sign(motion) * ceil(abs(motion) / float(MOTION_BLUR_TILE_SIZE)));
+ ivec2 point2 = tile;
+
+ ivec2 max_point = max(point1, point2);
+ ivec2 min_point = min(point1, point2);
+ /* Clamp to bounds. */
+ max_point = min(max_point, imageSize(in_tiles_img) - 1);
+ min_point = max(min_point, ivec2(0));
+
+ MotionRect rect;
+ rect.bottom_left = min_point;
+ rect.extent = 1 + max_point - min_point;
+ return rect;
+}
+
+struct MotionLine {
+ /** Origin of the line. */
+ vec2 origin;
+ /** Normal to the line direction. */
+ vec2 normal;
+};
+
+MotionLine compute_motion_line(ivec2 tile, vec2 motion)
+{
+ vec2 dir = safe_normalize(motion);
+
+ MotionLine line;
+ line.origin = vec2(tile);
+ /* Rotate 90° Counter-Clockwise. */
+ line.normal = vec2(-dir.y, dir.x);
+ return line;
+}
+
+bool is_inside_motion_line(ivec2 tile, MotionLine motion_line)
+{
+#if DEBUG_BYPASS_DILATION
+ return true;
+#endif
+ /* NOTE: Everything in is tile unit. */
+ float dist = point_line_projection_dist(vec2(tile), motion_line.origin, motion_line.normal);
+ /* In order to be conservative and for simplicity, we use the tiles bounding circles.
+ * Consider that both the tile and the line have bounding radius of M_SQRT1_2. */
+ return abs(dist) < M_SQRT2;
+}
+
+void main()
+{
+ ivec2 src_tile = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(src_tile, imageSize(in_tiles_img)))) {
+ return;
+ }
+
+ vec4 max_motion = imageLoad(in_tiles_img, src_tile);
+
+ MotionPayload payload_prv = motion_blur_tile_indirection_pack_payload(max_motion.xy, src_tile);
+ MotionPayload payload_nxt = motion_blur_tile_indirection_pack_payload(max_motion.zw, src_tile);
+ if (true) {
+ /* Rectangular area (in tiles) where the motion vector spreads. */
+ MotionRect motion_rect = compute_motion_rect(src_tile, max_motion.xy);
+ MotionLine motion_line = compute_motion_line(src_tile, max_motion.xy);
+ /* Do a conservative rasterization of the line of the motion vector line. */
+ for (int x = 0; x < motion_rect.extent.x; x++) {
+ for (int y = 0; y < motion_rect.extent.y; y++) {
+ ivec2 tile = motion_rect.bottom_left + ivec2(x, y);
+ if (is_inside_motion_line(tile, motion_line)) {
+ motion_blur_tile_indirection_store(tile_indirection_buf, MOTION_PREV, tile, payload_prv);
+ /* FIXME: This is a bit weird, but for some reason, we need the store the same vector in
+ * the motion next so that weighting in gather pass is better. */
+ motion_blur_tile_indirection_store(tile_indirection_buf, MOTION_NEXT, tile, payload_nxt);
+ }
+ }
+ }
+ }
+
+ if (true) {
+ MotionPayload payload = motion_blur_tile_indirection_pack_payload(max_motion.zw, src_tile);
+ /* Rectangular area (in tiles) where the motion vector spreads. */
+ MotionRect motion_rect = compute_motion_rect(src_tile, max_motion.zw);
+ MotionLine motion_line = compute_motion_line(src_tile, max_motion.zw);
+ /* Do a conservative rasterization of the line of the motion vector line. */
+ for (int x = 0; x < motion_rect.extent.x; x++) {
+ for (int y = 0; y < motion_rect.extent.y; y++) {
+ ivec2 tile = motion_rect.bottom_left + ivec2(x, y);
+ if (is_inside_motion_line(tile, motion_line)) {
+ motion_blur_tile_indirection_store(tile_indirection_buf, MOTION_NEXT, tile, payload_nxt);
+ /* FIXME: This is a bit weird, but for some reason, we need the store the same vector in
+ * the motion next so that weighting in gather pass is better. */
+ motion_blur_tile_indirection_store(tile_indirection_buf, MOTION_PREV, tile, payload_prv);
+ }
+ }
+ }
+ }
+}
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));
+ }
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_gather_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_gather_comp.glsl
new file mode 100644
index 00000000000..5249e6637b6
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_gather_comp.glsl
@@ -0,0 +1,221 @@
+
+/**
+ * Perform two gather blur in the 2 motion blur directions
+ * Based on:
+ * A Fast and Stable Feature-Aware Motion Blur Filter
+ * by Jean-Philippe Guertin, Morgan McGuire, Derek Nowrouzezahrai
+ *
+ * With modification from the presentation:
+ * Next Generation Post Processing in Call of Duty Advanced Warfare
+ * by Jorge Jimenez
+ */
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_velocity_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_motion_blur_lib.glsl)
+
+const int gather_sample_count = 8;
+
+/* Converts uv velocity into pixel space. Assumes velocity_tx is the same resolution as the
+ * target post-fx framebuffer. */
+vec4 motion_blur_sample_velocity(sampler2D velocity_tx, vec2 uv)
+{
+ /* We can load velocity without velocity_resolve() since we resolved during the flatten pass. */
+ vec4 velocity = velocity_unpack(texture(velocity_tx, uv));
+ return velocity * vec2(textureSize(velocity_tx, 0)).xyxy * motion_blur_buf.motion_scale.xxyy;
+}
+
+vec2 spread_compare(float center_motion_length, float sample_motion_length, float offset_length)
+{
+ return saturate(vec2(center_motion_length, sample_motion_length) - offset_length + 1.0);
+}
+
+vec2 depth_compare(float center_depth, float sample_depth)
+{
+ vec2 depth_scale = vec2(-motion_blur_buf.depth_scale, motion_blur_buf.depth_scale);
+ return saturate(0.5 + depth_scale * (sample_depth - center_depth));
+}
+
+/* Kill contribution if not going the same direction. */
+float dir_compare(vec2 offset, vec2 sample_motion, float sample_motion_length)
+{
+ if (sample_motion_length < 0.5) {
+ return 1.0;
+ }
+ return (dot(offset, sample_motion) > 0.0) ? 1.0 : 0.0;
+}
+
+/* Return background (x) and foreground (y) weights. */
+vec2 sample_weights(float center_depth,
+ float sample_depth,
+ float center_motion_length,
+ float sample_motion_length,
+ float offset_length)
+{
+ /* Classify foreground/background. */
+ vec2 depth_weight = depth_compare(center_depth, sample_depth);
+ /* Weight if sample is overlapping or under the center pixel. */
+ vec2 spread_weight = spread_compare(center_motion_length, sample_motion_length, offset_length);
+ return depth_weight * spread_weight;
+}
+
+struct Accumulator {
+ vec4 fg;
+ vec4 bg;
+ /** x: Background, y: Foreground, z: dir. */
+ vec3 weight;
+};
+
+void gather_sample(vec2 screen_uv,
+ float center_depth,
+ float center_motion_len,
+ vec2 offset,
+ float offset_len,
+ const bool next,
+ inout Accumulator accum)
+{
+ vec2 sample_uv = screen_uv - offset * motion_blur_buf.target_size_inv;
+ vec4 sample_vectors = motion_blur_sample_velocity(velocity_tx, sample_uv);
+ vec2 sample_motion = (next) ? sample_vectors.zw : sample_vectors.xy;
+ float sample_motion_len = length(sample_motion);
+ float sample_depth = texture(depth_tx, sample_uv).r;
+ vec4 sample_color = textureLod(in_color_tx, sample_uv, 0.0);
+
+ sample_depth = get_view_z_from_depth(sample_depth);
+
+ vec3 weights;
+ weights.xy = sample_weights(
+ center_depth, sample_depth, center_motion_len, sample_motion_len, offset_len);
+ weights.z = dir_compare(offset, sample_motion, sample_motion_len);
+ weights.xy *= weights.z;
+
+ accum.fg += sample_color * weights.y;
+ accum.bg += sample_color * weights.x;
+ accum.weight += weights;
+}
+
+void gather_blur(vec2 screen_uv,
+ vec2 center_motion,
+ float center_depth,
+ vec2 max_motion,
+ float ofs,
+ const bool next,
+ inout Accumulator accum)
+{
+ float center_motion_len = length(center_motion);
+ float max_motion_len = length(max_motion);
+
+ /* Tile boundaries randomization can fetch a tile where there is less motion than this pixel.
+ * Fix this by overriding the max_motion. */
+ if (max_motion_len < center_motion_len) {
+ max_motion_len = center_motion_len;
+ max_motion = center_motion;
+ }
+
+ if (max_motion_len < 0.5) {
+ return;
+ }
+
+ int i;
+ float t, inc = 1.0 / float(gather_sample_count);
+ for (i = 0, t = ofs * inc; i < gather_sample_count; i++, t += inc) {
+ gather_sample(screen_uv,
+ center_depth,
+ center_motion_len,
+ max_motion * t,
+ max_motion_len * t,
+ next,
+ accum);
+ }
+
+ if (center_motion_len < 0.5) {
+ return;
+ }
+
+ for (i = 0, t = ofs * inc; i < gather_sample_count; i++, t += inc) {
+ /* Also sample in center motion direction.
+ * Allow recovering motion where there is conflicting
+ * motion between foreground and background. */
+ gather_sample(screen_uv,
+ center_depth,
+ center_motion_len,
+ center_motion * t,
+ center_motion_len * t,
+ next,
+ accum);
+ }
+}
+
+void main()
+{
+ ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
+ vec2 uv = (vec2(texel) + 0.5) / vec2(textureSize(depth_tx, 0).xy);
+
+ if (!in_texture_range(texel, depth_tx)) {
+ return;
+ }
+
+ /* Data of the center pixel of the gather (target). */
+ float center_depth = get_view_z_from_depth(texelFetch(depth_tx, texel, 0).r);
+ vec4 center_motion = motion_blur_sample_velocity(velocity_tx, uv);
+
+ vec4 center_color = textureLod(in_color_tx, uv, 0.0);
+
+ float noise_offset = sampling_rng_1D_get(SAMPLING_TIME);
+ /** TODO(fclem) Blue noise. */
+ vec2 rand = vec2(interlieved_gradient_noise(vec2(gl_GlobalInvocationID.xy), 0, noise_offset),
+ interlieved_gradient_noise(vec2(gl_GlobalInvocationID.xy), 1, noise_offset));
+
+ /* Randomize tile boundary to avoid ugly discontinuities. Randomize 1/4th of the tile.
+ * Note this randomize only in one direction but in practice it's enough. */
+ rand.x = rand.x * 2.0 - 1.0;
+ ivec2 tile = (texel + ivec2(rand.x * float(MOTION_BLUR_TILE_SIZE) * 0.25)) /
+ MOTION_BLUR_TILE_SIZE;
+ tile = clamp(tile, ivec2(0), imageSize(in_tiles_img) - 1);
+ /* NOTE: Tile velocity is already in pixel space and with correct zw sign. */
+ vec4 max_motion;
+ /* Load dilation result from the indirection table. */
+ ivec2 tile_prev;
+ motion_blur_tile_indirection_load(tile_indirection_buf, MOTION_PREV, tile, tile_prev);
+ max_motion.xy = imageLoad(in_tiles_img, tile_prev).xy;
+ ivec2 tile_next;
+ motion_blur_tile_indirection_load(tile_indirection_buf, MOTION_NEXT, tile, tile_next);
+ max_motion.zw = imageLoad(in_tiles_img, tile_next).zw;
+
+ Accumulator accum;
+ accum.weight = vec3(0.0, 0.0, 1.0);
+ accum.bg = vec4(0.0);
+ accum.fg = vec4(0.0);
+ /* First linear gather. time = [T - delta, T] */
+ gather_blur(uv, center_motion.xy, center_depth, max_motion.xy, rand.y, false, accum);
+ /* Second linear gather. time = [T, T + delta] */
+ gather_blur(uv, center_motion.zw, center_depth, max_motion.zw, rand.y, true, accum);
+
+#if 1 /* Own addition. Not present in reference implementation. */
+ /* Avoid division by 0.0. */
+ float w = 1.0 / (50.0 * float(gather_sample_count) * 4.0);
+ accum.bg += center_color * w;
+ accum.weight.x += w;
+ /* NOTE: In Jimenez's presentation, they used center sample.
+ * We use background color as it contains more information for foreground
+ * elements that have not enough weights.
+ * Yield better blur in complex motion. */
+ center_color = accum.bg / accum.weight.x;
+#endif
+ /* Merge background. */
+ accum.fg += accum.bg;
+ accum.weight.y += accum.weight.x;
+ /* Balance accumulation for failed samples.
+ * We replace the missing foreground by the background. */
+ float blend_fac = saturate(1.0 - accum.weight.y / accum.weight.z);
+ vec4 out_color = (accum.fg / accum.weight.z) + center_color * blend_fac;
+
+#if 0 /* For debugging. */
+ out_color.rgb = out_color.ggg;
+ out_color.rg += max_motion.xy;
+#endif
+
+ imageStore(out_color_img, texel, out_color);
+}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_lib.glsl
new file mode 100644
index 00000000000..436fd01795a
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_motion_blur_lib.glsl
@@ -0,0 +1,48 @@
+
+
+/* -------------------------------------------------------------------- */
+/** \name Tile indirection packing
+ * \{ */
+
+#define MotionPayload uint
+
+/* Store velocity magnitude in the MSB to be able to use it with atomicMax operations. */
+MotionPayload motion_blur_tile_indirection_pack_payload(vec2 motion, uvec2 payload)
+{
+ /* NOTE: Clamp to 16383 pixel velocity. After that, it is tile position that determine the tile
+ * to dilate over. */
+ uint velocity = min(uint(ceil(length(motion))), 0x3FFFu);
+ /* Designed for 512x512 tiles max. */
+ return (velocity << 18u) | ((payload.x & 0x1FFu) << 9u) | (payload.y & 0x1FFu);
+}
+
+/* Return thread index. */
+ivec2 motion_blur_tile_indirection_pack_payload(uint data)
+{
+ return ivec2((data >> 9u) & 0x1FFu, data & 0x1FFu);
+}
+
+uint motion_blur_tile_indirection_index(uint motion_step, uvec2 tile)
+{
+ uint index = tile.x;
+ index += tile.y * MOTION_BLUR_MAX_TILE;
+ index += motion_step * MOTION_BLUR_MAX_TILE * MOTION_BLUR_MAX_TILE;
+ return index;
+}
+
+#define MOTION_PREV 0u
+#define MOTION_NEXT 1u
+
+#define motion_blur_tile_indirection_store(table_, step_, tile, payload_) \
+ if (true) { \
+ uint index = motion_blur_tile_indirection_index(step_, tile); \
+ atomicMax(table_[index], payload_); \
+ }
+
+#define motion_blur_tile_indirection_load(table_, step_, tile_, result_) \
+ if (true) { \
+ uint index = motion_blur_tile_indirection_index(step_, tile_); \
+ result_ = motion_blur_tile_indirection_pack_payload(table_[index]); \
+ }
+
+/** \} */
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl
index c488216eeac..13ad387289d 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl
@@ -39,6 +39,8 @@ bool closure_select(float weight, inout float total_weight, inout float r)
destination = candidate; \
}
+float g_closure_rand;
+
void closure_weights_reset()
{
g_diffuse_data.weight = 0.0;
@@ -58,18 +60,8 @@ void closure_weights_reset()
g_refraction_data.roughness = 0.0;
g_refraction_data.ior = 0.0;
- /* TEMP */
-#define P(x) ((x + 0.5) / 16.0)
- const vec4 dither_mat4x4[4] = vec4[4](vec4(P(0.0), P(8.0), P(2.0), P(10.0)),
- vec4(P(12.0), P(4.0), P(14.0), P(6.0)),
- vec4(P(3.0), P(11.0), P(1.0), P(9.0)),
- vec4(P(15.0), P(7.0), P(13.0), P(5.0)));
-#undef P
#if defined(GPU_FRAGMENT_SHADER)
- ivec2 pix = ivec2(gl_FragCoord.xy) % ivec2(4);
- g_diffuse_rand = dither_mat4x4[pix.x][pix.y];
- g_reflection_rand = dither_mat4x4[pix.x][pix.y];
- g_refraction_rand = dither_mat4x4[pix.x][pix.y];
+ g_diffuse_rand = g_reflection_rand = g_refraction_rand = g_closure_rand;
#else
g_diffuse_rand = 0.0;
g_reflection_rand = 0.0;
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl
new file mode 100644
index 00000000000..0eea4a5ff33
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl
@@ -0,0 +1,104 @@
+
+/**
+ * Sampling data accessors and random number generators.
+ * Also contains some sample mapping functions.
+ **/
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
+/* -------------------------------------------------------------------- */
+/** \name Sampling data.
+ *
+ * Return a random values from Low Discrepancy Sequence in [0..1) range.
+ * This value is uniform (constant) for the whole scene sample.
+ * You might want to couple it with a noise function.
+ * \{ */
+
+#ifdef EEVEE_SAMPLING_DATA
+
+float sampling_rng_1D_get(const eSamplingDimension dimension)
+{
+ return sampling_buf.dimensions[dimension];
+}
+
+vec2 sampling_rng_2D_get(const eSamplingDimension dimension)
+{
+ return vec2(sampling_buf.dimensions[dimension], sampling_buf.dimensions[dimension + 1u]);
+}
+
+vec3 sampling_rng_3D_get(const eSamplingDimension dimension)
+{
+ return vec3(sampling_buf.dimensions[dimension],
+ sampling_buf.dimensions[dimension + 1u],
+ sampling_buf.dimensions[dimension + 2u]);
+}
+
+#endif
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Random Number Generators.
+ * \{ */
+
+/* Interlieved gradient noise by Jorge Jimenez
+ * http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
+ * Seeding found by Epic Game. */
+float interlieved_gradient_noise(vec2 pixel, float seed, float offset)
+{
+ pixel += seed * (vec2(47, 17) * 0.695);
+ return fract(offset + 52.9829189 * fract(0.06711056 * pixel.x + 0.00583715 * pixel.y));
+}
+
+/* From: http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html */
+float van_der_corput_radical_inverse(uint bits)
+{
+#if 0 /* Reference */
+ bits = (bits << 16u) | (bits >> 16u);
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
+#else
+ bits = bitfieldReverse(bits);
+#endif
+ /* Same as dividing by 0x100000000. */
+ return float(bits) * 2.3283064365386963e-10;
+}
+
+vec2 hammersley_2d(float i, float sample_count)
+{
+ vec2 rand;
+ rand.x = i / sample_count;
+ rand.y = van_der_corput_radical_inverse(uint(i));
+ return rand;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Distribution mapping.
+ *
+ * Functions mapping input random numbers to sampling shapes (i.e: hemisphere).
+ * \{ */
+
+/* Given 2 random number in [0..1] range, return a random unit disk sample. */
+vec2 sample_disk(vec2 noise)
+{
+ float angle = noise.x * M_2PI;
+ return vec2(cos(angle), sin(angle)) * sqrt(noise.y);
+}
+
+/* This transform a 2d random sample (in [0..1] range) to a sample located on a cylinder of the
+ * same range. This is because the sampling functions expect such a random sample which is
+ * normally precomputed. */
+vec3 sample_cylinder(vec2 rand)
+{
+ float theta = rand.x;
+ float phi = (rand.y - 0.5) * M_2PI;
+ float cos_phi = cos(phi);
+ float sin_phi = sqrt(1.0 - sqr(cos_phi)) * sign(phi);
+ return vec3(theta, cos_phi, sin_phi);
+}
+
+/** \} */
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl
index 34ea288852a..bd32215ddc2 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl
@@ -73,7 +73,7 @@ void main()
nodetree_surface();
- // float noise_offset = sampling_rng_1D_get(sampling_buf, SAMPLING_TRANSPARENCY);
+ // float noise_offset = sampling_rng_1D_get(SAMPLING_TRANSPARENCY);
float noise_offset = 0.5;
float random_threshold = hashed_alpha_threshold(1.0, noise_offset, g_data.P);
@@ -84,7 +84,7 @@ void main()
#endif
#ifdef MAT_VELOCITY
- out_velocity = velocity_surface(interp.P + motion.prev, interp.P, interp.P - motion.next);
+ out_velocity = velocity_surface(interp.P + motion.prev, interp.P, interp.P + motion.next);
out_velocity = velocity_pack(out_velocity);
#endif
}
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl
index 48ced4e5374..3f2349b30a1 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl
@@ -5,35 +5,36 @@
* This is used by alpha blended materials and materials using Shader to RGB nodes.
**/
-#pragma BLENDER_REQUIRE(common_view_lib.glsl)
-#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_light_eval_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_surf_lib.glsl)
-float spec_light(ClosureReflection ref)
-{
- float gloss = saturate(1.0 - ref.roughness);
- float shininess = exp2(10.0 * gloss + 1.0);
- vec3 N = ref.N;
- vec3 L = vec3(0.0, 0.0, 1.0);
- vec3 H = normalize(L + cameraVec(g_data.P));
- float spec_angle = saturate(dot(N, H));
- float normalization_factor = shininess * 0.125 + 1.0;
- float spec_light = pow(spec_angle, shininess) * saturate(dot(N, L)) * normalization_factor;
- return spec_light;
-}
-
vec4 closure_to_rgba(Closure cl)
{
+ vec3 diffuse_light = vec3(0.0);
+ vec3 reflection_light = vec3(0.0);
+ vec3 refraction_light = vec3(0.0);
+
+ float vP_z = dot(cameraForward, g_data.P) - dot(cameraForward, cameraPos);
+
+ light_eval(g_diffuse_data,
+ g_reflection_data,
+ g_data.P,
+ cameraVec(g_data.P),
+ vP_z,
+ 0.01 /* TODO(fclem) thickness. */,
+ diffuse_light,
+ reflection_light);
+
vec4 out_color;
out_color.rgb = g_emission;
- out_color.rgb += g_diffuse_data.color * g_diffuse_data.weight *
- saturate(g_diffuse_data.N.z * 0.5 + 0.5);
- out_color.rgb += g_reflection_data.color * g_reflection_data.weight *
- spec_light(g_reflection_data);
- out_color.rgb += g_refraction_data.color * g_refraction_data.weight *
- saturate(g_refraction_data.N.z * 0.5 + 0.5);
+ out_color.rgb += g_diffuse_data.color * g_diffuse_data.weight * diffuse_light;
+ out_color.rgb += g_reflection_data.color * g_reflection_data.weight * reflection_light;
+ out_color.rgb += g_refraction_data.color * g_refraction_data.weight * refraction_light;
out_color.a = saturate(1.0 - avg(g_transmittance));
@@ -47,15 +48,29 @@ void main()
{
init_globals();
+ float noise = utility_tx_fetch(utility_tx, gl_FragCoord.xy, UTIL_BLUE_NOISE_LAYER).r;
+ g_closure_rand = fract(noise + sampling_rng_1D_get(SAMPLING_CLOSURE));
+
fragment_displacement();
nodetree_surface();
g_holdout = saturate(g_holdout);
- vec3 diffuse_light = vec3(saturate(g_diffuse_data.N.z * 0.5 + 0.5));
- vec3 reflection_light = vec3(spec_light(g_reflection_data));
- vec3 refraction_light = vec3(saturate(g_refraction_data.N.z * 0.5 + 0.5));
+ vec3 diffuse_light = vec3(0.0);
+ vec3 reflection_light = vec3(0.0);
+ vec3 refraction_light = vec3(0.0);
+
+ float vP_z = dot(cameraForward, g_data.P) - dot(cameraForward, cameraPos);
+
+ light_eval(g_diffuse_data,
+ g_reflection_data,
+ g_data.P,
+ cameraVec(g_data.P),
+ vP_z,
+ 0.01 /* TODO(fclem) thickness. */,
+ diffuse_light,
+ reflection_light);
g_diffuse_data.color *= g_diffuse_data.weight;
g_reflection_data.color *= g_reflection_data.weight;
@@ -84,9 +99,11 @@ void main()
ivec2 out_texel = ivec2(gl_FragCoord.xy);
imageStore(rp_normal_img, out_texel, vec4(out_normal, 1.0));
- imageStore(rp_diffuse_light_img, out_texel, vec4(diffuse_light, 1.0));
+ imageStore(
+ rp_light_img, ivec3(out_texel, RENDER_PASS_LAYER_DIFFUSE_LIGHT), vec4(diffuse_light, 1.0));
+ imageStore(
+ rp_light_img, ivec3(out_texel, RENDER_PASS_LAYER_SPECULAR_LIGHT), vec4(specular_light, 1.0));
imageStore(rp_diffuse_color_img, out_texel, vec4(g_diffuse_data.color, 1.0));
- imageStore(rp_specular_light_img, out_texel, vec4(specular_light, 1.0));
imageStore(rp_specular_color_img, out_texel, vec4(specular_color, 1.0));
imageStore(rp_emission_img, out_texel, vec4(g_emission, 1.0));
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_world_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_world_frag.glsl
index ed75282a550..1ef1c1f84b8 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_world_frag.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_world_frag.glsl
@@ -26,9 +26,11 @@ void main()
ivec2 out_texel = ivec2(gl_FragCoord.xy);
imageStore(rp_normal_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0));
- imageStore(rp_diffuse_light_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0));
+ imageStore(
+ rp_light_img, ivec3(out_texel, RENDER_PASS_LAYER_DIFFUSE_LIGHT), vec4(0.0, 0.0, 0.0, 1.0));
+ imageStore(
+ rp_light_img, ivec3(out_texel, RENDER_PASS_LAYER_SPECULAR_LIGHT), vec4(0.0, 0.0, 0.0, 1.0));
imageStore(rp_diffuse_color_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0));
- imageStore(rp_specular_light_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0));
imageStore(rp_specular_color_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0));
imageStore(rp_emission_img, out_texel, vec4(0.0, 0.0, 0.0, 1.0));
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl
index c21456b7a5c..8d02609fedc 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_velocity_lib.glsl
@@ -2,8 +2,6 @@
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_camera_lib.glsl)
-#ifdef VELOCITY_CAMERA
-
vec4 velocity_pack(vec4 data)
{
return data * 0.01;
@@ -14,6 +12,8 @@ vec4 velocity_unpack(vec4 data)
return data * 100.0;
}
+#ifdef VELOCITY_CAMERA
+
/**
* Given a triple of position, compute the previous and next motion vectors.
* Returns uv space motion vectors in pairs (motion_prev.xy, motion_next.xy).
@@ -24,7 +24,15 @@ vec4 velocity_surface(vec3 P_prv, vec3 P, vec3 P_nxt)
vec2 prev_uv = project_point(camera_prev.persmat, P_prv).xy;
vec2 curr_uv = project_point(camera_curr.persmat, P).xy;
vec2 next_uv = project_point(camera_next.persmat, P_nxt).xy;
-
+ /* Fix issue with perspective division. */
+ if (any(isnan(prev_uv))) {
+ prev_uv = curr_uv;
+ }
+ if (any(isnan(next_uv))) {
+ next_uv = curr_uv;
+ }
+ /* NOTE: We output both vectors in the same direction so we can reuse the same vector
+ * with rgrg swizzle in viewport. */
vec4 motion = vec4(prev_uv - curr_uv, curr_uv - next_uv);
/* Convert NDC velocity to UV velocity */
motion *= 0.5;
@@ -39,13 +47,14 @@ vec4 velocity_surface(vec3 P_prv, vec3 P, vec3 P_nxt)
*/
vec4 velocity_background(vec3 vV)
{
- /* Only transform direction to avoid loosing precision. */
+ /* Only transform direction to avoid losing precision. */
vec3 V = transform_direction(camera_curr.viewinv, vV);
/* NOTE: We don't use the drw_view.winmat to avoid adding the TAA jitter to the velocity. */
vec2 prev_uv = project_point(camera_prev.winmat, V).xy;
vec2 curr_uv = project_point(camera_curr.winmat, V).xy;
vec2 next_uv = project_point(camera_next.winmat, V).xy;
-
+ /* NOTE: We output both vectors in the same direction so we can reuse the same vector
+ * with rgrg swizzle in viewport. */
vec4 motion = vec4(prev_uv - curr_uv, curr_uv - next_uv);
/* Convert NDC velocity to UV velocity */
motion *= 0.5;
@@ -53,15 +62,8 @@ vec4 velocity_background(vec3 vV)
return motion;
}
-/**
- * Load and resolve correct velocity as some pixels might still not have correct
- * motion data for performance reasons.
- */
-vec4 velocity_resolve(sampler2D vector_tx, ivec2 texel, float depth)
+vec4 velocity_resolve(vec4 vector, vec2 uv, float depth)
{
- vec2 uv = (vec2(texel) + 0.5) / vec2(textureSize(vector_tx, 0).xy);
- vec4 vector = texelFetch(vector_tx, texel, 0);
-
if (vector.x == VELOCITY_INVALID) {
bool is_background = (depth == 1.0);
if (is_background) {
@@ -78,6 +80,18 @@ vec4 velocity_resolve(sampler2D vector_tx, ivec2 texel, float depth)
return velocity_unpack(vector);
}
+/**
+ * Load and resolve correct velocity as some pixels might still not have correct
+ * motion data for performance reasons.
+ * Returns motion vector in render UV space.
+ */
+vec4 velocity_resolve(sampler2D vector_tx, ivec2 texel, float depth)
+{
+ vec2 uv = (vec2(texel) + 0.5) / vec2(textureSize(vector_tx, 0).xy);
+ vec4 vector = texelFetch(vector_tx, texel, 0);
+ return velocity_resolve(vector, uv, depth);
+}
+
#endif
#ifdef MAT_VELOCITY
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")
+
+/** \} */
diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_film_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_film_info.hh
index a5baaca51f9..c94171db6a9 100644
--- a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_film_info.hh
+++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_film_info.hh
@@ -9,19 +9,18 @@ GPU_SHADER_CREATE_INFO(eevee_film)
.sampler(1, ImageType::FLOAT_2D, "combined_tx")
.sampler(2, ImageType::FLOAT_2D, "normal_tx")
.sampler(3, ImageType::FLOAT_2D, "vector_tx")
- .sampler(4, ImageType::FLOAT_2D, "diffuse_light_tx")
+ .sampler(4, ImageType::FLOAT_2D_ARRAY, "light_tx")
.sampler(5, ImageType::FLOAT_2D, "diffuse_color_tx")
- .sampler(6, ImageType::FLOAT_2D, "specular_light_tx")
- .sampler(7, ImageType::FLOAT_2D, "specular_color_tx")
- .sampler(8, ImageType::FLOAT_2D, "volume_light_tx")
- .sampler(9, ImageType::FLOAT_2D, "emission_tx")
- .sampler(10, ImageType::FLOAT_2D, "environment_tx")
- .sampler(11, ImageType::FLOAT_2D, "shadow_tx")
- .sampler(12, ImageType::FLOAT_2D, "ambient_occlusion_tx")
- .sampler(13, ImageType::FLOAT_2D_ARRAY, "aov_color_tx")
- .sampler(14, ImageType::FLOAT_2D_ARRAY, "aov_value_tx")
+ .sampler(6, ImageType::FLOAT_2D, "specular_color_tx")
+ .sampler(7, ImageType::FLOAT_2D, "volume_light_tx")
+ .sampler(8, ImageType::FLOAT_2D, "emission_tx")
+ .sampler(9, ImageType::FLOAT_2D, "environment_tx")
+ .sampler(10, ImageType::FLOAT_2D, "shadow_tx")
+ .sampler(11, ImageType::FLOAT_2D, "ambient_occlusion_tx")
+ .sampler(12, ImageType::FLOAT_2D_ARRAY, "aov_color_tx")
+ .sampler(13, ImageType::FLOAT_2D_ARRAY, "aov_value_tx")
/* Color History for TAA needs to be sampler to leverage bilinear sampling. */
- .sampler(15, ImageType::FLOAT_2D, "in_combined_tx")
+ .sampler(14, ImageType::FLOAT_2D, "in_combined_tx")
// .sampler(15, ImageType::FLOAT_2D, "cryptomatte_tx") /* TODO */
.image(0, GPU_R32F, Qualifier::READ, ImageType::FLOAT_2D_ARRAY, "in_weight_img")
.image(1, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D_ARRAY, "out_weight_img")
diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_hiz_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_hiz_info.hh
new file mode 100644
index 00000000000..5e32631a8f8
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_hiz_info.hh
@@ -0,0 +1,31 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "eevee_defines.hh"
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(eevee_hiz_data)
+ .sampler(15, ImageType::FLOAT_2D, "hiz_tx")
+ .uniform_buf(5, "HiZData", "hiz_buf");
+
+GPU_SHADER_CREATE_INFO(eevee_hiz_update)
+ .do_static_compilation(true)
+ .local_group_size(FILM_GROUP_SIZE, FILM_GROUP_SIZE)
+ .storage_buf(0, Qualifier::READ_WRITE, "uint", "finished_tile_counter")
+ .sampler(0, ImageType::DEPTH_2D, "depth_tx")
+ .image(0, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_mip_0")
+ .image(1, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_mip_1")
+ .image(2, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_mip_2")
+ .image(3, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_mip_3")
+ .image(4, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_mip_4")
+ .image(5, GPU_R32F, Qualifier::READ_WRITE, ImageType::FLOAT_2D, "out_mip_5")
+ .image(6, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_mip_6")
+ .image(7, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_mip_7")
+ .push_constant(Type::BOOL, "update_mip_0")
+ .compute_source("eevee_hiz_update_comp.glsl");
+
+GPU_SHADER_CREATE_INFO(eevee_hiz_debug)
+ .do_static_compilation(true)
+ .fragment_out(0, Type::VEC4, "out_debug_color_add", DualBlend::SRC_0)
+ .fragment_out(0, Type::VEC4, "out_debug_color_mul", DualBlend::SRC_1)
+ .fragment_source("eevee_hiz_debug_frag.glsl")
+ .additional_info("eevee_shared", "eevee_hiz_data", "draw_fullscreen");
diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_light_culling_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_light_culling_info.hh
new file mode 100644
index 00000000000..c54f05719d3
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_light_culling_info.hh
@@ -0,0 +1,76 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "eevee_defines.hh"
+#include "gpu_shader_create_info.hh"
+
+/* -------------------------------------------------------------------- */
+/** \name Shared
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(eevee_light_data)
+ .storage_buf(0, Qualifier::READ, "LightCullingData", "light_cull_buf")
+ .storage_buf(1, Qualifier::READ, "LightData", "light_buf[]")
+ .storage_buf(2, Qualifier::READ, "uint", "light_zbin_buf[]")
+ .storage_buf(3, Qualifier::READ, "uint", "light_tile_buf[]");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Culling
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(eevee_light_culling_select)
+ .do_static_compilation(true)
+ .additional_info("eevee_shared", "draw_view")
+ .local_group_size(CULLING_SELECT_GROUP_SIZE)
+ .storage_buf(0, Qualifier::READ_WRITE, "LightCullingData", "light_cull_buf")
+ .storage_buf(1, Qualifier::READ, "LightData", "in_light_buf[]")
+ .storage_buf(2, Qualifier::WRITE, "LightData", "out_light_buf[]")
+ .storage_buf(3, Qualifier::WRITE, "float", "out_zdist_buf[]")
+ .storage_buf(4, Qualifier::WRITE, "uint", "out_key_buf[]")
+ .compute_source("eevee_light_culling_select_comp.glsl");
+
+GPU_SHADER_CREATE_INFO(eevee_light_culling_sort)
+ .do_static_compilation(true)
+ .additional_info("eevee_shared", "draw_view")
+ .storage_buf(0, Qualifier::READ, "LightCullingData", "light_cull_buf")
+ .storage_buf(1, Qualifier::READ, "LightData", "in_light_buf[]")
+ .storage_buf(2, Qualifier::WRITE, "LightData", "out_light_buf[]")
+ .storage_buf(3, Qualifier::READ, "float", "in_zdist_buf[]")
+ .storage_buf(4, Qualifier::READ, "uint", "in_key_buf[]")
+ .local_group_size(CULLING_SORT_GROUP_SIZE)
+ .compute_source("eevee_light_culling_sort_comp.glsl");
+
+GPU_SHADER_CREATE_INFO(eevee_light_culling_zbin)
+ .do_static_compilation(true)
+ .additional_info("eevee_shared", "draw_view")
+ .local_group_size(CULLING_ZBIN_GROUP_SIZE)
+ .storage_buf(0, Qualifier::READ, "LightCullingData", "light_cull_buf")
+ .storage_buf(1, Qualifier::READ, "LightData", "light_buf[]")
+ .storage_buf(2, Qualifier::WRITE, "uint", "out_zbin_buf[]")
+ .compute_source("eevee_light_culling_zbin_comp.glsl");
+
+GPU_SHADER_CREATE_INFO(eevee_light_culling_tile)
+ .do_static_compilation(true)
+ .additional_info("eevee_shared", "draw_view")
+ .local_group_size(CULLING_TILE_GROUP_SIZE)
+ .storage_buf(0, Qualifier::READ, "LightCullingData", "light_cull_buf")
+ .storage_buf(1, Qualifier::READ, "LightData", "light_buf[]")
+ .storage_buf(2, Qualifier::WRITE, "uint", "out_light_tile_buf[]")
+ .compute_source("eevee_light_culling_tile_comp.glsl");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Debug
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(eevee_light_culling_debug)
+ .do_static_compilation(true)
+ .fragment_out(0, Type::VEC4, "out_debug_color_add", DualBlend::SRC_0)
+ .fragment_out(0, Type::VEC4, "out_debug_color_mul", DualBlend::SRC_1)
+ .fragment_source("eevee_light_culling_debug_frag.glsl")
+ .additional_info(
+ "eevee_shared", "draw_view", "draw_fullscreen", "eevee_light_data", "eevee_hiz_data");
+
+/** \} */
diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh
index 2368061402c..dad1f28ef8e 100644
--- a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh
+++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh
@@ -12,8 +12,11 @@ GPU_SHADER_CREATE_INFO(eevee_shared)
.typedef_source("eevee_shader_shared.hh");
GPU_SHADER_CREATE_INFO(eevee_sampling_data)
+ .define("EEVEE_SAMPLING_DATA")
.additional_info("eevee_shared")
- .uniform_buf(14, "SamplingData", "sampling_buf");
+ .storage_buf(14, Qualifier::READ, "SamplingData", "sampling_buf");
+
+GPU_SHADER_CREATE_INFO(eevee_utility_texture).sampler(8, ImageType::FLOAT_2D_ARRAY, "utility_tx");
/** \} */
@@ -75,8 +78,8 @@ GPU_SHADER_INTERFACE_INFO(eevee_surf_iface, "interp")
GPU_SHADER_CREATE_INFO(eevee_aov_out)
.define("MAT_AOV_SUPPORT")
- .image_array_out(6, Qualifier::WRITE, GPU_RGBA16F, "aov_color_img")
- .image_array_out(7, Qualifier::WRITE, GPU_R16F, "aov_value_img")
+ .image_array_out(5, Qualifier::WRITE, GPU_RGBA16F, "aov_color_img")
+ .image_array_out(6, Qualifier::WRITE, GPU_R16F, "aov_value_img")
.storage_buf(7, Qualifier::READ, "AOVsInfoData", "aov_buf");
GPU_SHADER_CREATE_INFO(eevee_surf_deferred)
@@ -110,19 +113,18 @@ GPU_SHADER_CREATE_INFO(eevee_surf_forward)
.fragment_out(0, Type::VEC4, "out_transmittance", DualBlend::SRC_1)
.fragment_source("eevee_surf_forward_frag.glsl")
.image_out(0, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_normal_img")
- .image_out(1, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_diffuse_light_img")
+ .image_array_out(1, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_light_img")
.image_out(2, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_diffuse_color_img")
- .image_out(3, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_specular_light_img")
- .image_out(4, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_specular_color_img")
- .image_out(5, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_emission_img")
- .additional_info("eevee_aov_out"
- // "eevee_sampling_data",
+ .image_out(3, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_specular_color_img")
+ .image_out(4, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_emission_img")
+ .additional_info("eevee_aov_out",
+ "eevee_light_data",
+ "eevee_utility_texture",
+ "eevee_sampling_data"
// "eevee_lightprobe_data",
/* Optionally added depending on the material. */
// "eevee_raytrace_data",
// "eevee_transmittance_data",
- // "eevee_utility_texture",
- // "eevee_light_data",
// "eevee_shadow_data"
);
@@ -135,11 +137,10 @@ GPU_SHADER_CREATE_INFO(eevee_surf_depth)
GPU_SHADER_CREATE_INFO(eevee_surf_world)
.vertex_out(eevee_surf_iface)
.image_out(0, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_normal_img")
- .image_out(1, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_diffuse_light_img")
+ .image_array_out(1, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_light_img")
.image_out(2, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_diffuse_color_img")
- .image_out(3, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_specular_light_img")
- .image_out(4, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_specular_color_img")
- .image_out(5, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_emission_img")
+ .image_out(3, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_specular_color_img")
+ .image_out(4, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_emission_img")
.push_constant(Type::FLOAT, "world_opacity_fade")
.fragment_out(0, Type::VEC4, "out_background")
.fragment_source("eevee_surf_world_frag.glsl")
diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_motion_blur_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_motion_blur_info.hh
new file mode 100644
index 00000000000..d6ff34b0ed2
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_motion_blur_info.hh
@@ -0,0 +1,46 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "eevee_defines.hh"
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(eevee_motion_blur_tiles_flatten)
+ .local_group_size(MOTION_BLUR_GROUP_SIZE, MOTION_BLUR_GROUP_SIZE)
+ .additional_info("eevee_shared", "draw_view", "eevee_velocity_camera")
+ .uniform_buf(4, "MotionBlurData", "motion_blur_buf")
+ .sampler(0, ImageType::DEPTH_2D, "depth_tx")
+ .image(1, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_tiles_img")
+ .compute_source("eevee_motion_blur_flatten_comp.glsl");
+
+GPU_SHADER_CREATE_INFO(eevee_motion_blur_tiles_flatten_viewport)
+ .do_static_compilation(true)
+ .define("FLATTEN_VIEWPORT")
+ .image(0, GPU_RG16F, Qualifier::READ_WRITE, ImageType::FLOAT_2D, "velocity_img")
+ .additional_info("eevee_motion_blur_tiles_flatten");
+
+GPU_SHADER_CREATE_INFO(eevee_motion_blur_tiles_flatten_render)
+ .do_static_compilation(true)
+ .image(0, GPU_RGBA16F, Qualifier::READ_WRITE, ImageType::FLOAT_2D, "velocity_img")
+ .additional_info("eevee_motion_blur_tiles_flatten");
+
+GPU_SHADER_CREATE_INFO(eevee_motion_blur_tiles_dilate)
+ .do_static_compilation(true)
+ .local_group_size(MOTION_BLUR_GROUP_SIZE, MOTION_BLUR_GROUP_SIZE)
+ .additional_info("eevee_shared")
+ /* NOTE: See MotionBlurTileIndirection. */
+ .storage_buf(0, Qualifier::READ_WRITE, "uint", "tile_indirection_buf[]")
+ .image(1, GPU_RGBA16F, Qualifier::READ, ImageType::FLOAT_2D, "in_tiles_img")
+ .compute_source("eevee_motion_blur_dilate_comp.glsl");
+
+GPU_SHADER_CREATE_INFO(eevee_motion_blur_gather)
+ .do_static_compilation(true)
+ .local_group_size(MOTION_BLUR_GROUP_SIZE, MOTION_BLUR_GROUP_SIZE)
+ .additional_info("eevee_shared", "draw_view", "eevee_sampling_data")
+ .uniform_buf(4, "MotionBlurData", "motion_blur_buf")
+ .sampler(0, ImageType::DEPTH_2D, "depth_tx")
+ .sampler(1, ImageType::FLOAT_2D, "velocity_tx")
+ .sampler(2, ImageType::FLOAT_2D, "in_color_tx")
+ /* NOTE: See MotionBlurTileIndirection. */
+ .storage_buf(0, Qualifier::READ, "uint", "tile_indirection_buf[]")
+ .image(0, GPU_RGBA16F, Qualifier::READ, ImageType::FLOAT_2D, "in_tiles_img")
+ .image(1, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img")
+ .compute_source("eevee_motion_blur_gather_comp.glsl");
diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.h b/source/blender/draw/engines/gpencil/gpencil_engine.h
index 332c7f67c64..2f9d20b3902 100644
--- a/source/blender/draw/engines/gpencil/gpencil_engine.h
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.h
@@ -19,6 +19,8 @@
extern "C" {
#endif
+#define GP_LIGHT
+
#include "gpencil_defines.h"
#include "gpencil_shader_shared.h"
diff --git a/source/blender/draw/engines/gpencil/gpencil_shader_shared.h b/source/blender/draw/engines/gpencil/gpencil_shader_shared.h
index 50ff7e7efc7..4c621e955b9 100644
--- a/source/blender/draw/engines/gpencil/gpencil_shader_shared.h
+++ b/source/blender/draw/engines/gpencil/gpencil_shader_shared.h
@@ -7,7 +7,9 @@
typedef struct gpMaterial gpMaterial;
typedef struct gpLight gpLight;
typedef enum gpMaterialFlag gpMaterialFlag;
+# ifdef GP_LIGHT
typedef enum gpLightType gpLightType;
+# endif
# endif
#endif
@@ -75,8 +77,9 @@ struct gpMaterial {
};
BLI_STATIC_ASSERT_ALIGN(gpMaterial, 16)
+#ifdef GP_LIGHT
struct gpLight {
-#ifndef GPU_SHADER
+# ifndef GPU_SHADER
float3 color;
gpLightType type;
float3 right;
@@ -87,7 +90,7 @@ struct gpLight {
float _pad0;
float3 position;
float _pad1;
-#else
+# else
/* Some drivers are completely messing the alignment or the fetches here.
* We are forced to pack these into vec4 otherwise we only get 0.0 as value. */
/* NOTE(@fclem): This was the case on MacOS OpenGL implementation.
@@ -97,17 +100,18 @@ struct gpLight {
float4 packed2;
float4 packed3;
float4 packed4;
-# define _color packed0.xyz
-# define _type packed0.w
-# define _right packed1.xyz
-# define _spot_size packed1.w
-# define _up packed2.xyz
-# define _spot_blend packed2.w
-# define _forward packed3.xyz
-# define _position packed4.xyz
-#endif
+# define _color packed0.xyz
+# define _type packed0.w
+# define _right packed1.xyz
+# define _spot_size packed1.w
+# define _up packed2.xyz
+# define _spot_blend packed2.w
+# define _forward packed3.xyz
+# define _position packed4.xyz
+# endif
};
BLI_STATIC_ASSERT_ALIGN(gpLight, 16)
+#endif
#ifndef GPU_SHADER
# undef gpMaterialFlag
diff --git a/source/blender/draw/engines/gpencil/shaders/infos/gpencil_info.hh b/source/blender/draw/engines/gpencil/shaders/infos/gpencil_info.hh
index 3b4de704c00..1db98d13c4a 100644
--- a/source/blender/draw/engines/gpencil/shaders/infos/gpencil_info.hh
+++ b/source/blender/draw/engines/gpencil/shaders/infos/gpencil_info.hh
@@ -20,8 +20,8 @@ GPU_SHADER_INTERFACE_INFO(gpencil_geometry_iface, "gp_interp")
GPU_SHADER_CREATE_INFO(gpencil_geometry)
.do_static_compilation(true)
+ .define("GP_LIGHT")
.typedef_source("gpencil_defines.h")
- .typedef_source("gpencil_shader_shared.h")
.sampler(0, ImageType::FLOAT_2D, "gpFillTexture")
.sampler(1, ImageType::FLOAT_2D, "gpStrokeTexture")
.sampler(2, ImageType::DEPTH_2D, "gpSceneDepthTexture")
diff --git a/source/blender/draw/engines/overlay/overlay_armature.c b/source/blender/draw/engines/overlay/overlay_armature.c
index e38695c76ab..df5ee6a18c0 100644
--- a/source/blender/draw/engines/overlay/overlay_armature.c
+++ b/source/blender/draw/engines/overlay/overlay_armature.c
@@ -2220,7 +2220,7 @@ static void draw_armature_edit(ArmatureDrawContext *ctx)
const bool show_text = DRW_state_show_text();
const Object *ob_orig = DEG_get_original_object(ob);
- /* FIXME(campbell): We should be able to use the CoW object,
+ /* FIXME(@campbellbarton): We should be able to use the CoW object,
* however the active bone isn't updated. Long term solution is an 'EditArmature' struct.
* for now we can draw from the original armature. See: T66773. */
// bArmature *arm = ob->data;
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_antialiasing_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_antialiasing_frag.glsl
index f28a809fdab..606292bbe83 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_antialiasing_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_antialiasing_frag.glsl
@@ -96,7 +96,7 @@ void main()
float dist_raw = texelFetch(lineTex, center_texel, 0).b;
float dist = decode_line_dist(dist_raw);
- /* TODO: Opti: use textureGather. */
+ /* TODO: Optimization: use textureGather. */
vec4 neightbor_col0 = texelFetchOffset(colorTex, center_texel, 0, ivec2(1, 0));
vec4 neightbor_col1 = texelFetchOffset(colorTex, center_texel, 0, ivec2(-1, 0));
vec4 neightbor_col2 = texelFetchOffset(colorTex, center_texel, 0, ivec2(0, 1));
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl
index 612ce8c6300..ca5a6aff2ca 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl
@@ -130,7 +130,7 @@ void main()
gl_Position = p1;
/* compute position from 3 vertex because the change in direction
- * can happen very quicky and lead to very thin edges. */
+ * can happen very quickly and lead to very thin edges. */
vec2 ss0 = proj(p0);
vec2 ss1 = proj(p1);
vec2 ss2 = proj(p2);
diff --git a/source/blender/draw/engines/select/select_engine.c b/source/blender/draw/engines/select/select_engine.c
index 88ae5ac707e..026a1f52ac1 100644
--- a/source/blender/draw/engines/select/select_engine.c
+++ b/source/blender/draw/engines/select/select_engine.c
@@ -201,7 +201,7 @@ static void select_cache_populate(void *vedata, Object *ob)
if (!e_data.context.is_dirty && sel_data && sel_data->is_drawn) {
/* The object indices have already been drawn. Fill depth pass.
- * Opti: Most of the time this depth pass is not used. */
+ * Optimization: Most of the time this depth pass is not used. */
struct Mesh *me = ob->data;
if (e_data.context.select_mode & SCE_SELECT_FACE) {
struct GPUBatch *geom_faces = DRW_mesh_batch_cache_get_triangles_with_select_id(me);
diff --git a/source/blender/draw/intern/DRW_gpu_wrapper.hh b/source/blender/draw/intern/DRW_gpu_wrapper.hh
index 8e61c25be71..b32fdedaeb9 100644
--- a/source/blender/draw/intern/DRW_gpu_wrapper.hh
+++ b/source/blender/draw/intern/DRW_gpu_wrapper.hh
@@ -57,6 +57,7 @@
#include "MEM_guardedalloc.h"
+#include "draw_manager.h"
#include "draw_texture_pool.h"
#include "BLI_math_vec_types.hh"
@@ -182,7 +183,7 @@ class UniformCommon : public DataBuffer<T, len, false>, NonMovable, NonCopyable
GPU_uniformbuf_free(ubo_);
}
- void push_update(void)
+ void push_update()
{
GPU_uniformbuf_update(ubo_, this->data_);
}
@@ -227,12 +228,17 @@ class StorageCommon : public DataBuffer<T, len, false>, NonMovable, NonCopyable
GPU_storagebuf_free(ssbo_);
}
- void push_update(void)
+ void push_update()
{
BLI_assert(device_only == false);
GPU_storagebuf_update(ssbo_, this->data_);
}
+ void clear_to_zero()
+ {
+ GPU_storagebuf_clear_to_zero(ssbo_);
+ }
+
operator GPUStorageBuf *() const
{
return ssbo_;
@@ -319,6 +325,7 @@ class StorageArrayBuffer : public detail::StorageCommon<T, len, device_only> {
MEM_freeN(this->data_);
}
+ /* Resize to \a new_size elements. */
void resize(int64_t new_size)
{
BLI_assert(new_size > 0);
@@ -555,6 +562,11 @@ class Texture : NonCopyable {
return mip_views_[miplvl];
}
+ int mip_count() const
+ {
+ return GPU_texture_mip_count(tx_);
+ }
+
/**
* Ensure the availability of mipmap views.
* Layer views covers all layers of array textures.
@@ -595,42 +607,47 @@ class Texture : NonCopyable {
/**
* Returns true if the texture has been allocated or acquired from the pool.
*/
- bool is_valid(void) const
+ bool is_valid() const
{
return tx_ != nullptr;
}
- int width(void) const
+ int width() const
{
return GPU_texture_width(tx_);
}
- int height(void) const
+ int height() const
{
return GPU_texture_height(tx_);
}
- bool depth(void) const
+ int pixel_count() const
+ {
+ return GPU_texture_width(tx_) * GPU_texture_height(tx_);
+ }
+
+ bool depth() const
{
return GPU_texture_depth(tx_);
}
- bool is_stencil(void) const
+ bool is_stencil() const
{
return GPU_texture_stencil(tx_);
}
- bool is_integer(void) const
+ bool is_integer() const
{
return GPU_texture_integer(tx_);
}
- bool is_cube(void) const
+ bool is_cube() const
{
return GPU_texture_cube(tx_);
}
- bool is_array(void) const
+ bool is_array() const
{
return GPU_texture_array(tx_);
}
@@ -722,7 +739,7 @@ class Texture : NonCopyable {
int3 size = this->size();
if (size != int3(w, h, d) || GPU_texture_format(tx_) != format ||
GPU_texture_cube(tx_) != cubemap || GPU_texture_array(tx_) != layered) {
- GPU_TEXTURE_FREE_SAFE(tx_);
+ free();
}
}
if (tx_ == nullptr) {
@@ -772,50 +789,45 @@ class Texture : NonCopyable {
};
class TextureFromPool : public Texture, NonMovable {
- private:
- GPUTexture *tx_tmp_saved_ = nullptr;
-
public:
TextureFromPool(const char *name = "gpu::Texture") : Texture(name){};
- /* Always use `release()` after rendering and `sync()` in sync phase. */
- void acquire(int2 extent, eGPUTextureFormat format, void *owner_)
+ /* Always use `release()` after rendering. */
+ void acquire(int2 extent, eGPUTextureFormat format)
{
BLI_assert(this->tx_ == nullptr);
- if (this->tx_ != nullptr) {
- return;
- }
- if (tx_tmp_saved_ != nullptr) {
- if (GPU_texture_width(tx_tmp_saved_) != extent.x ||
- GPU_texture_height(tx_tmp_saved_) != extent.y ||
- GPU_texture_format(tx_tmp_saved_) != format) {
- this->tx_tmp_saved_ = nullptr;
- }
- else {
- this->tx_ = tx_tmp_saved_;
- return;
- }
- }
- DrawEngineType *owner = (DrawEngineType *)owner_;
- this->tx_ = DRW_texture_pool_query_2d(UNPACK2(extent), format, owner);
+
+ this->tx_ = DRW_texture_pool_texture_acquire(
+ DST.vmempool->texture_pool, UNPACK2(extent), format);
}
- void release(void)
+ void release()
{
/* Allows multiple release. */
- if (this->tx_ != nullptr) {
- tx_tmp_saved_ = this->tx_;
- this->tx_ = nullptr;
+ if (this->tx_ == nullptr) {
+ return;
}
+ DRW_texture_pool_texture_release(DST.vmempool->texture_pool, this->tx_);
+ this->tx_ = nullptr;
}
/**
- * Clears any reference. Workaround for pool texture not being able to release on demand.
- * Needs to be called at during the sync phase.
+ * Swap the content of the two textures.
+ * Also change ownership accordingly if needed.
*/
- void sync(void)
+ static void swap(TextureFromPool &a, Texture &b)
+ {
+ Texture::swap(a, b);
+ DRW_texture_pool_give_texture_ownership(DST.vmempool->texture_pool, a);
+ DRW_texture_pool_take_texture_ownership(DST.vmempool->texture_pool, b);
+ }
+ static void swap(Texture &a, TextureFromPool &b)
{
- tx_tmp_saved_ = nullptr;
+ swap(b, a);
+ }
+ static void swap(TextureFromPool &a, TextureFromPool &b)
+ {
+ Texture::swap(a, b);
}
/** Remove methods that are forbidden with this type of textures. */
@@ -902,45 +914,47 @@ class Framebuffer : NonCopyable {
template<typename T, int64_t len> class SwapChain {
private:
+ BLI_STATIC_ASSERT(len > 1, "A swap-chain needs more than 1 unit in length.");
std::array<T, len> chain_;
- int64_t index_ = 0;
public:
void swap()
{
- index_ = (index_ + 1) % len;
+ for (auto i : IndexRange(len - 1)) {
+ T::swap(chain_[i], chain_[(i + 1) % len]);
+ }
}
T &current()
{
- return chain_[index_];
+ return chain_[0];
}
T &previous()
{
/* Avoid modulo operation with negative numbers. */
- return chain_[(index_ + len - 1) % len];
+ return chain_[(0 + len - 1) % len];
}
T &next()
{
- return chain_[(index_ + 1) % len];
+ return chain_[(0 + 1) % len];
}
const T &current() const
{
- return chain_[index_];
+ return chain_[0];
}
const T &previous() const
{
/* Avoid modulo operation with negative numbers. */
- return chain_[(index_ + len - 1) % len];
+ return chain_[(0 + len - 1) % len];
}
const T &next() const
{
- return chain_[(index_ + 1) % len];
+ return chain_[(0 + 1) % len];
}
};
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index c2d26badc4c..a3097251d35 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -454,6 +454,10 @@ void DRW_shgroup_call_compute_indirect(DRWShadingGroup *shgroup, GPUStorageBuf *
void DRW_shgroup_call_procedural_points(DRWShadingGroup *sh, Object *ob, uint point_count);
void DRW_shgroup_call_procedural_lines(DRWShadingGroup *sh, Object *ob, uint line_count);
void DRW_shgroup_call_procedural_triangles(DRWShadingGroup *sh, Object *ob, uint tri_count);
+void DRW_shgroup_call_procedural_indirect(DRWShadingGroup *shgroup,
+ GPUPrimType primitive_type,
+ Object *ob,
+ GPUStorageBuf *indirect_buf);
/**
* \warning Only use with Shaders that have `IN_PLACE_INSTANCES` defined.
* TODO: Should be removed.
@@ -791,7 +795,7 @@ bool DRW_culling_box_test(const DRWView *view, const BoundBox *bbox);
bool DRW_culling_plane_test(const DRWView *view, const float plane[4]);
/**
* Return True if the given box intersect the current view frustum.
- * This function will have to be replaced when world space bb per objects is implemented.
+ * This function will have to be replaced when world space bounding-box per objects is implemented.
*/
bool DRW_culling_min_max_test(const DRWView *view, float obmat[4][4], float min[3], float max[3]);
diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c
index f846251c66b..4c0f025e934 100644
--- a/source/blender/draw/intern/draw_cache.c
+++ b/source/blender/draw/intern/draw_cache.c
@@ -90,6 +90,7 @@ static struct DRWShapeCache {
GPUBatch *drw_procedural_verts;
GPUBatch *drw_procedural_lines;
GPUBatch *drw_procedural_tris;
+ GPUBatch *drw_procedural_tri_strips;
GPUBatch *drw_cursor;
GPUBatch *drw_cursor_only_circle;
GPUBatch *drw_fullscreen_quad;
@@ -208,6 +209,21 @@ GPUBatch *drw_cache_procedural_triangles_get(void)
return SHC.drw_procedural_tris;
}
+GPUBatch *drw_cache_procedural_triangle_strips_get()
+{
+ if (!SHC.drw_procedural_tri_strips) {
+ /* TODO(fclem): get rid of this dummy VBO. */
+ GPUVertFormat format = {0};
+ GPU_vertformat_attr_add(&format, "dummy", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
+ GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
+ GPU_vertbuf_data_alloc(vbo, 1);
+
+ SHC.drw_procedural_tri_strips = GPU_batch_create_ex(
+ GPU_PRIM_TRI_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO);
+ }
+ return SHC.drw_procedural_tri_strips;
+}
+
/** \} */
/* -------------------------------------------------------------------- */
diff --git a/source/blender/draw/intern/draw_cache_extract_mesh_render_data.cc b/source/blender/draw/intern/draw_cache_extract_mesh_render_data.cc
index af8e58c78f8..0159c9fc86e 100644
--- a/source/blender/draw/intern/draw_cache_extract_mesh_render_data.cc
+++ b/source/blender/draw/intern/draw_cache_extract_mesh_render_data.cc
@@ -228,9 +228,9 @@ static void mesh_render_data_polys_sorted_build(MeshRenderData *mr, MeshBufferCa
}
}
else {
- const MPoly *mp = &mr->mpoly[0];
- for (int i = 0; i < mr->poly_len; i++, mp++) {
- if (!(mr->use_hide && (mp->flag & ME_HIDE))) {
+ for (int i = 0; i < mr->poly_len; i++) {
+ if (!(mr->use_hide && mr->hide_poly && mr->hide_poly[i])) {
+ const MPoly *mp = &mr->mpoly[i];
const int mat = min_ii(mp->mat_nr, mat_last);
tri_first_index[i] = mat_tri_offs[mat];
mat_tri_offs[mat] += mp->totloop - 2;
@@ -269,7 +269,7 @@ static void mesh_render_data_mat_tri_len_mesh_range_fn(void *__restrict userdata
int *mat_tri_len = static_cast<int *>(tls->userdata_chunk);
const MPoly *mp = &mr->mpoly[iter];
- if (!(mr->use_hide && (mp->flag & ME_HIDE))) {
+ if (!(mr->use_hide && mr->hide_poly && mr->hide_poly[iter])) {
int mat = min_ii(mp->mat_nr, mr->mat_len - 1);
mat_tri_len[mat] += mp->totloop - 2;
}
@@ -332,7 +332,7 @@ void mesh_render_data_update_looptris(MeshRenderData *mr,
if (mr->extract_type != MR_EXTRACT_BMESH) {
/* Mesh */
if ((iter_type & MR_ITER_LOOPTRI) || (data_flag & MR_DATA_LOOPTRI)) {
- /* NOTE(campbell): It's possible to skip allocating tessellation,
+ /* NOTE(@campbellbarton): It's possible to skip allocating tessellation,
* the tessellation can be calculated as part of the iterator, see: P2188.
* The overall advantage is small (around 1%), so keep this as-is. */
mr->mlooptri = static_cast<MLoopTri *>(
@@ -578,6 +578,13 @@ MeshRenderData *mesh_render_data_create(Object *object,
mr->v_origindex = static_cast<const int *>(CustomData_get_layer(&mr->me->vdata, CD_ORIGINDEX));
mr->e_origindex = static_cast<const int *>(CustomData_get_layer(&mr->me->edata, CD_ORIGINDEX));
mr->p_origindex = static_cast<const int *>(CustomData_get_layer(&mr->me->pdata, CD_ORIGINDEX));
+
+ mr->hide_vert = static_cast<const bool *>(
+ CustomData_get_layer_named(&me->vdata, CD_PROP_BOOL, ".hide_vert"));
+ mr->hide_edge = static_cast<const bool *>(
+ CustomData_get_layer_named(&me->edata, CD_PROP_BOOL, ".hide_edge"));
+ mr->hide_poly = static_cast<const bool *>(
+ CustomData_get_layer_named(&me->pdata, CD_PROP_BOOL, ".hide_poly"));
}
else {
/* #BMesh */
diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.cc b/source/blender/draw/intern/draw_cache_impl_mesh.cc
index 5b7b3fd9a4a..3e2fd225e8e 100644
--- a/source/blender/draw/intern/draw_cache_impl_mesh.cc
+++ b/source/blender/draw/intern/draw_cache_impl_mesh.cc
@@ -293,26 +293,28 @@ static DRW_MeshCDMask mesh_cd_calc_used_gpu_layers(const Object *object,
for (int i = 0; i < gpumat_array_len; i++) {
GPUMaterial *gpumat = gpumat_array[i];
- if (gpumat) {
- ListBase gpu_attrs = GPU_material_attributes(gpumat);
- LISTBASE_FOREACH (GPUMaterialAttribute *, gpu_attr, &gpu_attrs) {
- const char *name = gpu_attr->name;
- eCustomDataType type = static_cast<eCustomDataType>(gpu_attr->type);
- int layer = -1;
- std::optional<eAttrDomain> domain;
-
- if (gpu_attr->is_default_color) {
- name = default_color_name.c_str();
- }
+ if (gpumat == nullptr) {
+ continue;
+ }
+ ListBase gpu_attrs = GPU_material_attributes(gpumat);
+ LISTBASE_FOREACH (GPUMaterialAttribute *, gpu_attr, &gpu_attrs) {
+ const char *name = gpu_attr->name;
+ eCustomDataType type = static_cast<eCustomDataType>(gpu_attr->type);
+ int layer = -1;
+ std::optional<eAttrDomain> domain;
+
+ if (gpu_attr->is_default_color) {
+ name = default_color_name.c_str();
+ }
- if (type == CD_AUTO_FROM_NAME) {
- /* We need to deduce what exact layer is used.
- *
- * We do it based on the specified name.
- */
- if (name[0] != '\0') {
- layer = CustomData_get_named_layer(cd_ldata, CD_MLOOPUV, name);
- type = CD_MTFACE;
+ if (type == CD_AUTO_FROM_NAME) {
+ /* We need to deduce what exact layer is used.
+ *
+ * We do it based on the specified name.
+ */
+ if (name[0] != '\0') {
+ layer = CustomData_get_named_layer(cd_ldata, CD_MLOOPUV, name);
+ type = CD_MTFACE;
#if 0 /* Tangents are always from UV's - this will never happen. */
if (layer == -1) {
@@ -320,88 +322,87 @@ static DRW_MeshCDMask mesh_cd_calc_used_gpu_layers(const Object *object,
type = CD_TANGENT;
}
#endif
- if (layer == -1) {
- /* Try to match a generic attribute, we use the first attribute domain with a
- * matching name. */
- if (drw_custom_data_match_attribute(cd_vdata, name, &layer, &type)) {
- domain = ATTR_DOMAIN_POINT;
- }
- else if (drw_custom_data_match_attribute(cd_ldata, name, &layer, &type)) {
- domain = ATTR_DOMAIN_CORNER;
- }
- else if (drw_custom_data_match_attribute(cd_pdata, name, &layer, &type)) {
- domain = ATTR_DOMAIN_FACE;
- }
- else if (drw_custom_data_match_attribute(cd_edata, name, &layer, &type)) {
- domain = ATTR_DOMAIN_EDGE;
- }
- else {
- layer = -1;
- }
+ if (layer == -1) {
+ /* Try to match a generic attribute, we use the first attribute domain with a
+ * matching name. */
+ if (drw_custom_data_match_attribute(cd_vdata, name, &layer, &type)) {
+ domain = ATTR_DOMAIN_POINT;
}
-
- if (layer == -1) {
- continue;
+ else if (drw_custom_data_match_attribute(cd_ldata, name, &layer, &type)) {
+ domain = ATTR_DOMAIN_CORNER;
+ }
+ else if (drw_custom_data_match_attribute(cd_pdata, name, &layer, &type)) {
+ domain = ATTR_DOMAIN_FACE;
+ }
+ else if (drw_custom_data_match_attribute(cd_edata, name, &layer, &type)) {
+ domain = ATTR_DOMAIN_EDGE;
+ }
+ else {
+ layer = -1;
}
}
- else {
- /* Fall back to the UV layer, which matches old behavior. */
- type = CD_MTFACE;
+
+ if (layer == -1) {
+ continue;
}
}
+ else {
+ /* Fall back to the UV layer, which matches old behavior. */
+ type = CD_MTFACE;
+ }
+ }
- switch (type) {
- case CD_MTFACE: {
- if (layer == -1) {
- layer = (name[0] != '\0') ? CustomData_get_named_layer(cd_ldata, CD_MLOOPUV, name) :
- CustomData_get_render_layer(cd_ldata, CD_MLOOPUV);
- }
- if (layer != -1) {
- cd_used.uv |= (1 << layer);
- }
- break;
+ switch (type) {
+ case CD_MTFACE: {
+ if (layer == -1) {
+ layer = (name[0] != '\0') ? CustomData_get_named_layer(cd_ldata, CD_MLOOPUV, name) :
+ CustomData_get_render_layer(cd_ldata, CD_MLOOPUV);
}
- case CD_TANGENT: {
- if (layer == -1) {
- layer = (name[0] != '\0') ? CustomData_get_named_layer(cd_ldata, CD_MLOOPUV, name) :
- CustomData_get_render_layer(cd_ldata, CD_MLOOPUV);
-
- /* Only fallback to orco (below) when we have no UV layers, see: T56545 */
- if (layer == -1 && name[0] != '\0') {
- layer = CustomData_get_render_layer(cd_ldata, CD_MLOOPUV);
- }
- }
- if (layer != -1) {
- cd_used.tan |= (1 << layer);
- }
- else {
- /* no UV layers at all => requesting orco */
- cd_used.tan_orco = 1;
- cd_used.orco = 1;
+ if (layer != -1) {
+ cd_used.uv |= (1 << layer);
+ }
+ break;
+ }
+ case CD_TANGENT: {
+ if (layer == -1) {
+ layer = (name[0] != '\0') ? CustomData_get_named_layer(cd_ldata, CD_MLOOPUV, name) :
+ CustomData_get_render_layer(cd_ldata, CD_MLOOPUV);
+
+ /* Only fallback to orco (below) when we have no UV layers, see: T56545 */
+ if (layer == -1 && name[0] != '\0') {
+ layer = CustomData_get_render_layer(cd_ldata, CD_MLOOPUV);
}
- break;
}
-
- case CD_ORCO: {
+ if (layer != -1) {
+ cd_used.tan |= (1 << layer);
+ }
+ else {
+ /* no UV layers at all => requesting orco */
+ cd_used.tan_orco = 1;
cd_used.orco = 1;
- break;
}
- case CD_PROP_BYTE_COLOR:
- case CD_PROP_COLOR:
- case CD_PROP_FLOAT3:
- case CD_PROP_BOOL:
- case CD_PROP_INT8:
- case CD_PROP_INT32:
- case CD_PROP_FLOAT:
- case CD_PROP_FLOAT2: {
- if (layer != -1 && domain.has_value()) {
- drw_attributes_add_request(attributes, name, type, layer, *domain);
- }
- break;
+ break;
+ }
+
+ case CD_ORCO: {
+ cd_used.orco = 1;
+ break;
+ }
+ case CD_PROP_BYTE_COLOR:
+ case CD_PROP_COLOR:
+ case CD_PROP_FLOAT3:
+ case CD_PROP_BOOL:
+ case CD_PROP_INT8:
+ case CD_PROP_INT32:
+ case CD_PROP_FLOAT:
+ case CD_PROP_FLOAT2: {
+ if (layer != -1 && domain.has_value()) {
+ drw_attributes_add_request(attributes, name, type, layer, *domain);
}
- default:
- break;
+ break;
}
+ default:
+ break;
}
}
}
diff --git a/source/blender/draw/intern/draw_cache_impl_pointcloud.c b/source/blender/draw/intern/draw_cache_impl_pointcloud.cc
index 55d0eee00e5..d99af0c77e4 100644
--- a/source/blender/draw/intern/draw_cache_impl_pointcloud.c
+++ b/source/blender/draw/intern/draw_cache_impl_pointcloud.cc
@@ -13,24 +13,23 @@
#include "BLI_math_base.h"
#include "BLI_math_vector.h"
+#include "BLI_task.hh"
#include "BLI_utildefines.h"
#include "DNA_object_types.h"
#include "DNA_pointcloud_types.h"
-#include "BKE_customdata.h"
+#include "BKE_attribute.hh"
#include "BKE_pointcloud.h"
#include "GPU_batch.h"
#include "draw_cache_impl.h" /* own include */
-static void pointcloud_batch_cache_clear(PointCloud *pointcloud);
-
/* ---------------------------------------------------------------------- */
/* PointCloud GPUBatch Cache */
-typedef struct PointCloudBatchCache {
+struct PointCloudBatchCache {
GPUVertBuf *pos; /* Position and radius. */
GPUVertBuf *geom; /* Instanced geometry for each point in the cloud (small sphere). */
GPUIndexBuf *geom_indices;
@@ -43,57 +42,50 @@ typedef struct PointCloudBatchCache {
bool is_dirty;
int mat_len;
-} PointCloudBatchCache;
+};
/* GPUBatch cache management. */
-static bool pointcloud_batch_cache_valid(PointCloud *pointcloud)
+static PointCloudBatchCache *pointcloud_batch_cache_get(PointCloud &pointcloud)
+{
+ return static_cast<PointCloudBatchCache *>(pointcloud.batch_cache);
+}
+
+static bool pointcloud_batch_cache_valid(PointCloud &pointcloud)
{
- PointCloudBatchCache *cache = pointcloud->batch_cache;
+ PointCloudBatchCache *cache = pointcloud_batch_cache_get(pointcloud);
if (cache == NULL) {
return false;
}
- if (cache->mat_len != DRW_pointcloud_material_count_get(pointcloud)) {
+ if (cache->mat_len != DRW_pointcloud_material_count_get(&pointcloud)) {
return false;
}
return cache->is_dirty == false;
}
-static void pointcloud_batch_cache_init(PointCloud *pointcloud)
+static void pointcloud_batch_cache_init(PointCloud &pointcloud)
{
- PointCloudBatchCache *cache = pointcloud->batch_cache;
+ PointCloudBatchCache *cache = pointcloud_batch_cache_get(pointcloud);
if (!cache) {
- cache = pointcloud->batch_cache = MEM_callocN(sizeof(*cache), __func__);
+ cache = MEM_cnew<PointCloudBatchCache>(__func__);
+ pointcloud.batch_cache = cache;
}
else {
memset(cache, 0, sizeof(*cache));
}
- cache->mat_len = DRW_pointcloud_material_count_get(pointcloud);
- cache->surface_per_mat = MEM_callocN(sizeof(GPUBatch *) * cache->mat_len,
- "pointcloud suface_per_mat");
+ cache->mat_len = DRW_pointcloud_material_count_get(&pointcloud);
+ cache->surface_per_mat = static_cast<GPUBatch **>(
+ MEM_callocN(sizeof(GPUBatch *) * cache->mat_len, __func__));
cache->is_dirty = false;
}
-void DRW_pointcloud_batch_cache_validate(PointCloud *pointcloud)
-{
- if (!pointcloud_batch_cache_valid(pointcloud)) {
- pointcloud_batch_cache_clear(pointcloud);
- pointcloud_batch_cache_init(pointcloud);
- }
-}
-
-static PointCloudBatchCache *pointcloud_batch_cache_get(PointCloud *pointcloud)
-{
- return pointcloud->batch_cache;
-}
-
void DRW_pointcloud_batch_cache_dirty_tag(PointCloud *pointcloud, int mode)
{
- PointCloudBatchCache *cache = pointcloud->batch_cache;
+ PointCloudBatchCache *cache = pointcloud_batch_cache_get(*pointcloud);
if (cache == NULL) {
return;
}
@@ -106,9 +98,9 @@ void DRW_pointcloud_batch_cache_dirty_tag(PointCloud *pointcloud, int mode)
}
}
-static void pointcloud_batch_cache_clear(PointCloud *pointcloud)
+static void pointcloud_batch_cache_clear(PointCloud &pointcloud)
{
- PointCloudBatchCache *cache = pointcloud->batch_cache;
+ PointCloudBatchCache *cache = pointcloud_batch_cache_get(pointcloud);
if (!cache) {
return;
}
@@ -127,54 +119,65 @@ static void pointcloud_batch_cache_clear(PointCloud *pointcloud)
MEM_SAFE_FREE(cache->surface_per_mat);
}
+void DRW_pointcloud_batch_cache_validate(PointCloud *pointcloud)
+{
+ if (!pointcloud_batch_cache_valid(*pointcloud)) {
+ pointcloud_batch_cache_clear(*pointcloud);
+ pointcloud_batch_cache_init(*pointcloud);
+ }
+}
+
void DRW_pointcloud_batch_cache_free(PointCloud *pointcloud)
{
- pointcloud_batch_cache_clear(pointcloud);
+ pointcloud_batch_cache_clear(*pointcloud);
MEM_SAFE_FREE(pointcloud->batch_cache);
}
-static void pointcloud_batch_cache_ensure_pos(Object *ob, PointCloudBatchCache *cache)
+static void pointcloud_batch_cache_ensure_pos(const PointCloud &pointcloud,
+ PointCloudBatchCache &cache)
{
- if (cache->pos != NULL) {
+ using namespace blender;
+ if (cache.pos != NULL) {
return;
}
- PointCloud *pointcloud = ob->data;
- const float(*positions)[3] = (float(*)[3])CustomData_get_layer_named(
- &pointcloud->pdata, CD_PROP_FLOAT3, "position");
- const float *radii = (float *)CustomData_get_layer_named(
- &pointcloud->pdata, CD_PROP_FLOAT, "radius");
- const bool has_radius = radii != NULL;
-
- static GPUVertFormat format = {0};
- static GPUVertFormat format_no_radius = {0};
- static uint pos;
- if (format.attr_len == 0) {
- /* initialize vertex format */
- /* From the opengl wiki:
- * Note that size does not have to exactly match the size used by the vertex shader. If the
- * vertex shader has fewer components than the attribute provides, then the extras are ignored.
- * If the vertex shader has more components than the array provides, the extras are given
- * values from the vector (0, 0, 0, 1) for the missing XYZW components.
- */
- pos = GPU_vertformat_attr_add(&format_no_radius, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
- pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
- }
-
- cache->pos = GPU_vertbuf_create_with_format(has_radius ? &format : &format_no_radius);
- GPU_vertbuf_data_alloc(cache->pos, pointcloud->totpoint);
-
- if (has_radius) {
- float(*vbo_data)[4] = (float(*)[4])GPU_vertbuf_get_data(cache->pos);
- for (int i = 0; i < pointcloud->totpoint; i++) {
- copy_v3_v3(vbo_data[i], positions[i]);
- /* TODO(fclem): remove multiplication here.
- * Here only for keeping the size correct for now. */
- vbo_data[i][3] = radii[i] * 100.0f;
+ const bke::AttributeAccessor attributes = bke::pointcloud_attributes(pointcloud);
+ const VArraySpan<float3> positions = attributes.lookup<float3>("position", ATTR_DOMAIN_POINT);
+ const VArray<float> radii = attributes.lookup<float>("radius", ATTR_DOMAIN_POINT);
+ /* From the opengl wiki:
+ * Note that size does not have to exactly match the size used by the vertex shader. If the
+ * vertex shader has fewer components than the attribute provides, then the extras are ignored.
+ * If the vertex shader has more components than the array provides, the extras are given
+ * values from the vector (0, 0, 0, 1) for the missing XYZW components. */
+ if (radii) {
+ static GPUVertFormat format = {0};
+ if (format.attr_len == 0) {
+ GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
}
+ cache.pos = GPU_vertbuf_create_with_format(&format);
+ GPU_vertbuf_data_alloc(cache.pos, positions.size());
+ const VArraySpan<float> radii_span(radii);
+ MutableSpan<float4> vbo_data{static_cast<float4 *>(GPU_vertbuf_get_data(cache.pos)),
+ pointcloud.totpoint};
+ threading::parallel_for(vbo_data.index_range(), 4096, [&](IndexRange range) {
+ for (const int i : range) {
+ vbo_data[i].x = positions[i].x;
+ vbo_data[i].y = positions[i].y;
+ vbo_data[i].z = positions[i].z;
+ /* TODO(fclem): remove multiplication. Here only for keeping the size correct for now. */
+ vbo_data[i].w = radii_span[i] * 100.0f;
+ }
+ });
}
else {
- GPU_vertbuf_attr_fill(cache->pos, pos, positions);
+ static GPUVertFormat format = {0};
+ static uint pos;
+ if (format.attr_len == 0) {
+ pos = GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ }
+ cache.pos = GPU_vertbuf_create_with_format(&format);
+ GPU_vertbuf_data_alloc(cache.pos, positions.size());
+ GPU_vertbuf_attr_fill(cache.pos, pos, positions.data());
}
}
@@ -193,24 +196,23 @@ static const uint half_octahedron_tris[4][3] = {
{0, 4, 1},
};
-static void pointcloud_batch_cache_ensure_geom(Object *UNUSED(ob), PointCloudBatchCache *cache)
+static void pointcloud_batch_cache_ensure_geom(PointCloudBatchCache &cache)
{
- if (cache->geom != NULL) {
+ if (cache.geom != NULL) {
return;
}
static GPUVertFormat format = {0};
static uint pos;
if (format.attr_len == 0) {
- /* initialize vertex format */
pos = GPU_vertformat_attr_add(&format, "pos_inst", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
GPU_vertformat_alias_add(&format, "nor");
}
- cache->geom = GPU_vertbuf_create_with_format(&format);
- GPU_vertbuf_data_alloc(cache->geom, ARRAY_SIZE(half_octahedron_normals));
+ cache.geom = GPU_vertbuf_create_with_format(&format);
+ GPU_vertbuf_data_alloc(cache.geom, ARRAY_SIZE(half_octahedron_normals));
- GPU_vertbuf_attr_fill(cache->geom, pos, half_octahedron_normals);
+ GPU_vertbuf_attr_fill(cache.geom, pos, half_octahedron_normals);
GPUIndexBufBuilder builder;
GPU_indexbuf_init(&builder,
@@ -222,16 +224,16 @@ static void pointcloud_batch_cache_ensure_geom(Object *UNUSED(ob), PointCloudBat
GPU_indexbuf_add_tri_verts(&builder, UNPACK3(half_octahedron_tris[i]));
}
- cache->geom_indices = GPU_indexbuf_build(&builder);
+ cache.geom_indices = GPU_indexbuf_build(&builder);
}
GPUBatch *DRW_pointcloud_batch_cache_get_dots(Object *ob)
{
- PointCloud *pointcloud = ob->data;
+ PointCloud &pointcloud = *static_cast<PointCloud *>(ob->data);
PointCloudBatchCache *cache = pointcloud_batch_cache_get(pointcloud);
if (cache->dots == NULL) {
- pointcloud_batch_cache_ensure_pos(ob, cache);
+ pointcloud_batch_cache_ensure_pos(pointcloud, *cache);
cache->dots = GPU_batch_create(GPU_PRIM_POINTS, cache->pos, NULL);
}
@@ -240,12 +242,12 @@ GPUBatch *DRW_pointcloud_batch_cache_get_dots(Object *ob)
GPUBatch *DRW_pointcloud_batch_cache_get_surface(Object *ob)
{
- PointCloud *pointcloud = ob->data;
+ PointCloud &pointcloud = *static_cast<PointCloud *>(ob->data);
PointCloudBatchCache *cache = pointcloud_batch_cache_get(pointcloud);
if (cache->surface == NULL) {
- pointcloud_batch_cache_ensure_pos(ob, cache);
- pointcloud_batch_cache_ensure_geom(ob, cache);
+ pointcloud_batch_cache_ensure_pos(pointcloud, *cache);
+ pointcloud_batch_cache_ensure_geom(*cache);
cache->surface = GPU_batch_create(GPU_PRIM_TRIS, cache->geom, cache->geom_indices);
GPU_batch_instbuf_add_ex(cache->surface, cache->pos, false);
@@ -258,14 +260,14 @@ GPUBatch **DRW_cache_pointcloud_surface_shaded_get(Object *ob,
struct GPUMaterial **UNUSED(gpumat_array),
uint gpumat_array_len)
{
- PointCloud *pointcloud = ob->data;
+ PointCloud &pointcloud = *static_cast<PointCloud *>(ob->data);
PointCloudBatchCache *cache = pointcloud_batch_cache_get(pointcloud);
BLI_assert(cache->mat_len == gpumat_array_len);
UNUSED_VARS(gpumat_array_len);
if (cache->surface_per_mat[0] == NULL) {
- pointcloud_batch_cache_ensure_pos(ob, cache);
- pointcloud_batch_cache_ensure_geom(ob, cache);
+ pointcloud_batch_cache_ensure_pos(pointcloud, *cache);
+ pointcloud_batch_cache_ensure_geom(*cache);
cache->surface_per_mat[0] = GPU_batch_create(GPU_PRIM_TRIS, cache->geom, cache->geom_indices);
GPU_batch_instbuf_add_ex(cache->surface_per_mat[0], cache->pos, false);
diff --git a/source/blender/draw/intern/draw_cache_impl_subdivision.cc b/source/blender/draw/intern/draw_cache_impl_subdivision.cc
index 2f8a2540776..075e08eb49f 100644
--- a/source/blender/draw/intern/draw_cache_impl_subdivision.cc
+++ b/source/blender/draw/intern/draw_cache_impl_subdivision.cc
@@ -668,7 +668,9 @@ static void draw_subdiv_cache_extra_coarse_face_data_bm(BMesh *bm,
}
}
-static void draw_subdiv_cache_extra_coarse_face_data_mesh(Mesh *mesh, uint32_t *flags_data)
+static void draw_subdiv_cache_extra_coarse_face_data_mesh(const MeshRenderData *mr,
+ Mesh *mesh,
+ uint32_t *flags_data)
{
for (int i = 0; i < mesh->totpoly; i++) {
uint32_t flag = 0;
@@ -678,7 +680,7 @@ static void draw_subdiv_cache_extra_coarse_face_data_mesh(Mesh *mesh, uint32_t *
if ((mesh->mpoly[i].flag & ME_FACE_SEL) != 0) {
flag |= SUBDIV_COARSE_FACE_FLAG_SELECT;
}
- if ((mesh->mpoly[i].flag & ME_HIDE) != 0) {
+ if (mr->hide_poly && mr->hide_poly[i]) {
flag |= SUBDIV_COARSE_FACE_FLAG_HIDDEN;
}
flags_data[i] = (uint)(mesh->mpoly[i].loopstart) | (flag << SUBDIV_COARSE_FACE_FLAG_OFFSET);
@@ -691,7 +693,7 @@ static void draw_subdiv_cache_extra_coarse_face_data_mapped(Mesh *mesh,
uint32_t *flags_data)
{
if (bm == nullptr) {
- draw_subdiv_cache_extra_coarse_face_data_mesh(mesh, flags_data);
+ draw_subdiv_cache_extra_coarse_face_data_mesh(mr, mesh, flags_data);
return;
}
@@ -726,7 +728,7 @@ static void draw_subdiv_cache_update_extra_coarse_face_data(DRWSubdivCache *cach
draw_subdiv_cache_extra_coarse_face_data_mapped(mesh, cache->bm, mr, flags_data);
}
else {
- draw_subdiv_cache_extra_coarse_face_data_mesh(mesh, flags_data);
+ draw_subdiv_cache_extra_coarse_face_data_mesh(mr, mesh, flags_data);
}
/* Make sure updated data is re-uploaded. */
diff --git a/source/blender/draw/intern/draw_debug.c b/source/blender/draw/intern/draw_debug.c
deleted file mode 100644
index b568119627e..00000000000
--- a/source/blender/draw/intern/draw_debug.c
+++ /dev/null
@@ -1,196 +0,0 @@
-/* SPDX-License-Identifier: GPL-2.0-or-later
- * Copyright 2018 Blender Foundation. */
-
-/** \file
- * \ingroup draw
- *
- * \brief Simple API to draw debug shapes in the viewport.
- */
-
-#include "MEM_guardedalloc.h"
-
-#include "DNA_object_types.h"
-
-#include "BKE_object.h"
-
-#include "BLI_link_utils.h"
-
-#include "GPU_immediate.h"
-#include "GPU_matrix.h"
-
-#include "draw_debug.h"
-#include "draw_manager.h"
-
-/* --------- Register --------- */
-
-/* Matrix applied to all points before drawing. Could be a stack if needed. */
-static float g_modelmat[4][4];
-
-void DRW_debug_modelmat_reset(void)
-{
- unit_m4(g_modelmat);
-}
-
-void DRW_debug_modelmat(const float modelmat[4][4])
-{
- copy_m4_m4(g_modelmat, modelmat);
-}
-
-void DRW_debug_line_v3v3(const float v1[3], const float v2[3], const float color[4])
-{
- DRWDebugLine *line = MEM_mallocN(sizeof(DRWDebugLine), "DRWDebugLine");
- mul_v3_m4v3(line->pos[0], g_modelmat, v1);
- mul_v3_m4v3(line->pos[1], g_modelmat, v2);
- copy_v4_v4(line->color, color);
- BLI_LINKS_PREPEND(DST.debug.lines, line);
-}
-
-void DRW_debug_polygon_v3(const float (*v)[3], const int vert_len, const float color[4])
-{
- BLI_assert(vert_len > 1);
-
- for (int i = 0; i < vert_len; i++) {
- DRW_debug_line_v3v3(v[i], v[(i + 1) % vert_len], color);
- }
-}
-
-void DRW_debug_m4(const float m[4][4])
-{
- float v0[3] = {0.0f, 0.0f, 0.0f};
- float v1[3] = {1.0f, 0.0f, 0.0f};
- float v2[3] = {0.0f, 1.0f, 0.0f};
- float v3[3] = {0.0f, 0.0f, 1.0f};
-
- mul_m4_v3(m, v0);
- mul_m4_v3(m, v1);
- mul_m4_v3(m, v2);
- mul_m4_v3(m, v3);
-
- DRW_debug_line_v3v3(v0, v1, (float[4]){1.0f, 0.0f, 0.0f, 1.0f});
- DRW_debug_line_v3v3(v0, v2, (float[4]){0.0f, 1.0f, 0.0f, 1.0f});
- DRW_debug_line_v3v3(v0, v3, (float[4]){0.0f, 0.0f, 1.0f, 1.0f});
-}
-
-void DRW_debug_bbox(const BoundBox *bbox, const float color[4])
-{
- DRW_debug_line_v3v3(bbox->vec[0], bbox->vec[1], color);
- DRW_debug_line_v3v3(bbox->vec[1], bbox->vec[2], color);
- DRW_debug_line_v3v3(bbox->vec[2], bbox->vec[3], color);
- DRW_debug_line_v3v3(bbox->vec[3], bbox->vec[0], color);
-
- DRW_debug_line_v3v3(bbox->vec[4], bbox->vec[5], color);
- DRW_debug_line_v3v3(bbox->vec[5], bbox->vec[6], color);
- DRW_debug_line_v3v3(bbox->vec[6], bbox->vec[7], color);
- DRW_debug_line_v3v3(bbox->vec[7], bbox->vec[4], color);
-
- DRW_debug_line_v3v3(bbox->vec[0], bbox->vec[4], color);
- DRW_debug_line_v3v3(bbox->vec[1], bbox->vec[5], color);
- DRW_debug_line_v3v3(bbox->vec[2], bbox->vec[6], color);
- DRW_debug_line_v3v3(bbox->vec[3], bbox->vec[7], color);
-}
-
-void DRW_debug_m4_as_bbox(const float m[4][4], const float color[4], const bool invert)
-{
- BoundBox bb;
- const float min[3] = {-1.0f, -1.0f, -1.0f}, max[3] = {1.0f, 1.0f, 1.0f};
- float project_matrix[4][4];
- if (invert) {
- invert_m4_m4(project_matrix, m);
- }
- else {
- copy_m4_m4(project_matrix, m);
- }
-
- BKE_boundbox_init_from_minmax(&bb, min, max);
- for (int i = 0; i < 8; i++) {
- mul_project_m4_v3(project_matrix, bb.vec[i]);
- }
- DRW_debug_bbox(&bb, color);
-}
-
-void DRW_debug_sphere(const float center[3], const float radius, const float color[4])
-{
- float size_mat[4][4];
- DRWDebugSphere *sphere = MEM_mallocN(sizeof(DRWDebugSphere), "DRWDebugSphere");
- /* Bake all transform into a Matrix4 */
- scale_m4_fl(size_mat, radius);
- copy_m4_m4(sphere->mat, g_modelmat);
- translate_m4(sphere->mat, center[0], center[1], center[2]);
- mul_m4_m4m4(sphere->mat, sphere->mat, size_mat);
-
- copy_v4_v4(sphere->color, color);
- BLI_LINKS_PREPEND(DST.debug.spheres, sphere);
-}
-
-/* --------- Render --------- */
-
-static void drw_debug_draw_lines(void)
-{
- int count = BLI_linklist_count((LinkNode *)DST.debug.lines);
-
- if (count == 0) {
- return;
- }
-
- GPUVertFormat *vert_format = immVertexFormat();
- uint pos = GPU_vertformat_attr_add(vert_format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
- uint col = GPU_vertformat_attr_add(vert_format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
-
- immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
-
- immBegin(GPU_PRIM_LINES, count * 2);
-
- while (DST.debug.lines) {
- void *next = DST.debug.lines->next;
-
- immAttr4fv(col, DST.debug.lines->color);
- immVertex3fv(pos, DST.debug.lines->pos[0]);
-
- immAttr4fv(col, DST.debug.lines->color);
- immVertex3fv(pos, DST.debug.lines->pos[1]);
-
- MEM_freeN(DST.debug.lines);
- DST.debug.lines = next;
- }
- immEnd();
-
- immUnbindProgram();
-}
-
-static void drw_debug_draw_spheres(void)
-{
- int count = BLI_linklist_count((LinkNode *)DST.debug.spheres);
-
- if (count == 0) {
- return;
- }
-
- float persmat[4][4];
- DRW_view_persmat_get(NULL, persmat, false);
-
- GPUBatch *empty_sphere = DRW_cache_empty_sphere_get();
- GPU_batch_program_set_builtin(empty_sphere, GPU_SHADER_3D_UNIFORM_COLOR);
- while (DST.debug.spheres) {
- void *next = DST.debug.spheres->next;
- float MVP[4][4];
-
- mul_m4_m4m4(MVP, persmat, DST.debug.spheres->mat);
- GPU_batch_uniform_mat4(empty_sphere, "ModelViewProjectionMatrix", MVP);
- GPU_batch_uniform_4fv(empty_sphere, "color", DST.debug.spheres->color);
- GPU_batch_draw(empty_sphere);
-
- MEM_freeN(DST.debug.spheres);
- DST.debug.spheres = next;
- }
-}
-
-void drw_debug_draw(void)
-{
- drw_debug_draw_lines();
- drw_debug_draw_spheres();
-}
-
-void drw_debug_init(void)
-{
- DRW_debug_modelmat_reset();
-}
diff --git a/source/blender/draw/intern/draw_debug.cc b/source/blender/draw/intern/draw_debug.cc
new file mode 100644
index 00000000000..b9d10302c1e
--- /dev/null
+++ b/source/blender/draw/intern/draw_debug.cc
@@ -0,0 +1,732 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2018 Blender Foundation. */
+
+/** \file
+ * \ingroup draw
+ *
+ * \brief Simple API to draw debug shapes in the viewport.
+ */
+
+#include "BKE_object.h"
+#include "BLI_link_utils.h"
+#include "GPU_batch.h"
+#include "GPU_capabilities.h"
+#include "GPU_debug.h"
+
+#include "draw_debug.h"
+#include "draw_debug.hh"
+#include "draw_manager.h"
+#include "draw_shader.h"
+#include "draw_shader_shared.h"
+
+#include <iomanip>
+
+#ifdef DEBUG
+# define DRAW_DEBUG
+#else
+/* Uncomment to forcibly enable debug draw in release mode. */
+//#define DRAW_DEBUG
+#endif
+
+namespace blender::draw {
+
+/* -------------------------------------------------------------------- */
+/** \name Init and state
+ * \{ */
+
+DebugDraw::DebugDraw()
+{
+ constexpr int circle_resolution = 16;
+ for (auto axis : IndexRange(3)) {
+ for (auto edge : IndexRange(circle_resolution)) {
+ for (auto vert : IndexRange(2)) {
+ const float angle = (2 * M_PI) * (edge + vert) / float(circle_resolution);
+ float point[3] = {cosf(angle), sinf(angle), 0.0f};
+ sphere_verts_.append(
+ float3(point[(0 + axis) % 3], point[(1 + axis) % 3], point[(2 + axis) % 3]));
+ }
+ }
+ }
+
+ constexpr int point_resolution = 4;
+ for (auto axis : IndexRange(3)) {
+ for (auto edge : IndexRange(point_resolution)) {
+ for (auto vert : IndexRange(2)) {
+ const float angle = (2 * M_PI) * (edge + vert) / float(point_resolution);
+ float point[3] = {cosf(angle), sinf(angle), 0.0f};
+ point_verts_.append(
+ float3(point[(0 + axis) % 3], point[(1 + axis) % 3], point[(2 + axis) % 3]));
+ }
+ }
+ }
+};
+
+void DebugDraw::init()
+{
+ cpu_print_buf_.command.v_count = 0;
+ cpu_print_buf_.command.v_first = 0;
+ cpu_print_buf_.command.i_count = 1;
+ cpu_print_buf_.command.i_first = 0;
+
+ cpu_draw_buf_.command.v_count = 0;
+ cpu_draw_buf_.command.v_first = 0;
+ cpu_draw_buf_.command.i_count = 1;
+ cpu_draw_buf_.command.i_first = 0;
+
+ gpu_print_buf_.command.v_count = 0;
+ gpu_print_buf_.command.v_first = 0;
+ gpu_print_buf_.command.i_count = 1;
+ gpu_print_buf_.command.i_first = 0;
+ gpu_print_buf_used = false;
+
+ gpu_draw_buf_.command.v_count = 0;
+ gpu_draw_buf_.command.v_first = 0;
+ gpu_draw_buf_.command.i_count = 1;
+ gpu_draw_buf_.command.i_first = 0;
+ gpu_draw_buf_used = false;
+
+ modelmat_reset();
+}
+
+void DebugDraw::modelmat_reset()
+{
+ model_mat_ = float4x4::identity();
+}
+
+void DebugDraw::modelmat_set(const float modelmat[4][4])
+{
+ model_mat_ = modelmat;
+}
+
+GPUStorageBuf *DebugDraw::gpu_draw_buf_get()
+{
+ BLI_assert(GPU_shader_storage_buffer_objects_support());
+ if (!gpu_draw_buf_used) {
+ gpu_draw_buf_used = true;
+ gpu_draw_buf_.push_update();
+ }
+ return gpu_draw_buf_;
+}
+
+GPUStorageBuf *DebugDraw::gpu_print_buf_get()
+{
+ BLI_assert(GPU_shader_storage_buffer_objects_support());
+ if (!gpu_print_buf_used) {
+ gpu_print_buf_used = true;
+ gpu_print_buf_.push_update();
+ }
+ return gpu_print_buf_;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Draw functions
+ * \{ */
+
+void DebugDraw::draw_line(float3 v1, float3 v2, float4 color)
+{
+ draw_line(v1, v2, color_pack(color));
+}
+
+void DebugDraw::draw_polygon(Span<float3> poly_verts, float4 color)
+{
+ BLI_assert(!poly_verts.is_empty());
+
+ uint col = color_pack(color);
+ float3 v0 = model_mat_ * poly_verts.last();
+ for (auto vert : poly_verts) {
+ float3 v1 = model_mat_ * vert;
+ draw_line(v0, v1, col);
+ v0 = v1;
+ }
+}
+
+void DebugDraw::draw_matrix(const float4x4 m4)
+{
+ float3 v0 = float3(0.0f, 0.0f, 0.0f);
+ float3 v1 = float3(1.0f, 0.0f, 0.0f);
+ float3 v2 = float3(0.0f, 1.0f, 0.0f);
+ float3 v3 = float3(0.0f, 0.0f, 1.0f);
+
+ mul_project_m4_v3(m4.ptr(), v0);
+ mul_project_m4_v3(m4.ptr(), v1);
+ mul_project_m4_v3(m4.ptr(), v2);
+ mul_project_m4_v3(m4.ptr(), v3);
+
+ draw_line(v0, v1, float4(1.0f, 0.0f, 0.0f, 1.0f));
+ draw_line(v0, v2, float4(0.0f, 1.0f, 0.0f, 1.0f));
+ draw_line(v0, v3, float4(0.0f, 0.0f, 1.0f, 1.0f));
+}
+
+void DebugDraw::draw_bbox(const BoundBox &bbox, const float4 color)
+{
+ uint col = color_pack(color);
+ draw_line(bbox.vec[0], bbox.vec[1], col);
+ draw_line(bbox.vec[1], bbox.vec[2], col);
+ draw_line(bbox.vec[2], bbox.vec[3], col);
+ draw_line(bbox.vec[3], bbox.vec[0], col);
+
+ draw_line(bbox.vec[4], bbox.vec[5], col);
+ draw_line(bbox.vec[5], bbox.vec[6], col);
+ draw_line(bbox.vec[6], bbox.vec[7], col);
+ draw_line(bbox.vec[7], bbox.vec[4], col);
+
+ draw_line(bbox.vec[0], bbox.vec[4], col);
+ draw_line(bbox.vec[1], bbox.vec[5], col);
+ draw_line(bbox.vec[2], bbox.vec[6], col);
+ draw_line(bbox.vec[3], bbox.vec[7], col);
+}
+
+void DebugDraw::draw_matrix_as_bbox(float4x4 mat, const float4 color)
+{
+ BoundBox bb;
+ const float min[3] = {-1.0f, -1.0f, -1.0f}, max[3] = {1.0f, 1.0f, 1.0f};
+ BKE_boundbox_init_from_minmax(&bb, min, max);
+ for (auto i : IndexRange(8)) {
+ mul_project_m4_v3(mat.ptr(), bb.vec[i]);
+ }
+ draw_bbox(bb, color);
+}
+
+void DebugDraw::draw_sphere(const float3 center, float radius, const float4 color)
+{
+ uint col = color_pack(color);
+ for (auto i : IndexRange(sphere_verts_.size() / 2)) {
+ float3 v0 = sphere_verts_[i * 2] * radius + center;
+ float3 v1 = sphere_verts_[i * 2 + 1] * radius + center;
+ draw_line(v0, v1, col);
+ }
+}
+
+void DebugDraw::draw_point(const float3 center, float radius, const float4 color)
+{
+ uint col = color_pack(color);
+ for (auto i : IndexRange(point_verts_.size() / 2)) {
+ float3 v0 = point_verts_[i * 2] * radius + center;
+ float3 v1 = point_verts_[i * 2 + 1] * radius + center;
+ draw_line(v0, v1, col);
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Print functions
+ * \{ */
+
+template<> void DebugDraw::print_value<uint>(const uint &value)
+{
+ print_value_uint(value, false, false, true);
+}
+template<> void DebugDraw::print_value<int>(const int &value)
+{
+ print_value_uint(uint(abs(value)), false, (value < 0), false);
+}
+template<> void DebugDraw::print_value<bool>(const bool &value)
+{
+ print_string(value ? "true " : "false");
+}
+template<> void DebugDraw::print_value<float>(const float &val)
+{
+ std::stringstream ss;
+ ss << std::setw(12) << std::to_string(val);
+ print_string(ss.str());
+}
+template<> void DebugDraw::print_value<double>(const double &val)
+{
+ print_value(float(val));
+}
+
+template<> void DebugDraw::print_value_hex<uint>(const uint &value)
+{
+ print_value_uint(value, true, false, false);
+}
+template<> void DebugDraw::print_value_hex<int>(const int &value)
+{
+ print_value_uint(uint(value), true, false, false);
+}
+template<> void DebugDraw::print_value_hex<float>(const float &value)
+{
+ print_value_uint(*reinterpret_cast<const uint *>(&value), true, false, false);
+}
+template<> void DebugDraw::print_value_hex<double>(const double &val)
+{
+ print_value_hex(float(val));
+}
+
+template<> void DebugDraw::print_value_binary<uint>(const uint &value)
+{
+ print_value_binary(value);
+}
+template<> void DebugDraw::print_value_binary<int>(const int &value)
+{
+ print_value_binary(uint(value));
+}
+template<> void DebugDraw::print_value_binary<float>(const float &value)
+{
+ print_value_binary(*reinterpret_cast<const uint *>(&value));
+}
+template<> void DebugDraw::print_value_binary<double>(const double &val)
+{
+ print_value_binary(float(val));
+}
+
+template<> void DebugDraw::print_value<float2>(const float2 &value)
+{
+ print_no_endl("float2(", value[0], ", ", value[1], ")");
+}
+template<> void DebugDraw::print_value<float3>(const float3 &value)
+{
+ print_no_endl("float3(", value[0], ", ", value[1], ", ", value[1], ")");
+}
+template<> void DebugDraw::print_value<float4>(const float4 &value)
+{
+ print_no_endl("float4(", value[0], ", ", value[1], ", ", value[2], ", ", value[3], ")");
+}
+
+template<> void DebugDraw::print_value<int2>(const int2 &value)
+{
+ print_no_endl("int2(", value[0], ", ", value[1], ")");
+}
+template<> void DebugDraw::print_value<int3>(const int3 &value)
+{
+ print_no_endl("int3(", value[0], ", ", value[1], ", ", value[1], ")");
+}
+template<> void DebugDraw::print_value<int4>(const int4 &value)
+{
+ print_no_endl("int4(", value[0], ", ", value[1], ", ", value[2], ", ", value[3], ")");
+}
+
+template<> void DebugDraw::print_value<uint2>(const uint2 &value)
+{
+ print_no_endl("uint2(", value[0], ", ", value[1], ")");
+}
+template<> void DebugDraw::print_value<uint3>(const uint3 &value)
+{
+ print_no_endl("uint3(", value[0], ", ", value[1], ", ", value[1], ")");
+}
+template<> void DebugDraw::print_value<uint4>(const uint4 &value)
+{
+ print_no_endl("uint4(", value[0], ", ", value[1], ", ", value[2], ", ", value[3], ")");
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Internals
+ *
+ * IMPORTANT: All of these are copied from the shader libs (common_debug_draw_lib.glsl &
+ * common_debug_print_lib.glsl). They need to be kept in sync to write the same data.
+ * \{ */
+
+void DebugDraw::draw_line(float3 v1, float3 v2, uint color)
+{
+ DebugDrawBuf &buf = cpu_draw_buf_;
+ uint index = buf.command.v_count;
+ if (index + 2 < DRW_DEBUG_DRAW_VERT_MAX) {
+ buf.verts[index + 0] = vert_pack(model_mat_ * v1, color);
+ buf.verts[index + 1] = vert_pack(model_mat_ * v2, color);
+ buf.command.v_count += 2;
+ }
+}
+
+/* Keep in sync with drw_debug_color_pack(). */
+uint DebugDraw::color_pack(float4 color)
+{
+ color = math::clamp(color, 0.0f, 1.0f);
+ uint result = 0;
+ result |= uint(color.x * 255.0f) << 0u;
+ result |= uint(color.y * 255.0f) << 8u;
+ result |= uint(color.z * 255.0f) << 16u;
+ result |= uint(color.w * 255.0f) << 24u;
+ return result;
+}
+
+DRWDebugVert DebugDraw::vert_pack(float3 pos, uint color)
+{
+ DRWDebugVert vert;
+ vert.pos0 = *reinterpret_cast<uint32_t *>(&pos.x);
+ vert.pos1 = *reinterpret_cast<uint32_t *>(&pos.y);
+ vert.pos2 = *reinterpret_cast<uint32_t *>(&pos.z);
+ vert.color = color;
+ return vert;
+}
+
+void DebugDraw::print_newline()
+{
+ print_col_ = 0u;
+ print_row_ = ++cpu_print_buf_.command.i_first;
+}
+
+void DebugDraw::print_string_start(uint len)
+{
+ /* Break before word. */
+ if (print_col_ + len > DRW_DEBUG_PRINT_WORD_WRAP_COLUMN) {
+ print_newline();
+ }
+}
+
+/* Copied from gpu_shader_dependency. */
+void DebugDraw::print_string(std::string str)
+{
+ size_t len_before_pad = str.length();
+ /* Pad string to uint size to avoid out of bound reads. */
+ while (str.length() % 4 != 0) {
+ str += " ";
+ }
+
+ print_string_start(len_before_pad);
+ for (size_t i = 0; i < len_before_pad; i += 4) {
+ union {
+ uint8_t chars[4];
+ uint32_t word;
+ };
+
+ chars[0] = *(reinterpret_cast<const uint8_t *>(str.c_str()) + i + 0);
+ chars[1] = *(reinterpret_cast<const uint8_t *>(str.c_str()) + i + 1);
+ chars[2] = *(reinterpret_cast<const uint8_t *>(str.c_str()) + i + 2);
+ chars[3] = *(reinterpret_cast<const uint8_t *>(str.c_str()) + i + 3);
+
+ if (i + 4 > len_before_pad) {
+ chars[len_before_pad - i] = '\0';
+ }
+ print_char4(word);
+ }
+}
+
+/* Keep in sync with shader. */
+void DebugDraw::print_char4(uint data)
+{
+ /* Convert into char stream. */
+ for (; data != 0u; data >>= 8u) {
+ uint char1 = data & 0xFFu;
+ /* Check for null terminator. */
+ if (char1 == 0x00) {
+ break;
+ }
+ /* NOTE: Do not skip the header manually like in GPU. */
+ uint cursor = cpu_print_buf_.command.v_count++;
+ if (cursor < DRW_DEBUG_PRINT_MAX) {
+ /* For future usage. (i.e: Color) */
+ uint flags = 0u;
+ uint col = print_col_++;
+ uint print_header = (flags << 24u) | (print_row_ << 16u) | (col << 8u);
+ cpu_print_buf_.char_array[cursor] = print_header | char1;
+ /* Break word. */
+ if (print_col_ > DRW_DEBUG_PRINT_WORD_WRAP_COLUMN) {
+ print_newline();
+ }
+ }
+ }
+}
+
+void DebugDraw::print_append_char(uint char1, uint &char4)
+{
+ char4 = (char4 << 8u) | char1;
+}
+
+void DebugDraw::print_append_digit(uint digit, uint &char4)
+{
+ const uint char_A = 0x41u;
+ const uint char_0 = 0x30u;
+ bool is_hexadecimal = digit > 9u;
+ char4 = (char4 << 8u) | (is_hexadecimal ? (char_A + digit - 10u) : (char_0 + digit));
+}
+
+void DebugDraw::print_append_space(uint &char4)
+{
+ char4 = (char4 << 8u) | 0x20u;
+}
+
+void DebugDraw::print_value_binary(uint value)
+{
+ print_string("0b");
+ print_string_start(10u * 4u);
+ uint digits[10] = {0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u};
+ uint digit = 0u;
+ for (uint i = 0u; i < 32u; i++) {
+ print_append_digit(((value >> i) & 1u), digits[digit / 4u]);
+ digit++;
+ if ((i % 4u) == 3u) {
+ print_append_space(digits[digit / 4u]);
+ digit++;
+ }
+ }
+ /* Numbers are written from right to left. So we need to reverse the order. */
+ for (int j = 9; j >= 0; j--) {
+ print_char4(digits[j]);
+ }
+}
+
+void DebugDraw::print_value_uint(uint value,
+ const bool hex,
+ bool is_negative,
+ const bool is_unsigned)
+{
+ print_string_start(3u * 4u);
+ const uint blank_value = hex ? 0x30303030u : 0x20202020u;
+ const uint prefix = hex ? 0x78302020u : 0x20202020u;
+ uint digits[3] = {blank_value, blank_value, prefix};
+ const uint base = hex ? 16u : 10u;
+ uint digit = 0u;
+ /* Add `u` suffix. */
+ if (is_unsigned) {
+ print_append_char('u', digits[digit / 4u]);
+ digit++;
+ }
+ /* Number's digits. */
+ for (; value != 0u || digit == uint(is_unsigned); value /= base) {
+ print_append_digit(value % base, digits[digit / 4u]);
+ digit++;
+ }
+ /* Add negative sign. */
+ if (is_negative) {
+ print_append_char('-', digits[digit / 4u]);
+ digit++;
+ }
+ /* Need to pad to uint alignment because we are issuing chars in "reverse". */
+ for (uint i = digit % 4u; i < 4u && i > 0u; i++) {
+ print_append_space(digits[digit / 4u]);
+ digit++;
+ }
+ /* Numbers are written from right to left. So we need to reverse the order. */
+ for (int j = 2; j >= 0; j--) {
+ print_char4(digits[j]);
+ }
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Display
+ * \{ */
+
+void DebugDraw::display_lines()
+{
+ if (cpu_draw_buf_.command.v_count == 0 && gpu_draw_buf_used == false) {
+ return;
+ }
+ GPU_debug_group_begin("Lines");
+ cpu_draw_buf_.push_update();
+
+ float4x4 persmat;
+ const DRWView *view = DRW_view_get_active();
+ DRW_view_persmat_get(view, persmat.ptr(), false);
+
+ drw_state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS);
+
+ GPUBatch *batch = drw_cache_procedural_lines_get();
+ GPUShader *shader = DRW_shader_debug_draw_display_get();
+ GPU_batch_set_shader(batch, shader);
+ int slot = GPU_shader_get_builtin_ssbo(shader, GPU_STORAGE_BUFFER_DEBUG_VERTS);
+ GPU_shader_uniform_mat4(shader, "persmat", persmat.ptr());
+
+ if (gpu_draw_buf_used) {
+ GPU_debug_group_begin("GPU");
+ GPU_storagebuf_bind(gpu_draw_buf_, slot);
+ GPU_batch_draw_indirect(batch, gpu_draw_buf_);
+ GPU_storagebuf_unbind(gpu_draw_buf_);
+ GPU_debug_group_end();
+ }
+
+ GPU_debug_group_begin("CPU");
+ GPU_storagebuf_bind(cpu_draw_buf_, slot);
+ GPU_batch_draw_indirect(batch, cpu_draw_buf_);
+ GPU_storagebuf_unbind(cpu_draw_buf_);
+ GPU_debug_group_end();
+
+ GPU_debug_group_end();
+}
+
+void DebugDraw::display_prints()
+{
+ if (cpu_print_buf_.command.v_count == 0 && gpu_print_buf_used == false) {
+ return;
+ }
+ GPU_debug_group_begin("Prints");
+ cpu_print_buf_.push_update();
+
+ drw_state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_PROGRAM_POINT_SIZE);
+
+ GPUBatch *batch = drw_cache_procedural_points_get();
+ GPUShader *shader = DRW_shader_debug_print_display_get();
+ GPU_batch_set_shader(batch, shader);
+ int slot = GPU_shader_get_builtin_ssbo(shader, GPU_STORAGE_BUFFER_DEBUG_PRINT);
+
+ if (gpu_print_buf_used) {
+ GPU_debug_group_begin("GPU");
+ GPU_storagebuf_bind(gpu_print_buf_, slot);
+ GPU_batch_draw_indirect(batch, gpu_print_buf_);
+ GPU_storagebuf_unbind(gpu_print_buf_);
+ GPU_debug_group_end();
+ }
+
+ GPU_debug_group_begin("CPU");
+ GPU_storagebuf_bind(cpu_print_buf_, slot);
+ GPU_batch_draw_indirect(batch, cpu_print_buf_);
+ GPU_storagebuf_unbind(cpu_print_buf_);
+ GPU_debug_group_end();
+
+ GPU_debug_group_end();
+}
+
+void DebugDraw::display_to_view()
+{
+ GPU_debug_group_begin("DebugDraw");
+
+ display_lines();
+ /* Print 3D shapes before text to avoid overlaps. */
+ display_prints();
+ /* Init again so we don't draw the same thing twice. */
+ init();
+
+ GPU_debug_group_end();
+}
+
+} // namespace blender::draw
+
+blender::draw::DebugDraw *DRW_debug_get()
+{
+ if (!GPU_shader_storage_buffer_objects_support()) {
+ return nullptr;
+ }
+ return reinterpret_cast<blender::draw::DebugDraw *>(DST.debug);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name C-API private
+ * \{ */
+
+void drw_debug_draw()
+{
+#ifdef DRAW_DEBUG
+ if (!GPU_shader_storage_buffer_objects_support() || DST.debug == nullptr) {
+ return;
+ }
+ /* TODO(@fclem): Convenience for now. Will have to move to #DRWManager. */
+ reinterpret_cast<blender::draw::DebugDraw *>(DST.debug)->display_to_view();
+#endif
+}
+
+/**
+ * NOTE: Init is once per draw manager cycle.
+ */
+void drw_debug_init()
+{
+ /* Module should not be used in release builds. */
+ /* TODO(@fclem): Hide the functions declarations without using `ifdefs` everywhere. */
+#ifdef DRAW_DEBUG
+ if (!GPU_shader_storage_buffer_objects_support()) {
+ return;
+ }
+ /* TODO(@fclem): Convenience for now. Will have to move to #DRWManager. */
+ if (DST.debug == nullptr) {
+ DST.debug = reinterpret_cast<DRWDebugModule *>(new blender::draw::DebugDraw());
+ }
+ reinterpret_cast<blender::draw::DebugDraw *>(DST.debug)->init();
+#endif
+}
+
+void drw_debug_module_free(DRWDebugModule *module)
+{
+ if (!GPU_shader_storage_buffer_objects_support()) {
+ return;
+ }
+ if (module != nullptr) {
+ delete reinterpret_cast<blender::draw::DebugDraw *>(module);
+ }
+}
+
+GPUStorageBuf *drw_debug_gpu_draw_buf_get()
+{
+ return reinterpret_cast<blender::draw::DebugDraw *>(DST.debug)->gpu_draw_buf_get();
+}
+
+GPUStorageBuf *drw_debug_gpu_print_buf_get()
+{
+ return reinterpret_cast<blender::draw::DebugDraw *>(DST.debug)->gpu_print_buf_get();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name C-API public
+ * \{ */
+
+void DRW_debug_modelmat_reset()
+{
+ if (!GPU_shader_storage_buffer_objects_support()) {
+ return;
+ }
+ reinterpret_cast<blender::draw::DebugDraw *>(DST.debug)->modelmat_reset();
+}
+
+void DRW_debug_modelmat(const float modelmat[4][4])
+{
+#ifdef DRAW_DEBUG
+ if (!GPU_shader_storage_buffer_objects_support()) {
+ return;
+ }
+ reinterpret_cast<blender::draw::DebugDraw *>(DST.debug)->modelmat_set(modelmat);
+#endif
+}
+
+void DRW_debug_line_v3v3(const float v1[3], const float v2[3], const float color[4])
+{
+ if (!GPU_shader_storage_buffer_objects_support()) {
+ return;
+ }
+ reinterpret_cast<blender::draw::DebugDraw *>(DST.debug)->draw_line(v1, v2, color);
+}
+
+void DRW_debug_polygon_v3(const float (*v)[3], int vert_len, const float color[4])
+{
+ if (!GPU_shader_storage_buffer_objects_support()) {
+ return;
+ }
+ reinterpret_cast<blender::draw::DebugDraw *>(DST.debug)->draw_polygon(
+ blender::Span<float3>((float3 *)v, vert_len), color);
+}
+
+void DRW_debug_m4(const float m[4][4])
+{
+ if (!GPU_shader_storage_buffer_objects_support()) {
+ return;
+ }
+ reinterpret_cast<blender::draw::DebugDraw *>(DST.debug)->draw_matrix(m);
+}
+
+void DRW_debug_m4_as_bbox(const float m[4][4], bool invert, const float color[4])
+{
+ if (!GPU_shader_storage_buffer_objects_support()) {
+ return;
+ }
+ blender::float4x4 m4 = m;
+ if (invert) {
+ m4 = m4.inverted();
+ }
+ reinterpret_cast<blender::draw::DebugDraw *>(DST.debug)->draw_matrix_as_bbox(m4, color);
+}
+
+void DRW_debug_bbox(const BoundBox *bbox, const float color[4])
+{
+#ifdef DRAW_DEBUG
+ if (!GPU_shader_storage_buffer_objects_support()) {
+ return;
+ }
+ reinterpret_cast<blender::draw::DebugDraw *>(DST.debug)->draw_bbox(*bbox, color);
+#endif
+}
+
+void DRW_debug_sphere(const float center[3], float radius, const float color[4])
+{
+ if (!GPU_shader_storage_buffer_objects_support()) {
+ return;
+ }
+ reinterpret_cast<blender::draw::DebugDraw *>(DST.debug)->draw_sphere(center, radius, color);
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/draw_debug.h b/source/blender/draw/intern/draw_debug.h
index 333d734edb9..9a56a12242e 100644
--- a/source/blender/draw/intern/draw_debug.h
+++ b/source/blender/draw/intern/draw_debug.h
@@ -3,21 +3,38 @@
/** \file
* \ingroup draw
+ *
+ * \brief Simple API to draw debug shapes in the viewport.
+ * IMPORTANT: This is the legacy API for C. Use draw_debug.hh instead in new C++ code.
*/
#pragma once
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+typedef struct DRWDebugModule DRWDebugModule;
+
struct BoundBox;
void DRW_debug_modelmat_reset(void);
void DRW_debug_modelmat(const float modelmat[4][4]);
+/**
+ * IMPORTANT: For now there is a limit of DRW_DEBUG_DRAW_VERT_MAX that can be drawn
+ * using all the draw functions.
+ */
void DRW_debug_line_v3v3(const float v1[3], const float v2[3], const float color[4]);
void DRW_debug_polygon_v3(const float (*v)[3], int vert_len, const float color[4]);
/**
* \note g_modelmat is still applied on top.
*/
void DRW_debug_m4(const float m[4][4]);
-void DRW_debug_m4_as_bbox(const float m[4][4], const float color[4], bool invert);
+void DRW_debug_m4_as_bbox(const float m[4][4], bool invert, const float color[4]);
void DRW_debug_bbox(const BoundBox *bbox, const float color[4]);
void DRW_debug_sphere(const float center[3], float radius, const float color[4]);
+
+#ifdef __cplusplus
+}
+#endif
diff --git a/source/blender/draw/intern/draw_debug.hh b/source/blender/draw/intern/draw_debug.hh
new file mode 100644
index 00000000000..c83936bf1af
--- /dev/null
+++ b/source/blender/draw/intern/draw_debug.hh
@@ -0,0 +1,198 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. */
+
+/** \file
+ * \ingroup draw
+ *
+ * \brief Simple API to draw debug shapes and log in the viewport.
+ *
+ * Both CPU and GPU implementation are supported and symmetrical (meaning GPU shader can use it
+ * too, see common_debug_print/draw_lib.glsl).
+ *
+ * NOTE: CPU logging will overlap GPU logging on screen as it is drawn after.
+ */
+
+#pragma once
+
+#include "BLI_math_vec_types.hh"
+#include "BLI_string_ref.hh"
+#include "BLI_vector.hh"
+#include "DNA_object_types.h"
+#include "DRW_gpu_wrapper.hh"
+
+namespace blender::draw {
+
+/* Shortcuts to avoid boilerplate code and match shader API. */
+#define drw_debug_line(...) DRW_debug_get()->draw_line(__VA_ARGS__)
+#define drw_debug_polygon(...) DRW_debug_get()->draw_polygon(__VA_ARGS__)
+#define drw_debug_bbox(...) DRW_debug_get()->draw_bbox(__VA_ARGS__)
+#define drw_debug_sphere(...) DRW_debug_get()->draw_sphere(__VA_ARGS__)
+#define drw_debug_point(...) DRW_debug_get()->draw_point(__VA_ARGS__)
+#define drw_debug_matrix(...) DRW_debug_get()->draw_matrix(__VA_ARGS__)
+#define drw_debug_matrix_as_bbox(...) DRW_debug_get()->draw_matrix_as_bbox(__VA_ARGS__)
+#define drw_print(...) DRW_debug_get()->print(__VA_ARGS__)
+#define drw_print_hex(...) DRW_debug_get()->print_hex(__VA_ARGS__)
+#define drw_print_binary(...) DRW_debug_get()->print_binary(__VA_ARGS__)
+#define drw_print_no_endl(...) DRW_debug_get()->print_no_endl(__VA_ARGS__)
+
+/* Will log variable along with its name, like the shader version of print(). */
+#define drw_print_id(v_) DRW_debug_get()->print(#v_, "= ", v_)
+#define drw_print_id_no_endl(v_) DRW_debug_get()->print_no_endl(#v_, "= ", v_)
+
+class DebugDraw {
+ private:
+ using DebugDrawBuf = StorageBuffer<DRWDebugDrawBuffer>;
+ using DebugPrintBuf = StorageBuffer<DRWDebugPrintBuffer>;
+
+ /** Data buffers containing all verts or chars to draw. */
+ DebugDrawBuf cpu_draw_buf_ = {"DebugDrawBuf-CPU"};
+ DebugDrawBuf gpu_draw_buf_ = {"DebugDrawBuf-GPU"};
+ DebugPrintBuf cpu_print_buf_ = {"DebugPrintBuf-CPU"};
+ DebugPrintBuf gpu_print_buf_ = {"DebugPrintBuf-GPU"};
+ /** True if the gpu buffer have been requested and may contain data to draw. */
+ bool gpu_print_buf_used = false;
+ bool gpu_draw_buf_used = false;
+ /** Matrix applied to all points before drawing. Could be a stack if needed. */
+ float4x4 model_mat_;
+ /** Precomputed shapes verts. */
+ Vector<float3> sphere_verts_;
+ Vector<float3> point_verts_;
+ /** Cursor position for print functionality. */
+ uint print_col_ = 0;
+ uint print_row_ = 0;
+
+ public:
+ DebugDraw();
+ ~DebugDraw(){};
+
+ /**
+ * Resets all buffers and reset model matrix state.
+ * Not to be called by user.
+ */
+ void init();
+
+ /**
+ * Resets model matrix state to identity.
+ */
+ void modelmat_reset();
+ /**
+ * Sets model matrix transform to apply to any vertex passed to drawing functions.
+ */
+ void modelmat_set(const float modelmat[4][4]);
+
+ /**
+ * Drawing functions that will draw wire-frames with the given color.
+ */
+ void draw_line(float3 v1, float3 v2, float4 color = {1, 0, 0, 1});
+ void draw_polygon(Span<float3> poly_verts, float4 color = {1, 0, 0, 1});
+ void draw_bbox(const BoundBox &bbox, const float4 color = {1, 0, 0, 1});
+ void draw_sphere(const float3 center, float radius, const float4 color = {1, 0, 0, 1});
+ void draw_point(const float3 center, float radius = 0.01f, const float4 color = {1, 0, 0, 1});
+ /**
+ * Draw a matrix transformation as 3 colored axes.
+ */
+ void draw_matrix(const float4x4 m4);
+ /**
+ * Draw a matrix as a 2 units length bounding box, centered on origin.
+ */
+ void draw_matrix_as_bbox(float4x4 mat, const float4 color = {1, 0, 0, 1});
+
+ /**
+ * Will draw all debug shapes and text cached up until now to the current view / frame-buffer.
+ * Draw buffers will be emptied and ready for new debug data.
+ */
+ void display_to_view();
+
+ /**
+ * Log variable or strings inside the viewport.
+ * Using a unique non string argument will print the variable name with it.
+ * Concatenate by using multiple arguments. i.e: `print("Looped ", n, "times.")`.
+ */
+ template<typename... Ts> void print(StringRefNull str, Ts... args)
+ {
+ print_no_endl(str, args...);
+ print_newline();
+ }
+ template<typename T> void print(const T &value)
+ {
+ print_value(value);
+ print_newline();
+ }
+ template<typename T> void print_hex(const T &value)
+ {
+ print_value_hex(value);
+ print_newline();
+ }
+ template<typename T> void print_binary(const T &value)
+ {
+ print_value_binary(value);
+ print_newline();
+ }
+
+ /**
+ * Same as `print()` but does not finish the line.
+ */
+ void print_no_endl(std::string arg)
+ {
+ print_string(arg);
+ }
+ void print_no_endl(StringRef arg)
+ {
+ print_string(arg);
+ }
+ void print_no_endl(StringRefNull arg)
+ {
+ print_string(arg);
+ }
+ void print_no_endl(char const *arg)
+ {
+ print_string(StringRefNull(arg));
+ }
+ template<typename T> void print_no_endl(T arg)
+ {
+ print_value(arg);
+ }
+ template<typename T, typename... Ts> void print_no_endl(T arg, Ts... args)
+ {
+ print_no_endl(arg);
+ print_no_endl(args...);
+ }
+
+ /**
+ * Not to be called by user. Should become private.
+ */
+ GPUStorageBuf *gpu_draw_buf_get();
+ GPUStorageBuf *gpu_print_buf_get();
+
+ private:
+ uint color_pack(float4 color);
+ DRWDebugVert vert_pack(float3 pos, uint color);
+
+ void draw_line(float3 v1, float3 v2, uint color);
+
+ void print_newline();
+ void print_string_start(uint len);
+ void print_string(std::string str);
+ void print_char4(uint data);
+ void print_append_char(uint char1, uint &char4);
+ void print_append_digit(uint digit, uint &char4);
+ void print_append_space(uint &char4);
+ void print_value_binary(uint value);
+ void print_value_uint(uint value, const bool hex, bool is_negative, const bool is_unsigned);
+
+ template<typename T> void print_value(const T &value);
+ template<typename T> void print_value_hex(const T &value);
+ template<typename T> void print_value_binary(const T &value);
+
+ void display_lines();
+ void display_prints();
+};
+
+} // namespace blender::draw
+
+/**
+ * Ease of use function to get the debug module.
+ * TODO(fclem): Should be removed once DRWManager is no longer global.
+ * IMPORTANT: Can return nullptr if storage buffer is not supported.
+ */
+blender::draw::DebugDraw *DRW_debug_get();
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index b2422504825..4693e5f8e20 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -43,6 +43,7 @@
#include "DNA_camera_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
+#include "DNA_userdef_types.h"
#include "DNA_world_types.h"
#include "ED_gpencil.h"
@@ -84,6 +85,7 @@
#include "draw_cache_impl.h"
#include "engines/basic/basic_engine.h"
+#include "engines/compositor/compositor_engine.h"
#include "engines/eevee/eevee_engine.h"
#include "engines/eevee_next/eevee_engine.h"
#include "engines/external/external_engine.h"
@@ -1214,6 +1216,31 @@ static void drw_engines_enable_editors(void)
}
}
+static bool is_compositor_enabled(void)
+{
+ if (!U.experimental.use_realtime_compositor) {
+ return false;
+ }
+
+ if (!(DST.draw_ctx.v3d->shading.flag & V3D_SHADING_COMPOSITOR)) {
+ return false;
+ }
+
+ if (!(DST.draw_ctx.v3d->shading.type >= OB_MATERIAL)) {
+ return false;
+ }
+
+ if (!DST.draw_ctx.scene->use_nodes) {
+ return false;
+ }
+
+ if (!DST.draw_ctx.scene->nodetree) {
+ return false;
+ }
+
+ return true;
+}
+
static void drw_engines_enable(ViewLayer *UNUSED(view_layer),
RenderEngineType *engine_type,
bool gpencil_engine_needed)
@@ -1226,6 +1253,11 @@ static void drw_engines_enable(ViewLayer *UNUSED(view_layer),
if (gpencil_engine_needed && ((drawtype >= OB_SOLID) || !use_xray)) {
use_drw_engine(&draw_engine_gpencil_type);
}
+
+ if (is_compositor_enabled()) {
+ use_drw_engine(&draw_engine_compositor_type);
+ }
+
drw_engines_enable_overlays();
#ifdef WITH_DRAW_DEBUG
@@ -1597,7 +1629,6 @@ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
GPUViewport *viewport,
const bContext *evil_C)
{
-
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RegionView3D *rv3d = region->regiondata;
@@ -2948,6 +2979,7 @@ void DRW_engines_register(void)
DRW_engine_register(&draw_engine_overlay_type);
DRW_engine_register(&draw_engine_select_type);
DRW_engine_register(&draw_engine_basic_type);
+ DRW_engine_register(&draw_engine_compositor_type);
#ifdef WITH_DRAW_DEBUG
DRW_engine_register(&draw_engine_debug_select_type);
#endif
@@ -3028,6 +3060,9 @@ void DRW_engines_free(void)
DRW_stats_free();
DRW_globals_free();
+ drw_debug_module_free(DST.debug);
+ DST.debug = NULL;
+
DRW_UBO_FREE_SAFE(G_draw.block_ubo);
DRW_UBO_FREE_SAFE(G_draw.view_ubo);
DRW_TEXTURE_FREE_SAFE(G_draw.ramp);
diff --git a/source/blender/draw/intern/draw_manager.h b/source/blender/draw/intern/draw_manager.h
index 419b13edf1f..a29f2fa7507 100644
--- a/source/blender/draw/intern/draw_manager.h
+++ b/source/blender/draw/intern/draw_manager.h
@@ -188,6 +188,7 @@ typedef enum {
DRW_CMD_DRAW_INSTANCE = 2,
DRW_CMD_DRAW_INSTANCE_RANGE = 3,
DRW_CMD_DRAW_PROCEDURAL = 4,
+ DRW_CMD_DRAW_INDIRECT = 5,
/* Compute Commands. */
DRW_CMD_COMPUTE = 8,
@@ -203,7 +204,7 @@ typedef enum {
/* Needs to fit in 4bits */
} eDRWCommandType;
-#define DRW_MAX_DRAW_CMD_TYPE DRW_CMD_DRAW_PROCEDURAL
+#define DRW_MAX_DRAW_CMD_TYPE DRW_CMD_DRAW_INDIRECT
typedef struct DRWCommandDraw {
GPUBatch *batch;
@@ -232,6 +233,12 @@ typedef struct DRWCommandDrawInstanceRange {
uint inst_count;
} DRWCommandDrawInstanceRange;
+typedef struct DRWCommandDrawIndirect {
+ GPUBatch *batch;
+ DRWResourceHandle handle;
+ GPUStorageBuf *indirect_buf;
+} DRWCommandDrawIndirect;
+
typedef struct DRWCommandCompute {
int groups_x_len;
int groups_y_len;
@@ -286,6 +293,7 @@ typedef union DRWCommand {
DRWCommandDrawInstance instance;
DRWCommandDrawInstanceRange instance_range;
DRWCommandDrawProcedural procedural;
+ DRWCommandDrawIndirect draw_indirect;
DRWCommandCompute compute;
DRWCommandComputeRef compute_ref;
DRWCommandComputeIndirect compute_indirect;
@@ -493,20 +501,6 @@ typedef struct DRWCommandSmallChunk {
BLI_STATIC_ASSERT_ALIGN(DRWCommandChunk, 16);
#endif
-/* ------------- DRAW DEBUG ------------ */
-
-typedef struct DRWDebugLine {
- struct DRWDebugLine *next; /* linked list */
- float pos[2][3];
- float color[4];
-} DRWDebugLine;
-
-typedef struct DRWDebugSphere {
- struct DRWDebugSphere *next; /* linked list */
- float mat[4][4];
- float color[4];
-} DRWDebugSphere;
-
/* ------------- Memory Pools ------------ */
/* Contains memory pools information */
@@ -648,11 +642,7 @@ typedef struct DRWManager {
GPUDrawList *draw_list;
- struct {
- /* TODO(@fclem): optimize: use chunks. */
- DRWDebugLine *lines;
- DRWDebugSphere *spheres;
- } debug;
+ DRWDebugModule *debug;
} DRWManager;
extern DRWManager DST; /* TODO: get rid of this and allow multi-threaded rendering. */
@@ -667,6 +657,9 @@ void drw_state_set(DRWState state);
void drw_debug_draw(void);
void drw_debug_init(void);
+void drw_debug_module_free(DRWDebugModule *module);
+GPUStorageBuf *drw_debug_gpu_draw_buf_get(void);
+GPUStorageBuf *drw_debug_gpu_print_buf_get(void);
eDRWCommandType command_type_get(const uint64_t *command_type_bits, int index);
@@ -685,6 +678,7 @@ void drw_resource_buffer_finish(DRWData *vmempool);
GPUBatch *drw_cache_procedural_points_get(void);
GPUBatch *drw_cache_procedural_lines_get(void);
GPUBatch *drw_cache_procedural_triangles_get(void);
+GPUBatch *drw_cache_procedural_triangle_strips_get(void);
void drw_uniform_attrs_pool_update(struct GHash *table,
struct GPUUniformAttrList *key,
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index 188d9114cd7..913d1b4c3f4 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -17,9 +17,14 @@
#include "BKE_pbvh.h"
#include "BKE_volume.h"
+/* For debug cursor position. */
+#include "WM_api.h"
+#include "wm_window.h"
+
#include "DNA_curve_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
+#include "DNA_screen_types.h"
#include "BLI_alloca.h"
#include "BLI_hash.h"
@@ -39,6 +44,16 @@
#include "intern/gpu_codegen.h"
+/**
+ * IMPORTANT:
+ * In order to be able to write to the same print buffer sequentially, we add a barrier to allow
+ * multiple shader calls writing to the same buffer.
+ * However, this adds explicit synchronization events which might change the rest of the
+ * application behavior and hide some bugs. If you know you are using shader debug print in only
+ * one shader pass, you can comment this out to remove the aforementioned barrier.
+ */
+#define DISABLE_DEBUG_SHADER_PRINT_BARRIER
+
/* -------------------------------------------------------------------- */
/** \name Uniform Buffer Object (DRW_uniformbuffer)
* \{ */
@@ -878,6 +893,17 @@ static void drw_command_draw_procedural(DRWShadingGroup *shgroup,
cmd->vert_count = vert_count;
}
+static void drw_command_draw_indirect(DRWShadingGroup *shgroup,
+ GPUBatch *batch,
+ DRWResourceHandle handle,
+ GPUStorageBuf *indirect_buf)
+{
+ DRWCommandDrawIndirect *cmd = drw_command_create(shgroup, DRW_CMD_DRAW_INDIRECT);
+ cmd->batch = batch;
+ cmd->handle = handle;
+ cmd->indirect_buf = indirect_buf;
+}
+
static void drw_command_set_select_id(DRWShadingGroup *shgroup, GPUVertBuf *buf, uint select_id)
{
/* Only one can be valid. */
@@ -1005,6 +1031,7 @@ void DRW_shgroup_call_compute_indirect(DRWShadingGroup *shgroup, GPUStorageBuf *
drw_command_compute_indirect(shgroup, indirect_buf);
}
+
void DRW_shgroup_barrier(DRWShadingGroup *shgroup, eGPUBarrier type)
{
BLI_assert(GPU_compute_shader_support());
@@ -1044,6 +1071,38 @@ void DRW_shgroup_call_procedural_triangles(DRWShadingGroup *shgroup, Object *ob,
drw_shgroup_call_procedural_add_ex(shgroup, geom, ob, tri_count * 3);
}
+void DRW_shgroup_call_procedural_indirect(DRWShadingGroup *shgroup,
+ GPUPrimType primitive_type,
+ Object *ob,
+ GPUStorageBuf *indirect_buf)
+{
+ struct GPUBatch *geom = NULL;
+ switch (primitive_type) {
+ case GPU_PRIM_POINTS:
+ geom = drw_cache_procedural_points_get();
+ break;
+ case GPU_PRIM_LINES:
+ geom = drw_cache_procedural_lines_get();
+ break;
+ case GPU_PRIM_TRIS:
+ geom = drw_cache_procedural_triangles_get();
+ break;
+ case GPU_PRIM_TRI_STRIP:
+ geom = drw_cache_procedural_triangle_strips_get();
+ break;
+ default:
+ BLI_assert_msg(0,
+ "Unsupported primitive type in DRW_shgroup_call_procedural_indirect. Add new "
+ "one as needed.");
+ break;
+ }
+ if (G.f & G_FLAG_PICKSEL) {
+ drw_command_set_select_id(shgroup, NULL, DST.select_id);
+ }
+ DRWResourceHandle handle = drw_resource_handle(shgroup, ob ? ob->obmat : NULL, ob);
+ drw_command_draw_indirect(shgroup, geom, handle, indirect_buf);
+}
+
void DRW_shgroup_call_instances(DRWShadingGroup *shgroup,
Object *ob,
struct GPUBatch *geom,
@@ -1129,16 +1188,15 @@ static void sculpt_draw_cb(DRWSculptCallbackData *scd, GPU_PBVH_Buffers *buffers
DRW_shgroup_uniform_vec3(
shgrp, "materialDiffuseColor", SCULPT_DEBUG_COLOR(scd->debug_node_nr++), 1);
}
+
/* DRW_shgroup_call_no_cull reuses matrices calculations for all the drawcalls of this
* object. */
DRW_shgroup_call_no_cull(shgrp, geom, scd->ob);
}
}
-static void sculpt_debug_cb(void *user_data,
- const float bmin[3],
- const float bmax[3],
- PBVHNodeFlags flag)
+static void sculpt_debug_cb(
+ PBVHNode *node, void *user_data, const float bmin[3], const float bmax[3], PBVHNodeFlags flag)
{
int *debug_node_nr = (int *)user_data;
BoundBox bb;
@@ -1153,7 +1211,10 @@ static void sculpt_debug_cb(void *user_data,
}
#else /* Color coded leaf bounds. */
if (flag & PBVH_Leaf) {
- DRW_debug_bbox(&bb, SCULPT_DEBUG_COLOR((*debug_node_nr)++));
+ int color = (*debug_node_nr)++;
+ color += BKE_pbvh_debug_draw_gen_get(node);
+
+ DRW_debug_bbox(&bb, SCULPT_DEBUG_COLOR(color));
}
#endif
}
@@ -1246,8 +1307,8 @@ static void drw_sculpt_generate_calls(DRWSculptCallbackData *scd)
DRW_debug_modelmat(scd->ob->obmat);
BKE_pbvh_draw_debug_cb(
pbvh,
- (void (*)(
- void *d, const float min[3], const float max[3], PBVHNodeFlags f))sculpt_debug_cb,
+ (void (*)(PBVHNode * n, void *d, const float min[3], const float max[3], PBVHNodeFlags f))
+ sculpt_debug_cb,
&debug_node_nr);
}
}
@@ -1466,6 +1527,27 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
shgroup, view_ubo_location, DRW_UNIFORM_BLOCK, G_draw.view_ubo, 0, 0, 1);
}
+#ifdef DEBUG
+ int debug_print_location = GPU_shader_get_builtin_ssbo(shader, GPU_STORAGE_BUFFER_DEBUG_PRINT);
+ if (debug_print_location != -1) {
+ GPUStorageBuf *buf = drw_debug_gpu_print_buf_get();
+ drw_shgroup_uniform_create_ex(
+ shgroup, debug_print_location, DRW_UNIFORM_STORAGE_BLOCK, buf, 0, 0, 1);
+# ifndef DISABLE_DEBUG_SHADER_PRINT_BARRIER
+ /* Add a barrier to allow multiple shader writing to the same buffer. */
+ DRW_shgroup_barrier(shgroup, GPU_BARRIER_SHADER_STORAGE);
+# endif
+ }
+
+ int debug_draw_location = GPU_shader_get_builtin_ssbo(shader, GPU_STORAGE_BUFFER_DEBUG_VERTS);
+ if (debug_draw_location != -1) {
+ GPUStorageBuf *buf = drw_debug_gpu_draw_buf_get();
+ drw_shgroup_uniform_create_ex(
+ shgroup, debug_draw_location, DRW_UNIFORM_STORAGE_BLOCK, buf, 0, 0, 1);
+ /* NOTE(fclem): No barrier as ordering is not important. */
+ }
+#endif
+
/* Not supported. */
BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW_INV) == -1);
BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW) == -1);
@@ -1942,6 +2024,13 @@ DRWView *DRW_view_create(const float viewmat[4][4],
copy_v4_fl4(view->storage.viewcamtexcofac, 1.0f, 1.0f, 0.0f, 0.0f);
+ if (DST.draw_ctx.evil_C && DST.draw_ctx.region) {
+ int region_origin[2] = {DST.draw_ctx.region->winrct.xmin, DST.draw_ctx.region->winrct.ymin};
+ struct wmWindow *win = CTX_wm_window(DST.draw_ctx.evil_C);
+ wm_cursor_position_get(win, &view->storage.mouse_pixel[0], &view->storage.mouse_pixel[1]);
+ sub_v2_v2v2_int(view->storage.mouse_pixel, view->storage.mouse_pixel, region_origin);
+ }
+
DRW_view_update(view, viewmat, winmat, culling_viewmat, culling_winmat);
return view;
@@ -2041,6 +2130,14 @@ void DRW_view_update(DRWView *view,
draw_frustum_bound_sphere_calc(
&view->frustum_corners, viewinv, winmat, wininv, &view->frustum_bsphere);
+ /* TODO(fclem): Deduplicate. */
+ for (int i = 0; i < 8; i++) {
+ copy_v3_v3(view->storage.frustum_corners[i], view->frustum_corners.vec[i]);
+ }
+ for (int i = 0; i < 6; i++) {
+ copy_v4_v4(view->storage.frustum_planes[i], view->frustum_planes[i]);
+ }
+
#ifdef DRW_DEBUG_CULLING
if (G.debug_value != 0) {
DRW_debug_sphere(
diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c
index e7e0e0ce41f..4dda0ceb2ef 100644
--- a/source/blender/draw/intern/draw_manager_exec.c
+++ b/source/blender/draw/intern/draw_manager_exec.c
@@ -318,6 +318,7 @@ void DRW_state_reset(void)
DRW_state_reset_ex(DRW_STATE_DEFAULT);
GPU_texture_unbind_all();
+ GPU_texture_image_unbind_all();
GPU_uniformbuf_unbind_all();
GPU_storagebuf_unbind_all();
@@ -874,6 +875,25 @@ static void draw_call_single_do(DRWShadingGroup *shgroup,
state->baseinst_loc);
}
+/* Not to be mistaken with draw_indirect_call which does batch many drawcalls together. This one
+ * only execute an indirect drawcall with user indirect buffer. */
+static void draw_call_indirect(DRWShadingGroup *shgroup,
+ DRWCommandsState *state,
+ GPUBatch *batch,
+ DRWResourceHandle handle,
+ GPUStorageBuf *indirect_buf)
+{
+ draw_call_batching_flush(shgroup, state);
+ draw_call_resource_bind(state, &handle);
+
+ if (G.f & G_FLAG_PICKSEL) {
+ GPU_select_load_id(state->select_id);
+ }
+
+ GPU_batch_set_shader(batch, shgroup->shader);
+ GPU_batch_draw_indirect(batch, indirect_buf);
+}
+
static void draw_call_batching_start(DRWCommandsState *state)
{
state->neg_scale = false;
@@ -970,6 +990,7 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
/* Unbinding can be costly. Skip in normal condition. */
if (G.debug & G_DEBUG_GPU) {
GPU_texture_unbind_all();
+ GPU_texture_image_unbind_all();
GPU_uniformbuf_unbind_all();
GPU_storagebuf_unbind_all();
}
@@ -996,12 +1017,13 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
while ((cmd = draw_command_iter_step(&iter, &cmd_type))) {
switch (cmd_type) {
+ case DRW_CMD_DRAW_PROCEDURAL:
case DRW_CMD_DRWSTATE:
case DRW_CMD_STENCIL:
draw_call_batching_flush(shgroup, &state);
break;
case DRW_CMD_DRAW:
- case DRW_CMD_DRAW_PROCEDURAL:
+ case DRW_CMD_DRAW_INDIRECT:
case DRW_CMD_DRAW_INSTANCE:
if (draw_call_is_culled(&cmd->instance.handle, DST.view_active)) {
continue;
@@ -1055,6 +1077,13 @@ static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
1,
true);
break;
+ case DRW_CMD_DRAW_INDIRECT:
+ draw_call_indirect(shgroup,
+ &state,
+ cmd->draw_indirect.batch,
+ cmd->draw_indirect.handle,
+ cmd->draw_indirect.indirect_buf);
+ break;
case DRW_CMD_DRAW_INSTANCE:
draw_call_single_do(shgroup,
&state,
diff --git a/source/blender/draw/intern/draw_shader.cc b/source/blender/draw/intern/draw_shader.cc
index 001ceb0ae8d..ecb30d54b64 100644
--- a/source/blender/draw/intern/draw_shader.cc
+++ b/source/blender/draw/intern/draw_shader.cc
@@ -24,6 +24,8 @@ extern "C" char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
static struct {
struct GPUShader *hair_refine_sh[PART_REFINE_MAX_SHADER];
+ struct GPUShader *debug_print_display_sh;
+ struct GPUShader *debug_draw_display_sh;
} e_data = {{nullptr}};
/* -------------------------------------------------------------------- */
@@ -109,6 +111,22 @@ GPUShader *DRW_shader_curves_refine_get(CurvesEvalShader type, eParticleRefineSh
return e_data.hair_refine_sh[type];
}
+GPUShader *DRW_shader_debug_print_display_get()
+{
+ if (e_data.debug_print_display_sh == nullptr) {
+ e_data.debug_print_display_sh = GPU_shader_create_from_info_name("draw_debug_print_display");
+ }
+ return e_data.debug_print_display_sh;
+}
+
+GPUShader *DRW_shader_debug_draw_display_get()
+{
+ if (e_data.debug_draw_display_sh == nullptr) {
+ e_data.debug_draw_display_sh = GPU_shader_create_from_info_name("draw_debug_draw_display");
+ }
+ return e_data.debug_draw_display_sh;
+}
+
/** \} */
void DRW_shaders_free()
@@ -116,4 +134,6 @@ void DRW_shaders_free()
for (int i = 0; i < PART_REFINE_MAX_SHADER; i++) {
DRW_SHADER_FREE_SAFE(e_data.hair_refine_sh[i]);
}
+ DRW_SHADER_FREE_SAFE(e_data.debug_print_display_sh);
+ DRW_SHADER_FREE_SAFE(e_data.debug_draw_display_sh);
}
diff --git a/source/blender/draw/intern/draw_shader.h b/source/blender/draw/intern/draw_shader.h
index 63d755cc334..dabb4b3327f 100644
--- a/source/blender/draw/intern/draw_shader.h
+++ b/source/blender/draw/intern/draw_shader.h
@@ -30,6 +30,9 @@ struct GPUShader *DRW_shader_hair_refine_get(ParticleRefineShader refinement,
struct GPUShader *DRW_shader_curves_refine_get(CurvesEvalShader type,
eParticleRefineShaderType sh_type);
+struct GPUShader *DRW_shader_debug_print_display_get(void);
+struct GPUShader *DRW_shader_debug_draw_display_get(void);
+
void DRW_shaders_free(void);
#ifdef __cplusplus
diff --git a/source/blender/draw/intern/draw_shader_shared.h b/source/blender/draw/intern/draw_shader_shared.h
index e8944442607..90a6475c42b 100644
--- a/source/blender/draw/intern/draw_shader_shared.h
+++ b/source/blender/draw/intern/draw_shader_shared.h
@@ -1,6 +1,8 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
#ifndef GPU_SHADER
+# pragma once
+
# include "GPU_shader.h"
# include "GPU_shader_shared_utils.h"
@@ -9,6 +11,12 @@ typedef struct ObjectMatrices ObjectMatrices;
typedef struct ObjectInfos ObjectInfos;
typedef struct VolumeInfos VolumeInfos;
typedef struct CurvesInfos CurvesInfos;
+typedef struct DrawCommand DrawCommand;
+typedef struct DrawCommandIndexed DrawCommandIndexed;
+typedef struct DispatchCommand DispatchCommand;
+typedef struct DRWDebugPrintBuffer DRWDebugPrintBuffer;
+typedef struct DRWDebugVert DRWDebugVert;
+typedef struct DRWDebugDrawBuffer DRWDebugDrawBuffer;
#endif
#define DRW_SHADER_SHARED_H
@@ -43,6 +51,12 @@ struct ViewInfos {
/** NOTE: vec3 arrays are padded to vec4. */
float4 frustum_corners[8];
float4 frustum_planes[6];
+
+ /** For debugging purpose */
+ /* Mouse pixel. */
+ int2 mouse_pixel;
+
+ int2 _pad0;
};
BLI_STATIC_ASSERT_ALIGN(ViewInfos, 16)
@@ -96,3 +110,89 @@ BLI_STATIC_ASSERT_ALIGN(CurvesInfos, 16)
#define OrcoTexCoFactors (drw_infos[resource_id].drw_OrcoTexCoFactors)
#define ObjectInfo (drw_infos[resource_id].drw_Infos)
#define ObjectColor (drw_infos[resource_id].drw_ObjectColor)
+
+/* Indirect commands structures. */
+
+struct DrawCommand {
+ uint v_count;
+ uint i_count;
+ uint v_first;
+ uint i_first;
+};
+BLI_STATIC_ASSERT_ALIGN(DrawCommand, 16)
+
+struct DrawCommandIndexed {
+ uint v_count;
+ uint i_count;
+ uint v_first;
+ uint base_index;
+ uint i_first;
+ uint _pad0;
+ uint _pad1;
+ uint _pad2;
+};
+BLI_STATIC_ASSERT_ALIGN(DrawCommandIndexed, 16)
+
+struct DispatchCommand {
+ uint num_groups_x;
+ uint num_groups_y;
+ uint num_groups_z;
+ uint _pad0;
+};
+BLI_STATIC_ASSERT_ALIGN(DispatchCommand, 16)
+
+/* -------------------------------------------------------------------- */
+/** \name Debug print
+ * \{ */
+
+/* Take the header (DrawCommand) into account. */
+#define DRW_DEBUG_PRINT_MAX (8 * 1024) - 4
+/* NOTE: Cannot be more than 255 (because of column encoding). */
+#define DRW_DEBUG_PRINT_WORD_WRAP_COLUMN 120u
+
+/* The debug print buffer is laid-out as the following struct.
+ * But we use plain array in shader code instead because of driver issues. */
+struct DRWDebugPrintBuffer {
+ DrawCommand command;
+ /** Each character is encoded as 3 `uchar` with char_index, row and column position. */
+ uint char_array[DRW_DEBUG_PRINT_MAX];
+};
+BLI_STATIC_ASSERT_ALIGN(DRWDebugPrintBuffer, 16)
+
+/* Use number of char as vertex count. Equivalent to `DRWDebugPrintBuffer.command.v_count`. */
+#define drw_debug_print_cursor drw_debug_print_buf[0]
+/* Reuse first instance as row index as we don't use instancing. Equivalent to
+ * `DRWDebugPrintBuffer.command.i_first`. */
+#define drw_debug_print_row_shared drw_debug_print_buf[3]
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Debug draw shapes
+ * \{ */
+
+struct DRWDebugVert {
+ /* This is a weird layout, but needed to be able to use DRWDebugVert as
+ * a DrawCommand and avoid alignment issues. See drw_debug_verts_buf[] definition. */
+ uint pos0;
+ uint pos1;
+ uint pos2;
+ uint color;
+};
+BLI_STATIC_ASSERT_ALIGN(DRWDebugVert, 16)
+
+/* Take the header (DrawCommand) into account. */
+#define DRW_DEBUG_DRAW_VERT_MAX (64 * 1024) - 1
+
+/* The debug draw buffer is laid-out as the following struct.
+ * But we use plain array in shader code instead because of driver issues. */
+struct DRWDebugDrawBuffer {
+ DrawCommand command;
+ DRWDebugVert verts[DRW_DEBUG_DRAW_VERT_MAX];
+};
+BLI_STATIC_ASSERT_ALIGN(DRWDebugPrintBuffer, 16)
+
+/* Equivalent to `DRWDebugDrawBuffer.command.v_count`. */
+#define drw_debug_draw_v_count drw_debug_verts_buf[0].pos0
+
+/** \} */
diff --git a/source/blender/draw/intern/draw_texture_pool.cc b/source/blender/draw/intern/draw_texture_pool.cc
index b36cb5c809e..017ecec7be2 100644
--- a/source/blender/draw/intern/draw_texture_pool.cc
+++ b/source/blender/draw/intern/draw_texture_pool.cc
@@ -160,6 +160,19 @@ void DRW_texture_pool_texture_release(DRWTexturePool *pool, GPUTexture *tmp_tex)
pool->tmp_tex_released.append(tmp_tex);
}
+void DRW_texture_pool_take_texture_ownership(DRWTexturePool *pool, GPUTexture *tex)
+{
+ pool->tmp_tex_acquired.remove_first_occurrence_and_reorder(tex);
+}
+
+void DRW_texture_pool_give_texture_ownership(DRWTexturePool *pool, GPUTexture *tex)
+{
+ BLI_assert(pool->tmp_tex_acquired.first_index_of_try(tex) == -1 &&
+ pool->tmp_tex_released.first_index_of_try(tex) == -1 &&
+ pool->tmp_tex_pruned.first_index_of_try(tex) == -1);
+ pool->tmp_tex_acquired.append(tex);
+}
+
void DRW_texture_pool_reset(DRWTexturePool *pool)
{
pool->last_user_id = -1;
diff --git a/source/blender/draw/intern/draw_texture_pool.h b/source/blender/draw/intern/draw_texture_pool.h
index 1c30ea88552..9fbbf630833 100644
--- a/source/blender/draw/intern/draw_texture_pool.h
+++ b/source/blender/draw/intern/draw_texture_pool.h
@@ -26,6 +26,7 @@ void DRW_texture_pool_free(DRWTexturePool *pool);
/**
* Try to find a texture corresponding to params into the texture pool.
* If no texture was found, create one and add it to the pool.
+ * DEPRECATED: Use DRW_texture_pool_texture_acquire instead and do it just before rendering.
*/
GPUTexture *DRW_texture_pool_query(
DRWTexturePool *pool, int width, int height, eGPUTextureFormat format, void *user);
@@ -40,6 +41,22 @@ GPUTexture *DRW_texture_pool_texture_acquire(DRWTexturePool *pool,
* Releases a previously acquired texture.
*/
void DRW_texture_pool_texture_release(DRWTexturePool *pool, GPUTexture *tmp_tex);
+
+/**
+ * This effectively remove a texture from the texture pool, giving full ownership to the caller.
+ * The given texture needs to be been acquired through DRW_texture_pool_texture_acquire().
+ * IMPORTANT: This removes the need for a DRW_texture_pool_texture_release() call on this texture.
+ */
+void DRW_texture_pool_take_texture_ownership(DRWTexturePool *pool, GPUTexture *tex);
+/**
+ * This Inserts a texture into the texture pool, giving full ownership to the texture pool.
+ * The texture needs not to be in the pool already.
+ * The texture may be reused in a latter call to DRW_texture_pool_texture_acquire();
+ * IMPORTANT: DRW_texture_pool_texture_release() still needs to be called on this texture
+ * after usage.
+ */
+void DRW_texture_pool_give_texture_ownership(DRWTexturePool *pool, GPUTexture *tex);
+
/**
* Resets the user bits for each texture in the pool and delete unused ones.
*/
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh.hh b/source/blender/draw/intern/mesh_extractors/extract_mesh.hh
index a4773736f0c..57abf088c16 100644
--- a/source/blender/draw/intern/mesh_extractors/extract_mesh.hh
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh.hh
@@ -83,6 +83,9 @@ struct MeshRenderData {
MLoopTri *mlooptri;
const float (*vert_normals)[3];
const float (*poly_normals)[3];
+ const bool *hide_vert;
+ const bool *hide_edge;
+ const bool *hide_poly;
float (*loop_normals)[3];
int *lverts, *ledges;
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_edituv.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_edituv.cc
index f51c96af0b0..fa39957a7fc 100644
--- a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_edituv.cc
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_edituv.cc
@@ -537,6 +537,7 @@ static void extract_edituv_fdots_iter_poly_mesh(const MeshRenderData *mr,
void *_data)
{
MeshExtract_EditUvElem_Data *data = static_cast<MeshExtract_EditUvElem_Data *>(_data);
+
const BMFace *efa = bm_original_face_get(mr, mp_index);
const bool mp_hidden = (efa) ? BM_elem_flag_test_bool(efa, BM_ELEM_HIDDEN) : true;
const bool mp_select = (efa) ? BM_elem_flag_test_bool(efa, BM_ELEM_SELECT) : false;
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_fdots.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_fdots.cc
index cc0b383f12b..8dc00617039 100644
--- a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_fdots.cc
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_fdots.cc
@@ -42,6 +42,8 @@ static void extract_fdots_iter_poly_mesh(const MeshRenderData *mr,
const int mp_index,
void *_userdata)
{
+ const bool hidden = mr->use_hide && mr->hide_poly && mr->hide_poly[mp - mr->mpoly];
+
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(_userdata);
if (mr->use_subsurf_fdots) {
const BLI_bitmap *facedot_tags = mr->me->runtime.subsurf_face_dot_tags;
@@ -50,7 +52,7 @@ static void extract_fdots_iter_poly_mesh(const MeshRenderData *mr,
const int ml_index_end = mp->loopstart + mp->totloop;
for (int ml_index = mp->loopstart; ml_index < ml_index_end; ml_index += 1) {
const MLoop *ml = &mloop[ml_index];
- if (BLI_BITMAP_TEST(facedot_tags, ml->v) && !(mr->use_hide && (mp->flag & ME_HIDE))) {
+ if (BLI_BITMAP_TEST(facedot_tags, ml->v) && !hidden) {
GPU_indexbuf_set_point_vert(elb, mp_index, mp_index);
return;
}
@@ -58,7 +60,7 @@ static void extract_fdots_iter_poly_mesh(const MeshRenderData *mr,
GPU_indexbuf_set_point_restart(elb, mp_index);
}
else {
- if (!(mr->use_hide && (mp->flag & ME_HIDE))) {
+ if (!hidden) {
GPU_indexbuf_set_point_vert(elb, mp_index, mp_index);
}
else {
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines.cc
index e6c0d815963..fe883fb0c96 100644
--- a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines.cc
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines.cc
@@ -58,14 +58,12 @@ static void extract_lines_iter_poly_mesh(const MeshRenderData *mr,
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(data);
/* Using poly & loop iterator would complicate accessing the adjacent loop. */
const MLoop *mloop = mr->mloop;
- const MEdge *medge = mr->medge;
if (mr->use_hide || (mr->extract_type == MR_EXTRACT_MAPPED) || (mr->e_origindex != nullptr)) {
const int ml_index_last = mp->loopstart + (mp->totloop - 1);
int ml_index = ml_index_last, ml_index_next = mp->loopstart;
do {
const MLoop *ml = &mloop[ml_index];
- const MEdge *med = &medge[ml->e];
- if (!((mr->use_hide && (med->flag & ME_HIDE)) ||
+ if (!((mr->use_hide && mr->hide_edge && mr->hide_edge[ml->e]) ||
((mr->extract_type == MR_EXTRACT_MAPPED) && (mr->e_origindex) &&
(mr->e_origindex[ml->e] == ORIGINDEX_NONE)))) {
GPU_indexbuf_set_line_verts(elb, ml->e, ml_index, ml_index_next);
@@ -111,7 +109,7 @@ static void extract_lines_iter_ledge_mesh(const MeshRenderData *mr,
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(data);
const int l_index_offset = mr->edge_len + ledge_index;
const int e_index = mr->ledges[ledge_index];
- if (!((mr->use_hide && (med->flag & ME_HIDE)) ||
+ if (!((mr->use_hide && mr->hide_edge && mr->hide_edge[med - mr->medge]) ||
((mr->extract_type == MR_EXTRACT_MAPPED) && (mr->e_origindex) &&
(mr->e_origindex[e_index] == ORIGINDEX_NONE)))) {
const int l_index = mr->loop_len + ledge_index * 2;
@@ -185,9 +183,14 @@ static void extract_lines_loose_geom_subdiv(const DRWSubdivCache *subdiv_cache,
switch (mr->extract_type) {
case MR_EXTRACT_MESH: {
- const MEdge *medge = mr->medge;
- for (DRWSubdivLooseEdge edge : loose_edges) {
- *flags_data++ = (medge[edge.coarse_edge_index].flag & ME_HIDE) != 0;
+ const bool *hide_vert = mr->hide_vert;
+ if (hide_vert) {
+ for (DRWSubdivLooseEdge edge : loose_edges) {
+ *flags_data++ = hide_vert[edge.coarse_edge_index];
+ }
+ }
+ else {
+ MutableSpan<uint>(flags_data, loose_edges.size()).fill(0);
}
break;
}
@@ -199,18 +202,23 @@ static void extract_lines_loose_geom_subdiv(const DRWSubdivCache *subdiv_cache,
}
}
else {
- for (DRWSubdivLooseEdge edge : loose_edges) {
- int e = edge.coarse_edge_index;
-
- if (mr->e_origindex && mr->e_origindex[e] != ORIGINDEX_NONE) {
- *flags_data++ = (mr->medge[mr->e_origindex[e]].flag & ME_HIDE) != 0;
- }
- else {
- *flags_data++ = false;
+ const bool *hide_vert = mr->hide_vert;
+ if (hide_vert) {
+ for (DRWSubdivLooseEdge edge : loose_edges) {
+ int e = edge.coarse_edge_index;
+
+ if (mr->e_origindex && mr->e_origindex[e] != ORIGINDEX_NONE) {
+ *flags_data++ = hide_vert[edge.coarse_edge_index];
+ }
+ else {
+ *flags_data++ = false;
+ }
}
}
+ else {
+ MutableSpan<uint>(flags_data, loose_edges.size()).fill(0);
+ }
}
-
break;
}
case MR_EXTRACT_BMESH: {
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines_adjacency.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines_adjacency.cc
index c2cfb66ec28..d6c246c51a9 100644
--- a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines_adjacency.cc
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines_adjacency.cc
@@ -119,16 +119,17 @@ static void extract_lines_adjacency_iter_looptri_mesh(const MeshRenderData *mr,
void *_data)
{
MeshExtract_LineAdjacency_Data *data = static_cast<MeshExtract_LineAdjacency_Data *>(_data);
- const MPoly *mp = &mr->mpoly[mlt->poly];
- if (!(mr->use_hide && (mp->flag & ME_HIDE))) {
- lines_adjacency_triangle(mr->mloop[mlt->tri[0]].v,
- mr->mloop[mlt->tri[1]].v,
- mr->mloop[mlt->tri[2]].v,
- mlt->tri[0],
- mlt->tri[1],
- mlt->tri[2],
- data);
+ const bool hidden = mr->use_hide && mr->hide_poly && mr->hide_poly[mlt->poly];
+ if (hidden) {
+ return;
}
+ lines_adjacency_triangle(mr->mloop[mlt->tri[0]].v,
+ mr->mloop[mlt->tri[1]].v,
+ mr->mloop[mlt->tri[2]].v,
+ mlt->tri[0],
+ mlt->tri[1],
+ mlt->tri[2],
+ data);
}
static void extract_lines_adjacency_finish(const MeshRenderData *UNUSED(mr),
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines_paint_mask.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines_paint_mask.cc
index 11c71d61775..d5f31c08eaf 100644
--- a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines_paint_mask.cc
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_lines_paint_mask.cc
@@ -47,8 +47,7 @@ static void extract_lines_paint_mask_iter_poly_mesh(const MeshRenderData *mr,
const MLoop *ml = &mloop[ml_index];
const int e_index = ml->e;
- const MEdge *me = &mr->medge[e_index];
- if (!((mr->use_hide && (me->flag & ME_HIDE)) ||
+ if (!((mr->use_hide && mr->hide_edge && mr->hide_edge[e_index]) ||
((mr->extract_type == MR_EXTRACT_MAPPED) && (mr->e_origindex) &&
(mr->e_origindex[e_index] == ORIGINDEX_NONE)))) {
@@ -122,8 +121,7 @@ static void extract_lines_paint_mask_iter_subdiv_mesh(const DRWSubdivCache *subd
GPU_indexbuf_set_line_restart(&data->elb, subdiv_edge_index);
}
else {
- const MEdge *me = &mr->medge[coarse_edge_index];
- if (!((mr->use_hide && (me->flag & ME_HIDE)) ||
+ if (!((mr->use_hide && mr->hide_edge && mr->hide_edge[coarse_edge_index]) ||
((mr->extract_type == MR_EXTRACT_MAPPED) && (mr->e_origindex) &&
(mr->e_origindex[coarse_edge_index] == ORIGINDEX_NONE)))) {
const uint ml_index_other = (loop_idx == (end_loop_idx - 1)) ? start_loop_idx :
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_points.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_points.cc
index f7c5505422b..ca46a38823d 100644
--- a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_points.cc
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_points.cc
@@ -43,10 +43,10 @@ BLI_INLINE void vert_set_mesh(GPUIndexBufBuilder *elb,
const int v_index,
const int l_index)
{
- const MVert *mv = &mr->mvert[v_index];
- if (!((mr->use_hide && (mv->flag & ME_HIDE)) ||
- ((mr->extract_type == MR_EXTRACT_MAPPED) && (mr->v_origindex) &&
- (mr->v_origindex[v_index] == ORIGINDEX_NONE)))) {
+ const bool hidden = mr->use_hide && mr->hide_vert && mr->hide_vert[v_index];
+
+ if (!(hidden || ((mr->extract_type == MR_EXTRACT_MAPPED) && (mr->v_origindex) &&
+ (mr->v_origindex[v_index] == ORIGINDEX_NONE)))) {
GPU_indexbuf_set_point_vert(elb, v_index, l_index);
}
else {
@@ -181,8 +181,7 @@ static void extract_points_iter_subdiv_common(GPUIndexBufBuilder *elb,
}
}
else {
- const MVert *mv = &mr->mvert[coarse_vertex_index];
- if (mr->use_hide && (mv->flag & ME_HIDE)) {
+ if (mr->use_hide && mr->hide_vert && mr->hide_vert[coarse_vertex_index]) {
GPU_indexbuf_set_point_restart(elb, coarse_vertex_index);
continue;
}
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_tris.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_tris.cc
index 9fc18620d11..2e3e6c7b6b1 100644
--- a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_tris.cc
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_tris.cc
@@ -189,12 +189,12 @@ static void extract_tris_single_mat_iter_looptri_mesh(const MeshRenderData *mr,
void *_data)
{
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(_data);
- const MPoly *mp = &mr->mpoly[mlt->poly];
- if (!(mr->use_hide && (mp->flag & ME_HIDE))) {
- GPU_indexbuf_set_tri_verts(elb, mlt_index, mlt->tri[0], mlt->tri[1], mlt->tri[2]);
+ const bool hidden = mr->use_hide && mr->hide_poly && mr->hide_poly[mlt->poly];
+ if (hidden) {
+ GPU_indexbuf_set_tri_restart(elb, mlt_index);
}
else {
- GPU_indexbuf_set_tri_restart(elb, mlt_index);
+ GPU_indexbuf_set_tri_verts(elb, mlt_index, mlt->tri[0], mlt->tri[1], mlt->tri[2]);
}
}
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_attributes.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_attributes.cc
index 7f16837022c..64ade020418 100644
--- a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_attributes.cc
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_attributes.cc
@@ -58,7 +58,6 @@ template<typename AttributeType, typename VBOType> struct AttributeTypeConverter
}
};
-/* Similar to the one in #extract_mesh_vcol_vbo.cc */
struct gpuMeshCol {
ushort r, g, b, a;
};
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_lnor.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_lnor.cc
index ac517269e7d..ef67e1b540d 100644
--- a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_lnor.cc
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_lnor.cc
@@ -62,6 +62,8 @@ static void extract_lnor_iter_poly_mesh(const MeshRenderData *mr,
const int mp_index,
void *data)
{
+ const bool hidden = mr->hide_poly && mr->hide_poly[mp_index];
+
const MLoop *mloop = mr->mloop;
const int ml_index_end = mp->loopstart + mp->totloop;
for (int ml_index = mp->loopstart; ml_index < ml_index_end; ml_index += 1) {
@@ -80,8 +82,8 @@ static void extract_lnor_iter_poly_mesh(const MeshRenderData *mr,
/* Flag for paint mode overlay.
* Only use MR_EXTRACT_MAPPED in edit mode where it is used to display the edge-normals.
* In paint mode it will use the un-mapped data to draw the wire-frame. */
- if (mp->flag & ME_HIDE || (mr->edit_bmesh && mr->extract_type == MR_EXTRACT_MAPPED &&
- (mr->v_origindex) && mr->v_origindex[ml->v] == ORIGINDEX_NONE)) {
+ if (hidden || (mr->edit_bmesh && mr->extract_type == MR_EXTRACT_MAPPED && (mr->v_origindex) &&
+ mr->v_origindex[ml->v] == ORIGINDEX_NONE)) {
lnor_data->w = -1;
}
else if (mp->flag & ME_FACE_SEL) {
@@ -185,6 +187,8 @@ static void extract_lnor_hq_iter_poly_mesh(const MeshRenderData *mr,
const int mp_index,
void *data)
{
+ const bool hidden = mr->hide_poly && mr->hide_poly[mp_index];
+
const MLoop *mloop = mr->mloop;
const int ml_index_end = mp->loopstart + mp->totloop;
for (int ml_index = mp->loopstart; ml_index < ml_index_end; ml_index += 1) {
@@ -203,8 +207,8 @@ static void extract_lnor_hq_iter_poly_mesh(const MeshRenderData *mr,
/* Flag for paint mode overlay.
* Only use #MR_EXTRACT_MAPPED in edit mode where it is used to display the edge-normals.
* In paint mode it will use the un-mapped data to draw the wire-frame. */
- if (mp->flag & ME_HIDE || (mr->edit_bmesh && mr->extract_type == MR_EXTRACT_MAPPED &&
- (mr->v_origindex) && mr->v_origindex[ml->v] == ORIGINDEX_NONE)) {
+ if (hidden || (mr->edit_bmesh && mr->extract_type == MR_EXTRACT_MAPPED && (mr->v_origindex) &&
+ mr->v_origindex[ml->v] == ORIGINDEX_NONE)) {
lnor_data->w = -1;
}
else if (mp->flag & ME_FACE_SEL) {
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc
index 9788beabeb5..313838be9e8 100644
--- a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc
@@ -83,10 +83,11 @@ static void extract_pos_nor_iter_poly_bm(const MeshRenderData *mr,
static void extract_pos_nor_iter_poly_mesh(const MeshRenderData *mr,
const MPoly *mp,
- const int UNUSED(mp_index),
+ const int mp_index,
void *_data)
{
MeshExtract_PosNor_Data *data = static_cast<MeshExtract_PosNor_Data *>(_data);
+ const bool poly_hidden = mr->hide_poly && mr->hide_poly[mp_index];
const MLoop *mloop = mr->mloop;
const int ml_index_end = mp->loopstart + mp->totloop;
@@ -95,10 +96,11 @@ static void extract_pos_nor_iter_poly_mesh(const MeshRenderData *mr,
PosNorLoop *vert = &data->vbo_data[ml_index];
const MVert *mv = &mr->mvert[ml->v];
+ const bool vert_hidden = mr->hide_vert && mr->hide_vert[ml->v];
copy_v3_v3(vert->pos, mv->co);
vert->nor = data->normals[ml->v].low;
/* Flag for paint mode overlay. */
- if (mp->flag & ME_HIDE || mv->flag & ME_HIDE ||
+ if (poly_hidden || vert_hidden ||
((mr->extract_type == MR_EXTRACT_MAPPED) && (mr->v_origindex) &&
(mr->v_origindex[ml->v] == ORIGINDEX_NONE))) {
vert->nor.w = -1;
@@ -432,18 +434,21 @@ static void extract_pos_nor_hq_iter_poly_mesh(const MeshRenderData *mr,
void *_data)
{
MeshExtract_PosNorHQ_Data *data = static_cast<MeshExtract_PosNorHQ_Data *>(_data);
+ const bool poly_hidden = mr->hide_poly && mr->hide_poly[mp - mr->mpoly];
+
const MLoop *mloop = mr->mloop;
const int ml_index_end = mp->loopstart + mp->totloop;
for (int ml_index = mp->loopstart; ml_index < ml_index_end; ml_index += 1) {
const MLoop *ml = &mloop[ml_index];
+ const bool vert_hidden = mr->hide_vert && mr->hide_vert[ml->v];
PosNorHQLoop *vert = &data->vbo_data[ml_index];
const MVert *mv = &mr->mvert[ml->v];
copy_v3_v3(vert->pos, mv->co);
copy_v3_v3_short(vert->nor, data->normals[ml->v].high);
/* Flag for paint mode overlay. */
- if (mp->flag & ME_HIDE || mv->flag & ME_HIDE ||
+ if (poly_hidden || vert_hidden ||
((mr->extract_type == MR_EXTRACT_MAPPED) && (mr->v_origindex) &&
(mr->v_origindex[ml->v] == ORIGINDEX_NONE))) {
vert->nor[3] = -1;
diff --git a/source/blender/draw/intern/shaders/common_aabb_lib.glsl b/source/blender/draw/intern/shaders/common_aabb_lib.glsl
new file mode 100644
index 00000000000..b5f664a6779
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_aabb_lib.glsl
@@ -0,0 +1,59 @@
+
+#pragma BLENDER_REQUIRE(common_shape_lib.glsl)
+
+/* ---------------------------------------------------------------------- */
+/** \name Axis Aligned Bound Box
+ * \{ */
+
+struct AABB {
+ vec3 min, max;
+};
+
+AABB aabb_init_min_max()
+{
+ AABB aabb;
+ aabb.min = vec3(1.0e30);
+ aabb.max = vec3(-1.0e30);
+ return aabb;
+}
+
+void aabb_merge(inout AABB aabb, vec3 v)
+{
+ aabb.min = min(aabb.min, v);
+ aabb.max = max(aabb.max, v);
+}
+
+/**
+ * Return true if there is any intersection.
+ */
+bool aabb_intersect(AABB a, AABB b)
+{
+ return all(greaterThanEqual(min(a.max, b.max), max(a.min, b.min)));
+}
+
+/**
+ * Compute intersect intersection volume of \a a and \a b.
+ * Return true if the resulting volume is not empty.
+ */
+bool aabb_clip(AABB a, AABB b, out AABB c)
+{
+ c.min = max(a.min, b.min);
+ c.max = min(a.max, b.max);
+ return all(greaterThanEqual(c.max, c.min));
+}
+
+Box aabb_to_box(AABB aabb)
+{
+ Box box;
+ box.corners[0] = aabb.min;
+ box.corners[1] = vec3(aabb.max.x, aabb.min.y, aabb.min.z);
+ box.corners[2] = vec3(aabb.max.x, aabb.max.y, aabb.min.z);
+ box.corners[3] = vec3(aabb.min.x, aabb.max.y, aabb.min.z);
+ box.corners[4] = vec3(aabb.min.x, aabb.min.y, aabb.max.z);
+ box.corners[5] = vec3(aabb.max.x, aabb.min.y, aabb.max.z);
+ box.corners[6] = aabb.max;
+ box.corners[7] = vec3(aabb.min.x, aabb.max.y, aabb.max.z);
+ return box;
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/shaders/common_debug_draw_lib.glsl b/source/blender/draw/intern/shaders/common_debug_draw_lib.glsl
new file mode 100644
index 00000000000..5f795d3abdb
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_debug_draw_lib.glsl
@@ -0,0 +1,216 @@
+
+/**
+ * Debugging drawing library
+ *
+ * Quick way to draw debug geometry. All input should be in world space and
+ * will be rendered in the default view. No additional setup required.
+ **/
+
+/** Global switch option. */
+bool drw_debug_draw_enable = true;
+const vec4 drw_debug_default_color = vec4(1.0, 0.0, 0.0, 1.0);
+
+/* -------------------------------------------------------------------- */
+/** \name Internals
+ * \{ */
+
+uint drw_debug_start_draw(uint v_needed)
+{
+ uint vertid = atomicAdd(drw_debug_draw_v_count, v_needed);
+ /* NOTE: Skip the header manually. */
+ vertid += 1;
+ return vertid;
+}
+
+uint drw_debug_color_pack(vec4 color)
+{
+ color = clamp(color, 0.0, 1.0);
+ uint result = 0;
+ result |= uint(color.x * 255.0) << 0u;
+ result |= uint(color.y * 255.0) << 8u;
+ result |= uint(color.z * 255.0) << 16u;
+ result |= uint(color.w * 255.0) << 24u;
+ return result;
+}
+
+void drw_debug_line(inout uint vertid, vec3 v1, vec3 v2, uint color)
+{
+ drw_debug_verts_buf[vertid++] = DRWDebugVert(
+ floatBitsToUint(v1.x), floatBitsToUint(v1.y), floatBitsToUint(v1.z), color);
+ drw_debug_verts_buf[vertid++] = DRWDebugVert(
+ floatBitsToUint(v2.x), floatBitsToUint(v2.y), floatBitsToUint(v2.z), color);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name API
+ * \{ */
+
+/**
+ * Draw a line.
+ */
+void drw_debug_line(vec3 v1, vec3 v2, vec4 color)
+{
+ if (!drw_debug_draw_enable) {
+ return;
+ }
+ const uint v_needed = 2;
+ uint vertid = drw_debug_start_draw(v_needed);
+ if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) {
+ drw_debug_line(vertid, v1, v2, drw_debug_color_pack(color));
+ }
+}
+void drw_debug_line(vec3 v1, vec3 v2)
+{
+ drw_debug_line(v1, v2, drw_debug_default_color);
+}
+
+/**
+ * Draw a quad contour.
+ */
+void drw_debug_quad(vec3 v1, vec3 v2, vec3 v3, vec3 v4, vec4 color)
+{
+ if (!drw_debug_draw_enable) {
+ return;
+ }
+ const uint v_needed = 8;
+ uint vertid = drw_debug_start_draw(v_needed);
+ if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) {
+ uint pcolor = drw_debug_color_pack(color);
+ drw_debug_line(vertid, v1, v2, pcolor);
+ drw_debug_line(vertid, v2, v3, pcolor);
+ drw_debug_line(vertid, v3, v4, pcolor);
+ drw_debug_line(vertid, v4, v1, pcolor);
+ }
+}
+void drw_debug_quad(vec3 v1, vec3 v2, vec3 v3, vec3 v4)
+{
+ drw_debug_quad(v1, v2, v3, v4, drw_debug_default_color);
+}
+
+/**
+ * Draw a point as octahedron wireframe.
+ */
+void drw_debug_point(vec3 p, float radius, vec4 color)
+{
+ if (!drw_debug_draw_enable) {
+ return;
+ }
+ vec3 c = vec3(radius, -radius, 0);
+ vec3 v1 = p + c.xzz;
+ vec3 v2 = p + c.zxz;
+ vec3 v3 = p + c.yzz;
+ vec3 v4 = p + c.zyz;
+ vec3 v5 = p + c.zzx;
+ vec3 v6 = p + c.zzy;
+
+ const uint v_needed = 12 * 2;
+ uint vertid = drw_debug_start_draw(v_needed);
+ if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) {
+ uint pcolor = drw_debug_color_pack(color);
+ drw_debug_line(vertid, v1, v2, pcolor);
+ drw_debug_line(vertid, v2, v3, pcolor);
+ drw_debug_line(vertid, v3, v4, pcolor);
+ drw_debug_line(vertid, v4, v1, pcolor);
+ drw_debug_line(vertid, v1, v5, pcolor);
+ drw_debug_line(vertid, v2, v5, pcolor);
+ drw_debug_line(vertid, v3, v5, pcolor);
+ drw_debug_line(vertid, v4, v5, pcolor);
+ drw_debug_line(vertid, v1, v6, pcolor);
+ drw_debug_line(vertid, v2, v6, pcolor);
+ drw_debug_line(vertid, v3, v6, pcolor);
+ drw_debug_line(vertid, v4, v6, pcolor);
+ }
+}
+void drw_debug_point(vec3 p, float radius)
+{
+ drw_debug_point(p, radius, drw_debug_default_color);
+}
+void drw_debug_point(vec3 p)
+{
+ drw_debug_point(p, 0.01);
+}
+
+/**
+ * Draw a sphere wireframe as 3 axes circle.
+ */
+void drw_debug_sphere(vec3 p, float radius, vec4 color)
+{
+ if (!drw_debug_draw_enable) {
+ return;
+ }
+ const int circle_resolution = 16;
+ const uint v_needed = circle_resolution * 2 * 3;
+ uint vertid = drw_debug_start_draw(v_needed);
+ if (vertid + v_needed < DRW_DEBUG_DRAW_VERT_MAX) {
+ uint pcolor = drw_debug_color_pack(color);
+ for (int axis = 0; axis < 3; axis++) {
+ for (int edge = 0; edge < circle_resolution; edge++) {
+ float angle1 = (2.0 * 3.141592) * float(edge + 0) / float(circle_resolution);
+ vec3 p1 = vec3(cos(angle1), sin(angle1), 0.0) * radius;
+ p1 = vec3(p1[(0 + axis) % 3], p1[(1 + axis) % 3], p1[(2 + axis) % 3]);
+
+ float angle2 = (2.0 * 3.141592) * float(edge + 1) / float(circle_resolution);
+ vec3 p2 = vec3(cos(angle2), sin(angle2), 0.0) * radius;
+ p2 = vec3(p2[(0 + axis) % 3], p2[(1 + axis) % 3], p2[(2 + axis) % 3]);
+
+ drw_debug_line(vertid, p + p1, p + p2, pcolor);
+ }
+ }
+ }
+}
+void drw_debug_sphere(vec3 p, float radius)
+{
+ drw_debug_sphere(p, radius, drw_debug_default_color);
+}
+
+/**
+ * Draw a matrix transformation as 3 colored axes.
+ */
+void drw_debug_matrix(mat4 mat, vec4 color)
+{
+ vec4 p[4] = vec4[4](vec4(0, 0, 0, 1), vec4(1, 0, 0, 1), vec4(0, 1, 0, 1), vec4(0, 0, 1, 1));
+ for (int i = 0; i < 4; i++) {
+ p[i] = mat * p[i];
+ p[i].xyz /= p[i].w;
+ }
+ drw_debug_line(p[0].xyz, p[0].xyz, vec4(1, 0, 0, 1));
+ drw_debug_line(p[0].xyz, p[1].xyz, vec4(0, 1, 0, 1));
+ drw_debug_line(p[0].xyz, p[2].xyz, vec4(0, 0, 1, 1));
+}
+void drw_debug_matrix(mat4 mat)
+{
+ drw_debug_matrix(mat, drw_debug_default_color);
+}
+
+/**
+ * Draw a matrix as a 2 units length bounding box, centered on origin.
+ */
+void drw_debug_matrix_as_bbox(mat4 mat, vec4 color)
+{
+ vec4 p[8] = vec4[8](vec4(-1, -1, -1, 1),
+ vec4(1, -1, -1, 1),
+ vec4(1, 1, -1, 1),
+ vec4(-1, 1, -1, 1),
+ vec4(-1, -1, 1, 1),
+ vec4(1, -1, 1, 1),
+ vec4(1, 1, 1, 1),
+ vec4(-1, 1, 1, 1));
+ for (int i = 0; i < 8; i++) {
+ p[i] = mat * p[i];
+ p[i].xyz /= p[i].w;
+ }
+ drw_debug_quad(p[0].xyz, p[1].xyz, p[2].xyz, p[3].xyz, color);
+ drw_debug_line(p[0].xyz, p[4].xyz, color);
+ drw_debug_line(p[1].xyz, p[5].xyz, color);
+ drw_debug_line(p[2].xyz, p[6].xyz, color);
+ drw_debug_line(p[3].xyz, p[7].xyz, color);
+ drw_debug_quad(p[4].xyz, p[5].xyz, p[6].xyz, p[7].xyz, color);
+}
+void drw_debug_matrix_as_bbox(mat4 mat)
+{
+ drw_debug_matrix_as_bbox(mat, drw_debug_default_color);
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/shaders/common_debug_print_lib.glsl b/source/blender/draw/intern/shaders/common_debug_print_lib.glsl
new file mode 100644
index 00000000000..0c7f32bd00d
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_debug_print_lib.glsl
@@ -0,0 +1,389 @@
+
+/**
+ * Debug print implementation for shaders.
+ *
+ * `print()`:
+ * Log variable or strings inside the viewport.
+ * Using a unique non string argument will print the variable name with it.
+ * Concatenate by using multiple arguments. i.e: `print("Looped ", n, "times.")`.
+ * `drw_print_no_endl()`:
+ * Same as `print()` but does not finish the line.
+ * `drw_print_value()`:
+ * Display only the value of a variable. Does not finish the line.
+ * `drw_print_value_hex()`:
+ * Display only the hex representation of a variable. Does not finish the line.
+ * `drw_print_value_binary()`: Display only the binary representation of a
+ * variable. Does not finish the line.
+ *
+ * IMPORTANT: As it is now, it is not yet thread safe. Only print from one thread. You can use the
+ * IS_DEBUG_MOUSE_FRAGMENT macro in fragment shader to filter using mouse position or
+ * IS_FIRST_INVOCATION in compute shaders.
+ *
+ * NOTE: Floating point representation might not be very precise (see drw_print_value(float)).
+ *
+ * IMPORTANT: Multipler drawcalls can write to the buffer in sequence (if they are from different
+ * shgroups). However, we add barriers to support this case and it might change the application
+ * behavior. Uncomment DISABLE_DEBUG_SHADER_drw_print_BARRIER to remove the barriers if that
+ * happens. But then you are limited to a single invocation output.
+ *
+ * IMPORTANT: All of these are copied to the CPU debug libs (draw_debug.cc). They need to be kept
+ * in sync to write the same data.
+ */
+
+/** Global switch option when you want to silence all prints from all shaders at once. */
+bool drw_debug_print_enable = true;
+
+/* Set drw_print_col to max value so we will start by creating a new line and get the correct
+ * threadsafe row. */
+uint drw_print_col = DRW_DEBUG_PRINT_WORD_WRAP_COLUMN;
+uint drw_print_row = 0u;
+
+void drw_print_newline()
+{
+ if (!drw_debug_print_enable) {
+ return;
+ }
+ drw_print_col = 0u;
+ drw_print_row = atomicAdd(drw_debug_print_row_shared, 1u) + 1u;
+}
+
+void drw_print_string_start(uint len)
+{
+ if (!drw_debug_print_enable) {
+ return;
+ }
+ /* Break before word. */
+ if (drw_print_col + len > DRW_DEBUG_PRINT_WORD_WRAP_COLUMN) {
+ drw_print_newline();
+ }
+}
+
+void drw_print_char4(uint data)
+{
+ if (!drw_debug_print_enable) {
+ return;
+ }
+ /* Convert into char stream. */
+ for (; data != 0u; data >>= 8u) {
+ uint char1 = data & 0xFFu;
+ /* Check for null terminator. */
+ if (char1 == 0x00) {
+ break;
+ }
+ uint cursor = atomicAdd(drw_debug_print_cursor, 1u);
+ /* NOTE: Skip the header manually. */
+ cursor += 4;
+ if (cursor < DRW_DEBUG_PRINT_MAX) {
+ /* For future usage. (i.e: Color) */
+ uint flags = 0u;
+ uint col = drw_print_col++;
+ uint drw_print_header = (flags << 24u) | (drw_print_row << 16u) | (col << 8u);
+ drw_debug_print_buf[cursor] = drw_print_header | char1;
+ /* Break word. */
+ if (drw_print_col > DRW_DEBUG_PRINT_WORD_WRAP_COLUMN) {
+ drw_print_newline();
+ }
+ }
+ }
+}
+
+/**
+ * NOTE(fclem): Strange behavior emerge when trying to increment the digit
+ * counter inside the append function. It looks like the compiler does not see
+ * it is referenced as an index for char4 and thus do not capture the right
+ * reference. I do not know if this is undefined behavior. As a matter of
+ * precaution, we implement all the append function separately. This behavior
+ * was observed on both Mesa & amdgpu-pro.
+ */
+/* Using ascii char code. Expect char1 to be less or equal to 0xFF. Appends chars to the right. */
+void drw_print_append_char(uint char1, inout uint char4)
+{
+ char4 = (char4 << 8u) | char1;
+}
+
+void drw_print_append_digit(uint digit, inout uint char4)
+{
+ const uint char_A = 0x41u;
+ const uint char_0 = 0x30u;
+ bool is_hexadecimal = digit > 9u;
+ char4 = (char4 << 8u) | (is_hexadecimal ? (char_A + digit - 10u) : (char_0 + digit));
+}
+
+void drw_print_append_space(inout uint char4)
+{
+ char4 = (char4 << 8u) | 0x20u;
+}
+
+void drw_print_value_binary(uint value)
+{
+ drw_print_no_endl("0b");
+ drw_print_string_start(10u * 4u);
+ uint digits[10] = uint[10](0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u);
+ uint digit = 0u;
+ for (uint i = 0u; i < 32u; i++) {
+ drw_print_append_digit(((value >> i) & 1u), digits[digit / 4u]);
+ digit++;
+ if ((i % 4u) == 3u) {
+ drw_print_append_space(digits[digit / 4u]);
+ digit++;
+ }
+ }
+ /* Numbers are written from right to left. So we need to reverse the order. */
+ for (int j = 9; j >= 0; j--) {
+ drw_print_char4(digits[j]);
+ }
+}
+
+void drw_print_value_binary(int value)
+{
+ drw_print_value_binary(uint(value));
+}
+
+void drw_print_value_binary(float value)
+{
+ drw_print_value_binary(floatBitsToUint(value));
+}
+
+void drw_print_value_uint(uint value, const bool hex, bool is_negative, const bool is_unsigned)
+{
+ drw_print_string_start(3u * 4u);
+ const uint blank_value = hex ? 0x30303030u : 0x20202020u;
+ const uint prefix = hex ? 0x78302020u : 0x20202020u;
+ uint digits[3] = uint[3](blank_value, blank_value, prefix);
+ const uint base = hex ? 16u : 10u;
+ uint digit = 0u;
+ /* Add `u` suffix. */
+ if (is_unsigned) {
+ drw_print_append_char('u', digits[digit / 4u]);
+ digit++;
+ }
+ /* Number's digits. */
+ for (; value != 0u || digit == uint(is_unsigned); value /= base) {
+ drw_print_append_digit(value % base, digits[digit / 4u]);
+ digit++;
+ }
+ /* Add negative sign. */
+ if (is_negative) {
+ drw_print_append_char('-', digits[digit / 4u]);
+ digit++;
+ }
+ /* Need to pad to uint alignment because we are issuing chars in "reverse". */
+ for (uint i = digit % 4u; i < 4u && i > 0u; i++) {
+ drw_print_append_space(digits[digit / 4u]);
+ digit++;
+ }
+ /* Numbers are written from right to left. So we need to reverse the order. */
+ for (int j = 2; j >= 0; j--) {
+ drw_print_char4(digits[j]);
+ }
+}
+
+void drw_print_value_hex(uint value)
+{
+ drw_print_value_uint(value, true, false, false);
+}
+
+void drw_print_value_hex(int value)
+{
+ drw_print_value_uint(uint(value), true, false, false);
+}
+
+void drw_print_value_hex(float value)
+{
+ drw_print_value_uint(floatBitsToUint(value), true, false, false);
+}
+
+void drw_print_value(uint value)
+{
+ drw_print_value_uint(value, false, false, true);
+}
+
+void drw_print_value(int value)
+{
+ drw_print_value_uint(uint(abs(value)), false, (value < 0), false);
+}
+
+void drw_print_value(bool value)
+{
+ if (value) {
+ drw_print_no_endl("true ");
+ }
+ else {
+ drw_print_no_endl("false");
+ }
+}
+
+/* NOTE(@fclem): This is homebrew and might not be 100% accurate (accuracy has
+ * not been tested and might dependent on compiler implementation). If unsure,
+ * use drw_print_value_hex and transcribe the value manually with another tool. */
+void drw_print_value(float val)
+{
+ /* We pad the string to match normal float values length. */
+ if (isnan(val)) {
+ drw_print_no_endl(" NaN");
+ return;
+ }
+ if (isinf(val)) {
+ if (sign(val) < 0.0) {
+ drw_print_no_endl(" -Inf");
+ }
+ else {
+ drw_print_no_endl(" Inf");
+ }
+ return;
+ }
+
+ /* Adjusted for significant digits (6) with sign (1), decimal separator (1)
+ * and exponent (4). */
+ const float significant_digits = 6.0;
+ drw_print_string_start(3u * 4u);
+ uint digits[3] = uint[3](0x20202020u, 0x20202020u, 0x20202020u);
+
+ float exponent = floor(log(abs(val)) / log(10.0));
+ bool display_exponent = exponent >= (significant_digits) ||
+ exponent <= (-significant_digits + 1.0);
+
+ float int_significant_digits = min(exponent + 1.0, significant_digits);
+ float dec_significant_digits = max(0.0, significant_digits - int_significant_digits);
+ /* Power to get to the rounding point. */
+ float rounding_power = dec_significant_digits;
+
+ if (val == 0.0 || isinf(exponent)) {
+ display_exponent = false;
+ int_significant_digits = dec_significant_digits = 1.0;
+ }
+ /* Remap to keep significant numbers count. */
+ if (display_exponent) {
+ int_significant_digits = 1.0;
+ dec_significant_digits = significant_digits - int_significant_digits;
+ rounding_power = -exponent + dec_significant_digits;
+ }
+ /* Round at the last significant digit. */
+ val = round(val * pow(10.0, rounding_power));
+ /* Get back to final exponent. */
+ val *= pow(10.0, -dec_significant_digits);
+
+ float int_part;
+ float dec_part = modf(val, int_part);
+
+ dec_part *= pow(10.0, dec_significant_digits);
+
+ const uint base = 10u;
+ uint digit = 0u;
+ /* Exponent */
+ uint value = uint(abs(exponent));
+ if (display_exponent) {
+ for (int i = 0; value != 0u || i == 0; i++, value /= base) {
+ drw_print_append_digit(value % base, digits[digit / 4u]);
+ digit++;
+ }
+ /* Exponent sign. */
+ uint sign_char = (exponent < 0.0) ? '-' : '+';
+ drw_print_append_char(sign_char, digits[digit / 4u]);
+ digit++;
+ /* Exponent `e` suffix. */
+ drw_print_append_char(0x65u, digits[digit / 4u]);
+ digit++;
+ }
+ /* Decimal part. */
+ value = uint(abs(dec_part));
+#if 0 /* We don't do that because it makes unstable values really hard to \
+ read. */
+ /* Trim trailing zeros. */
+ while ((value % base) == 0u) {
+ value /= base;
+ if (value == 0u) {
+ break;
+ }
+ }
+#endif
+ if (value != 0u) {
+ for (int i = 0; value != 0u || i == 0; i++, value /= base) {
+ drw_print_append_digit(value % base, digits[digit / 4u]);
+ digit++;
+ }
+ /* Point separator. */
+ drw_print_append_char('.', digits[digit / 4u]);
+ digit++;
+ }
+ /* Integer part. */
+ value = uint(abs(int_part));
+ for (int i = 0; value != 0u || i == 0; i++, value /= base) {
+ drw_print_append_digit(value % base, digits[digit / 4u]);
+ digit++;
+ }
+ /* Negative sign. */
+ if (val < 0.0) {
+ drw_print_append_char('-', digits[digit / 4u]);
+ digit++;
+ }
+ /* Need to pad to uint alignment because we are issuing chars in "reverse". */
+ for (uint i = digit % 4u; i < 4u && i > 0u; i++) {
+ drw_print_append_space(digits[digit / 4u]);
+ digit++;
+ }
+ /* Numbers are written from right to left. So we need to reverse the order. */
+ for (int j = 2; j >= 0; j--) {
+ drw_print_char4(digits[j]);
+ }
+}
+
+void drw_print_value(vec2 value)
+{
+ drw_print_no_endl("vec2(", value[0], ", ", value[1], ")");
+}
+
+void drw_print_value(vec3 value)
+{
+ drw_print_no_endl("vec3(", value[0], ", ", value[1], ", ", value[1], ")");
+}
+
+void drw_print_value(vec4 value)
+{
+ drw_print_no_endl("vec4(", value[0], ", ", value[1], ", ", value[2], ", ", value[3], ")");
+}
+
+void drw_print_value(ivec2 value)
+{
+ drw_print_no_endl("ivec2(", value[0], ", ", value[1], ")");
+}
+
+void drw_print_value(ivec3 value)
+{
+ drw_print_no_endl("ivec3(", value[0], ", ", value[1], ", ", value[1], ")");
+}
+
+void drw_print_value(ivec4 value)
+{
+ drw_print_no_endl("ivec4(", value[0], ", ", value[1], ", ", value[2], ", ", value[3], ")");
+}
+
+void drw_print_value(uvec2 value)
+{
+ drw_print_no_endl("uvec2(", value[0], ", ", value[1], ")");
+}
+
+void drw_print_value(uvec3 value)
+{
+ drw_print_no_endl("uvec3(", value[0], ", ", value[1], ", ", value[1], ")");
+}
+
+void drw_print_value(uvec4 value)
+{
+ drw_print_no_endl("uvec4(", value[0], ", ", value[1], ", ", value[2], ", ", value[3], ")");
+}
+
+void drw_print_value(bvec2 value)
+{
+ drw_print_no_endl("bvec2(", value[0], ", ", value[1], ")");
+}
+
+void drw_print_value(bvec3 value)
+{
+ drw_print_no_endl("bvec3(", value[0], ", ", value[1], ", ", value[1], ")");
+}
+
+void drw_print_value(bvec4 value)
+{
+ drw_print_no_endl("bvec4(", value[0], ", ", value[1], ", ", value[2], ", ", value[3], ")");
+}
diff --git a/source/blender/draw/intern/shaders/common_debug_shape_lib.glsl b/source/blender/draw/intern/shaders/common_debug_shape_lib.glsl
new file mode 100644
index 00000000000..538c55ce544
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_debug_shape_lib.glsl
@@ -0,0 +1,57 @@
+
+/**
+ * Debug drawing of shapes.
+ */
+
+#pragma BLENDER_REQUIRE(common_debug_draw_lib.glsl)
+#pragma BLENDER_REQUIRE(common_shape_lib.glsl)
+
+void drw_debug(Box shape, vec4 color)
+{
+ drw_debug_quad(shape.corners[0], shape.corners[1], shape.corners[2], shape.corners[3], color);
+ drw_debug_line(shape.corners[0], shape.corners[4], color);
+ drw_debug_line(shape.corners[1], shape.corners[5], color);
+ drw_debug_line(shape.corners[2], shape.corners[6], color);
+ drw_debug_line(shape.corners[3], shape.corners[7], color);
+ drw_debug_quad(shape.corners[4], shape.corners[5], shape.corners[6], shape.corners[7], color);
+}
+void drw_debug(Box shape)
+{
+ drw_debug(shape, drw_debug_default_color);
+}
+
+void drw_debug(Frustum shape, vec4 color)
+{
+ drw_debug_quad(shape.corners[0], shape.corners[1], shape.corners[2], shape.corners[3], color);
+ drw_debug_line(shape.corners[0], shape.corners[4], color);
+ drw_debug_line(shape.corners[1], shape.corners[5], color);
+ drw_debug_line(shape.corners[2], shape.corners[6], color);
+ drw_debug_line(shape.corners[3], shape.corners[7], color);
+ drw_debug_quad(shape.corners[4], shape.corners[5], shape.corners[6], shape.corners[7], color);
+}
+void drw_debug(Frustum shape)
+{
+ drw_debug(shape, drw_debug_default_color);
+}
+
+void drw_debug(Pyramid shape, vec4 color)
+{
+ drw_debug_line(shape.corners[0], shape.corners[1], color);
+ drw_debug_line(shape.corners[0], shape.corners[2], color);
+ drw_debug_line(shape.corners[0], shape.corners[3], color);
+ drw_debug_line(shape.corners[0], shape.corners[4], color);
+ drw_debug_quad(shape.corners[1], shape.corners[2], shape.corners[3], shape.corners[4], color);
+}
+void drw_debug(Pyramid shape)
+{
+ drw_debug(shape, drw_debug_default_color);
+}
+
+void drw_debug(Sphere shape, vec4 color)
+{
+ drw_debug_sphere(shape.center, shape.radius, color);
+}
+void drw_debug(Sphere shape)
+{
+ drw_debug(shape, drw_debug_default_color);
+}
diff --git a/source/blender/draw/intern/shaders/common_intersect_lib.glsl b/source/blender/draw/intern/shaders/common_intersect_lib.glsl
new file mode 100644
index 00000000000..708d361029a
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_intersect_lib.glsl
@@ -0,0 +1,399 @@
+
+/**
+ * Intersection library used for culling.
+ * Results are meant to be conservative.
+ */
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(common_shape_lib.glsl)
+
+/* ---------------------------------------------------------------------- */
+/** \name Plane extraction functions.
+ * \{ */
+
+/** \a v1 and \a v2 are vectors on the plane. \a p is a point on the plane. */
+vec4 isect_plane_setup(vec3 p, vec3 v1, vec3 v2)
+{
+ vec3 normal_to_plane = normalize(cross(v1, v2));
+ return vec4(normal_to_plane, -dot(normal_to_plane, p));
+}
+
+struct IsectPyramid {
+ vec3 corners[5];
+ vec4 planes[5];
+};
+
+IsectPyramid isect_data_setup(Pyramid shape)
+{
+ vec3 A1 = shape.corners[1] - shape.corners[0];
+ vec3 A2 = shape.corners[2] - shape.corners[0];
+ vec3 A3 = shape.corners[3] - shape.corners[0];
+ vec3 A4 = shape.corners[4] - shape.corners[0];
+ vec3 S4 = shape.corners[4] - shape.corners[1];
+ vec3 S2 = shape.corners[2] - shape.corners[1];
+
+ IsectPyramid data;
+ data.planes[0] = isect_plane_setup(shape.corners[0], A2, A1);
+ data.planes[1] = isect_plane_setup(shape.corners[0], A3, A2);
+ data.planes[2] = isect_plane_setup(shape.corners[0], A4, A3);
+ data.planes[3] = isect_plane_setup(shape.corners[0], A1, A4);
+ data.planes[4] = isect_plane_setup(shape.corners[1], S2, S4);
+ for (int i = 0; i < 5; i++) {
+ data.corners[i] = shape.corners[i];
+ }
+ return data;
+}
+
+struct IsectBox {
+ vec3 corners[8];
+ vec4 planes[6];
+};
+
+IsectBox isect_data_setup(Box shape)
+{
+ vec3 A1 = shape.corners[1] - shape.corners[0];
+ vec3 A3 = shape.corners[3] - shape.corners[0];
+ vec3 A4 = shape.corners[4] - shape.corners[0];
+
+ IsectBox data;
+ data.planes[0] = isect_plane_setup(shape.corners[0], A3, A1);
+ data.planes[1] = isect_plane_setup(shape.corners[0], A4, A3);
+ data.planes[2] = isect_plane_setup(shape.corners[0], A1, A4);
+ /* Assumes that the box is actually a box! */
+ data.planes[3] = vec4(-data.planes[0].xyz, -dot(-data.planes[0].xyz, shape.corners[6]));
+ data.planes[4] = vec4(-data.planes[1].xyz, -dot(-data.planes[1].xyz, shape.corners[6]));
+ data.planes[5] = vec4(-data.planes[2].xyz, -dot(-data.planes[2].xyz, shape.corners[6]));
+ for (int i = 0; i < 8; i++) {
+ data.corners[i] = shape.corners[i];
+ }
+ return data;
+}
+
+struct IsectFrustum {
+ vec3 corners[8];
+ vec4 planes[6];
+};
+
+IsectFrustum isect_data_setup(Frustum shape)
+{
+ vec3 A1 = shape.corners[1] - shape.corners[0];
+ vec3 A3 = shape.corners[3] - shape.corners[0];
+ vec3 A4 = shape.corners[4] - shape.corners[0];
+ vec3 B5 = shape.corners[5] - shape.corners[6];
+ vec3 B7 = shape.corners[7] - shape.corners[6];
+ vec3 B2 = shape.corners[2] - shape.corners[6];
+
+ IsectFrustum data;
+ data.planes[0] = isect_plane_setup(shape.corners[0], A3, A1);
+ data.planes[1] = isect_plane_setup(shape.corners[0], A4, A3);
+ data.planes[2] = isect_plane_setup(shape.corners[0], A1, A4);
+ data.planes[3] = isect_plane_setup(shape.corners[6], B7, B5);
+ data.planes[4] = isect_plane_setup(shape.corners[6], B5, B2);
+ data.planes[5] = isect_plane_setup(shape.corners[6], B2, B7);
+ for (int i = 0; i < 8; i++) {
+ data.corners[i] = shape.corners[i];
+ }
+ return data;
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name View Intersection functions.
+ * \{ */
+
+bool intersect_view(Pyramid pyramid)
+{
+ bool intersects = true;
+
+ /* Do Pyramid vertices vs Frustum planes. */
+ for (int p = 0; p < 6; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 5; ++v) {
+ float test = dot(drw_view.frustum_planes[p], vec4(pyramid.corners[v], 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+
+ if (!intersects) {
+ return intersects;
+ }
+
+ /* Now do Frustum vertices vs Pyramid planes. */
+ IsectPyramid i_pyramid = isect_data_setup(pyramid);
+ for (int p = 0; p < 5; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 8; ++v) {
+ float test = dot(i_pyramid.planes[p], vec4(drw_view.frustum_corners[v].xyz, 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+ return intersects;
+}
+
+bool intersect_view(Box box)
+{
+ bool intersects = true;
+
+ /* Do Box vertices vs Frustum planes. */
+ for (int p = 0; p < 6; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 8; ++v) {
+ float test = dot(drw_view.frustum_planes[p], vec4(box.corners[v], 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+
+ if (!intersects) {
+ return intersects;
+ }
+
+ /* Now do Frustum vertices vs Box planes. */
+ IsectBox i_box = isect_data_setup(box);
+ for (int p = 0; p < 6; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 8; ++v) {
+ float test = dot(i_box.planes[p], vec4(drw_view.frustum_corners[v].xyz, 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+
+ return intersects;
+}
+
+bool intersect_view(Sphere sphere)
+{
+ bool intersects = true;
+
+ for (int p = 0; p < 6 && intersects; ++p) {
+ float dist_to_plane = dot(drw_view.frustum_planes[p], vec4(sphere.center, 1.0));
+ if (dist_to_plane < -sphere.radius) {
+ intersects = false;
+ }
+ }
+ /* TODO reject false positive. */
+ return intersects;
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Shape vs. Shape Intersection functions.
+ * \{ */
+
+bool intersect(IsectPyramid i_pyramid, Box box)
+{
+ bool intersects = true;
+
+ /* Do Box vertices vs Pyramid planes. */
+ for (int p = 0; p < 5; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 8; ++v) {
+ float test = dot(i_pyramid.planes[p], vec4(box.corners[v], 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+
+ if (!intersects) {
+ return intersects;
+ }
+
+ /* Now do Pyramid vertices vs Box planes. */
+ IsectBox i_box = isect_data_setup(box);
+ for (int p = 0; p < 6; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 5; ++v) {
+ float test = dot(i_box.planes[p], vec4(i_pyramid.corners[v], 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+ return intersects;
+}
+
+bool intersect(IsectFrustum i_frustum, Pyramid pyramid)
+{
+ bool intersects = true;
+
+ /* Do Pyramid vertices vs Frustum planes. */
+ for (int p = 0; p < 6; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 5; ++v) {
+ float test = dot(i_frustum.planes[p], vec4(pyramid.corners[v], 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+
+ if (!intersects) {
+ return intersects;
+ }
+
+ /* Now do Frustum vertices vs Pyramid planes. */
+ IsectPyramid i_pyramid = isect_data_setup(pyramid);
+ for (int p = 0; p < 5; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 8; ++v) {
+ float test = dot(i_pyramid.planes[p], vec4(i_frustum.corners[v].xyz, 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+ return intersects;
+}
+
+bool intersect(IsectFrustum i_frustum, Box box)
+{
+ bool intersects = true;
+
+ /* Do Box vertices vs Frustum planes. */
+ for (int p = 0; p < 6; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 8; ++v) {
+ float test = dot(i_frustum.planes[p], vec4(box.corners[v], 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+
+ if (!intersects) {
+ return intersects;
+ }
+
+ /* Now do Frustum vertices vs Box planes. */
+ IsectBox i_box = isect_data_setup(box);
+ for (int p = 0; p < 6; ++p) {
+ bool is_any_vertex_on_positive_side = false;
+ for (int v = 0; v < 8; ++v) {
+ float test = dot(i_box.planes[p], vec4(i_frustum.corners[v].xyz, 1.0));
+ if (test > 0.0) {
+ is_any_vertex_on_positive_side = true;
+ break;
+ }
+ }
+ bool all_vertex_on_negative_side = !is_any_vertex_on_positive_side;
+ if (all_vertex_on_negative_side) {
+ intersects = false;
+ break;
+ }
+ }
+
+ return intersects;
+}
+
+bool intersect(IsectFrustum i_frustum, Sphere sphere)
+{
+ bool intersects = true;
+
+ for (int p = 0; p < 8; ++p) {
+ float dist_to_plane = dot(i_frustum.planes[p], vec4(sphere.center, 1.0));
+ if (dist_to_plane < -sphere.radius) {
+ intersects = false;
+ break;
+ }
+ }
+ return intersects;
+}
+
+bool intersect(Cone cone, Sphere sphere)
+{
+ /**
+ * Following "Improve Tile-based Light Culling with Spherical-sliced Cone"
+ * by Eric Zhang
+ * https://lxjk.github.io/2018/03/25/Improve-Tile-based-Light-Culling-with-Spherical-sliced-Cone.html
+ */
+ float sphere_distance = length(sphere.center);
+ float sphere_distance_rcp = safe_rcp(sphere_distance);
+ float sphere_sin = saturate(sphere.radius * sphere_distance_rcp);
+ float sphere_cos = sqrt(1.0 - sphere_sin * sphere_sin);
+ float cone_aperture_sin = sqrt(1.0 - cone.angle_cos * cone.angle_cos);
+
+ float cone_sphere_center_cos = dot(sphere.center * sphere_distance_rcp, cone.direction);
+ /* cos(A+B) = cos(A) * cos(B) - sin(A) * sin(B). */
+ float cone_sphere_angle_sum_cos = (sphere.radius > sphere_distance) ?
+ -1.0 :
+ (cone.angle_cos * sphere_cos -
+ cone_aperture_sin * sphere_sin);
+ /* Comparing cosines instead of angles since we are interested
+ * only in the monotonic region [0 .. M_PI / 2]. This saves costly acos() calls. */
+ bool intersects = (cone_sphere_center_cos >= cone_sphere_angle_sum_cos);
+
+ return intersects;
+}
+
+bool intersect(Circle circle_a, Circle circle_b)
+{
+ return distance_squared(circle_a.center, circle_b.center) <
+ sqr(circle_a.radius + circle_b.radius);
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/shaders/common_math_geom_lib.glsl b/source/blender/draw/intern/shaders/common_math_geom_lib.glsl
index ae82277d9a6..71460c39285 100644
--- a/source/blender/draw/intern/shaders/common_math_geom_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_math_geom_lib.glsl
@@ -5,11 +5,28 @@
/** \name Math intersection & projection functions.
* \{ */
+vec4 plane_from_quad(vec3 v0, vec3 v1, vec3 v2, vec3 v3)
+{
+ vec3 nor = normalize(cross(v2 - v1, v0 - v1) + cross(v0 - v3, v2 - v3));
+ return vec4(nor, -dot(nor, v2));
+}
+
+vec4 plane_from_tri(vec3 v0, vec3 v1, vec3 v2)
+{
+ vec3 nor = normalize(cross(v2 - v1, v0 - v1));
+ return vec4(nor, -dot(nor, v2));
+}
+
float point_plane_projection_dist(vec3 line_origin, vec3 plane_origin, vec3 plane_normal)
{
return dot(plane_normal, plane_origin - line_origin);
}
+float point_line_projection_dist(vec2 point, vec2 line_origin, vec2 line_normal)
+{
+ return dot(line_normal, line_origin - point);
+}
+
float line_plane_intersect_dist(vec3 line_origin,
vec3 line_direction,
vec3 plane_origin,
@@ -104,6 +121,25 @@ float line_unit_box_intersect_dist_safe(vec3 line_origin, vec3 line_direction)
}
/**
+ * Same as line_unit_box_intersect_dist but for 2D case.
+ */
+float line_unit_square_intersect_dist(vec2 line_origin, vec2 line_direction)
+{
+ vec2 first_plane = (vec2(1.0) - line_origin) / line_direction;
+ vec2 second_plane = (vec2(-1.0) - line_origin) / line_direction;
+ vec2 farthest_plane = max(first_plane, second_plane);
+
+ return min_v2(farthest_plane);
+}
+
+float line_unit_square_intersect_dist_safe(vec2 line_origin, vec2 line_direction)
+{
+ vec2 safe_line_direction = max(vec2(1e-8), abs(line_direction)) *
+ select(vec2(1.0), -vec2(1.0), lessThan(line_direction, vec2(0.0)));
+ return line_unit_square_intersect_dist(line_origin, safe_line_direction);
+}
+
+/**
* Returns clipping distance (intersection with the nearest plane) with the given axis-aligned
* bound box along \a line_direction.
* Safe even if \a line_direction is degenerate.
diff --git a/source/blender/draw/intern/shaders/common_math_lib.glsl b/source/blender/draw/intern/shaders/common_math_lib.glsl
index 51f3c890df8..e3734939b3f 100644
--- a/source/blender/draw/intern/shaders/common_math_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_math_lib.glsl
@@ -116,8 +116,8 @@ bool flag_test(int flag, int val) { return (flag & val) != 0; }
void set_flag_from_test(inout uint value, bool test, uint flag) { if (test) { value |= flag; } else { value &= ~flag; } }
void set_flag_from_test(inout int value, bool test, int flag) { if (test) { value |= flag; } else { value &= ~flag; } }
-#define weighted_sum(val0, val1, val2, val3, weights) ((val0 * weights[0] + val1 * weights[1] + val2 * weights[2] + val3 * weights[3]) * safe_rcp(sum(weights)));
-#define weighted_sum_array(val, weights) ((val[0] * weights[0] + val[1] * weights[1] + val[2] * weights[2] + val[3] * weights[3]) * safe_rcp(sum(weights)));
+#define weighted_sum(val0, val1, val2, val3, weights) ((val0 * weights[0] + val1 * weights[1] + val2 * weights[2] + val3 * weights[3]) * safe_rcp(sum(weights)))
+#define weighted_sum_array(val, weights) ((val[0] * weights[0] + val[1] * weights[1] + val[2] * weights[2] + val[3] * weights[3]) * safe_rcp(sum(weights)))
/* clang-format on */
@@ -130,12 +130,17 @@ void set_flag_from_test(inout int value, bool test, int flag) { if (test) { valu
#define in_texture_range(texel, tex) \
(all(greaterThanEqual(texel, ivec2(0))) && all(lessThan(texel, textureSize(tex, 0).xy)))
-uint divide_ceil_u(uint visible_count, uint divisor)
+uint divide_ceil(uint visible_count, uint divisor)
{
return (visible_count + (divisor - 1u)) / divisor;
}
-int divide_ceil_i(int visible_count, int divisor)
+int divide_ceil(int visible_count, int divisor)
+{
+ return (visible_count + (divisor - 1)) / divisor;
+}
+
+ivec2 divide_ceil(ivec2 visible_count, ivec2 divisor)
{
return (visible_count + (divisor - 1)) / divisor;
}
diff --git a/source/blender/draw/intern/shaders/common_shape_lib.glsl b/source/blender/draw/intern/shaders/common_shape_lib.glsl
new file mode 100644
index 00000000000..f2c8bf0faaf
--- /dev/null
+++ b/source/blender/draw/intern/shaders/common_shape_lib.glsl
@@ -0,0 +1,202 @@
+
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+
+/**
+ * Geometric shape structures.
+ * Some constructors might seems redundant but are here to make the API cleaner and
+ * allow for more than one constructor per type.
+ */
+
+/* ---------------------------------------------------------------------- */
+/** \name Circle
+ * \{ */
+
+struct Circle {
+ vec2 center;
+ float radius;
+};
+
+Circle shape_circle(vec2 center, float radius)
+{
+ return Circle(center, radius);
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Sphere
+ * \{ */
+
+struct Sphere {
+ vec3 center;
+ float radius;
+};
+
+Sphere shape_sphere(vec3 center, float radius)
+{
+ return Sphere(center, radius);
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Box
+ * \{ */
+
+struct Box {
+ vec3 corners[8];
+};
+
+/* Construct box from 4 basis points. */
+Box shape_box(vec3 v000, vec3 v100, vec3 v010, vec3 v001)
+{
+ v100 -= v000;
+ v010 -= v000;
+ v001 -= v000;
+ Box box;
+ box.corners[0] = v000;
+ box.corners[1] = v000 + v100;
+ box.corners[2] = v000 + v010 + v100;
+ box.corners[3] = v000 + v010;
+ box.corners[4] = box.corners[0] + v001;
+ box.corners[5] = box.corners[1] + v001;
+ box.corners[6] = box.corners[2] + v001;
+ box.corners[7] = box.corners[3] + v001;
+ return box;
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Square Pyramid
+ * \{ */
+
+struct Pyramid {
+ /* Apex is the first. Base vertices are in clockwise order from front view. */
+ vec3 corners[5];
+};
+
+/**
+ * Regular Square Pyramid (can be oblique).
+ * Use this corner order.
+ * (Top-Down View of the pyramid)
+ * <pre>
+ *
+ * Y
+ * |
+ * |
+ * .-----X
+ *
+ * 4-----------3
+ * | \ / |
+ * | \ / |
+ * | 0 |
+ * | / \ |
+ * | / \ |
+ * 1-----------2
+ * </pre>
+ * base_corner_00 is vertex 1
+ * base_corner_01 is vertex 2
+ * base_corner_10 is vertex 4
+ */
+Pyramid shape_pyramid(vec3 apex, vec3 base_corner_00, vec3 base_corner_01, vec3 base_corner_10)
+{
+ Pyramid pyramid;
+ pyramid.corners[0] = apex;
+ pyramid.corners[1] = base_corner_00;
+ pyramid.corners[2] = base_corner_01;
+ pyramid.corners[3] = base_corner_10 + (base_corner_01 - base_corner_00);
+ pyramid.corners[4] = base_corner_10;
+ return pyramid;
+}
+
+/**
+ * Regular Square Pyramid.
+ * <pre>
+ *
+ * Y
+ * |
+ * |
+ * .-----X
+ *
+ * 4-----Y-----3
+ * | \ | / |
+ * | \ | / |
+ * | 0-----X
+ * | / \ |
+ * | / \ |
+ * 1-----------2
+ * </pre>
+ * base_center_pos_x is vector from base center to X
+ * base_center_pos_y is vector from base center to Y
+ */
+Pyramid shape_pyramid_non_oblique(vec3 apex,
+ vec3 base_center,
+ vec3 base_center_pos_x,
+ vec3 base_center_pos_y)
+{
+ Pyramid pyramid;
+ pyramid.corners[0] = apex;
+ pyramid.corners[1] = base_center - base_center_pos_x - base_center_pos_y;
+ pyramid.corners[2] = base_center + base_center_pos_x - base_center_pos_y;
+ pyramid.corners[3] = base_center + base_center_pos_x + base_center_pos_y;
+ pyramid.corners[4] = base_center - base_center_pos_x + base_center_pos_y;
+ return pyramid;
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Frustum
+ * \{ */
+
+struct Frustum {
+ vec3 corners[8];
+};
+
+/**
+ * Use this corner order.
+ * <pre>
+ *
+ * Z Y
+ * | /
+ * |/
+ * .-----X
+ * 2----------6
+ * /| /|
+ * / | / |
+ * 1----------5 |
+ * | | | |
+ * | 3-------|--7
+ * | / | /
+ * |/ |/
+ * 0----------4
+ * </pre>
+ */
+Frustum shape_frustum(vec3 corners[8])
+{
+ Frustum frustum;
+ for (int i = 0; i < 8; i++) {
+ frustum.corners[i] = corners[i];
+ }
+ return frustum;
+}
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Cone
+ * \{ */
+
+/* Cone at orign with no height. */
+struct Cone {
+ vec3 direction;
+ float angle_cos;
+};
+
+Cone shape_cone(vec3 direction, float angle_cosine)
+{
+ return Cone(direction, angle_cosine);
+}
+
+/** \} */
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl
index 8eecaa46b58..8ab2ef10e4c 100644
--- a/source/blender/draw/intern/shaders/common_view_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_view_lib.glsl
@@ -37,6 +37,9 @@ layout(std140) uniform viewBlock
# endif
#endif
+#define IS_DEBUG_MOUSE_FRAGMENT (ivec2(gl_FragCoord) == drw_view.mouse_pixel)
+#define IS_FIRST_INVOCATION (gl_GlobalInvocationID == uvec3(0))
+
#define ViewNear (ViewVecs[0].w)
#define ViewFar (ViewVecs[1].w)
diff --git a/source/blender/draw/intern/shaders/draw_debug_draw_display_frag.glsl b/source/blender/draw/intern/shaders/draw_debug_draw_display_frag.glsl
new file mode 100644
index 00000000000..3fc5294b024
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_debug_draw_display_frag.glsl
@@ -0,0 +1,9 @@
+
+/**
+ * Display debug edge list.
+ **/
+
+void main()
+{
+ out_color = interp.color;
+}
diff --git a/source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl b/source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl
new file mode 100644
index 00000000000..ab76df819d5
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl
@@ -0,0 +1,15 @@
+
+/**
+ * Display debug edge list.
+ **/
+
+void main()
+{
+ /* Skip the first vertex containing header data. */
+ DRWDebugVert vert = drw_debug_verts_buf[gl_VertexID + 1];
+ vec3 pos = uintBitsToFloat(uvec3(vert.pos0, vert.pos1, vert.pos2));
+ vec4 col = vec4((uvec4(vert.color) >> uvec4(0, 8, 16, 24)) & 0xFFu) / 255.0;
+
+ interp.color = col;
+ gl_Position = persmat * vec4(pos, 1.0);
+}
diff --git a/source/blender/draw/intern/shaders/draw_debug_info.hh b/source/blender/draw/intern/shaders/draw_debug_info.hh
new file mode 100644
index 00000000000..893a5e537d9
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_debug_info.hh
@@ -0,0 +1,52 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "gpu_shader_create_info.hh"
+
+/* -------------------------------------------------------------------- */
+/** \name Debug print
+ *
+ * Allows print() function to have logging support inside shaders.
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(draw_debug_print)
+ .typedef_source("draw_shader_shared.h")
+ .storage_buf(7, Qualifier::READ_WRITE, "uint", "drw_debug_print_buf[]");
+
+GPU_SHADER_INTERFACE_INFO(draw_debug_print_display_iface, "").flat(Type::UINT, "char_index");
+
+GPU_SHADER_CREATE_INFO(draw_debug_print_display)
+ .do_static_compilation(true)
+ .typedef_source("draw_shader_shared.h")
+ .storage_buf(7, Qualifier::READ, "uint", "drw_debug_print_buf[]")
+ .vertex_out(draw_debug_print_display_iface)
+ .fragment_out(0, Type::VEC4, "out_color")
+ .vertex_source("draw_debug_print_display_vert.glsl")
+ .fragment_source("draw_debug_print_display_frag.glsl")
+ .additional_info("draw_view");
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Debug draw shapes
+ *
+ * Allows to draw lines and points just like the DRW_debug module functions.
+ * \{ */
+
+GPU_SHADER_CREATE_INFO(draw_debug_draw)
+ .typedef_source("draw_shader_shared.h")
+ .storage_buf(6, Qualifier::READ_WRITE, "DRWDebugVert", "drw_debug_verts_buf[]");
+
+GPU_SHADER_INTERFACE_INFO(draw_debug_draw_display_iface, "interp").flat(Type::VEC4, "color");
+
+GPU_SHADER_CREATE_INFO(draw_debug_draw_display)
+ .do_static_compilation(true)
+ .typedef_source("draw_shader_shared.h")
+ .storage_buf(6, Qualifier::READ, "DRWDebugVert", "drw_debug_verts_buf[]")
+ .vertex_out(draw_debug_draw_display_iface)
+ .fragment_out(0, Type::VEC4, "out_color")
+ .push_constant(Type::MAT4, "persmat")
+ .vertex_source("draw_debug_draw_display_vert.glsl")
+ .fragment_source("draw_debug_draw_display_frag.glsl")
+ .additional_info("draw_view");
+
+/** \} */
diff --git a/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl b/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl
new file mode 100644
index 00000000000..4e0d980637f
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl
@@ -0,0 +1,133 @@
+
+/**
+ * Display characters using an ascii table.
+ **/
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
+bool char_intersect(uvec2 bitmap_position)
+{
+ /* Using 8x8 = 64bits = uvec2. */
+ uvec2 ascii_bitmap[96] = uvec2[96](uvec2(0x00000000u, 0x00000000u),
+ uvec2(0x18001800u, 0x183c3c18u),
+ uvec2(0x00000000u, 0x36360000u),
+ uvec2(0x7f363600u, 0x36367f36u),
+ uvec2(0x301f0c00u, 0x0c3e031eu),
+ uvec2(0x0c666300u, 0x00633318u),
+ uvec2(0x3b336e00u, 0x1c361c6eu),
+ uvec2(0x00000000u, 0x06060300u),
+ uvec2(0x060c1800u, 0x180c0606u),
+ uvec2(0x180c0600u, 0x060c1818u),
+ uvec2(0x3c660000u, 0x00663cffu),
+ uvec2(0x0c0c0000u, 0x000c0c3fu),
+ uvec2(0x000c0c06u, 0x00000000u),
+ uvec2(0x00000000u, 0x0000003fu),
+ uvec2(0x000c0c00u, 0x00000000u),
+ uvec2(0x06030100u, 0x6030180cu),
+ uvec2(0x6f673e00u, 0x3e63737bu),
+ uvec2(0x0c0c3f00u, 0x0c0e0c0cu),
+ uvec2(0x06333f00u, 0x1e33301cu),
+ uvec2(0x30331e00u, 0x1e33301cu),
+ uvec2(0x7f307800u, 0x383c3633u),
+ uvec2(0x30331e00u, 0x3f031f30u),
+ uvec2(0x33331e00u, 0x1c06031fu),
+ uvec2(0x0c0c0c00u, 0x3f333018u),
+ uvec2(0x33331e00u, 0x1e33331eu),
+ uvec2(0x30180e00u, 0x1e33333eu),
+ uvec2(0x000c0c00u, 0x000c0c00u),
+ uvec2(0x000c0c06u, 0x000c0c00u),
+ uvec2(0x060c1800u, 0x180c0603u),
+ uvec2(0x003f0000u, 0x00003f00u),
+ uvec2(0x180c0600u, 0x060c1830u),
+ uvec2(0x0c000c00u, 0x1e333018u),
+ uvec2(0x7b031e00u, 0x3e637b7bu),
+ uvec2(0x3f333300u, 0x0c1e3333u),
+ uvec2(0x66663f00u, 0x3f66663eu),
+ uvec2(0x03663c00u, 0x3c660303u),
+ uvec2(0x66361f00u, 0x1f366666u),
+ uvec2(0x16467f00u, 0x7f46161eu),
+ uvec2(0x16060f00u, 0x7f46161eu),
+ uvec2(0x73667c00u, 0x3c660303u),
+ uvec2(0x33333300u, 0x3333333fu),
+ uvec2(0x0c0c1e00u, 0x1e0c0c0cu),
+ uvec2(0x33331e00u, 0x78303030u),
+ uvec2(0x36666700u, 0x6766361eu),
+ uvec2(0x46667f00u, 0x0f060606u),
+ uvec2(0x6b636300u, 0x63777f7fu),
+ uvec2(0x73636300u, 0x63676f7bu),
+ uvec2(0x63361c00u, 0x1c366363u),
+ uvec2(0x06060f00u, 0x3f66663eu),
+ uvec2(0x3b1e3800u, 0x1e333333u),
+ uvec2(0x36666700u, 0x3f66663eu),
+ uvec2(0x38331e00u, 0x1e33070eu),
+ uvec2(0x0c0c1e00u, 0x3f2d0c0cu),
+ uvec2(0x33333f00u, 0x33333333u),
+ uvec2(0x331e0c00u, 0x33333333u),
+ uvec2(0x7f776300u, 0x6363636bu),
+ uvec2(0x1c366300u, 0x6363361cu),
+ uvec2(0x0c0c1e00u, 0x3333331eu),
+ uvec2(0x4c667f00u, 0x7f633118u),
+ uvec2(0x06061e00u, 0x1e060606u),
+ uvec2(0x30604000u, 0x03060c18u),
+ uvec2(0x18181e00u, 0x1e181818u),
+ uvec2(0x00000000u, 0x081c3663u),
+ uvec2(0x000000ffu, 0x00000000u),
+ uvec2(0x00000000u, 0x0c0c1800u),
+ uvec2(0x3e336e00u, 0x00001e30u),
+ uvec2(0x66663b00u, 0x0706063eu),
+ uvec2(0x03331e00u, 0x00001e33u),
+ uvec2(0x33336e00u, 0x3830303eu),
+ uvec2(0x3f031e00u, 0x00001e33u),
+ uvec2(0x06060f00u, 0x1c36060fu),
+ uvec2(0x333e301fu, 0x00006e33u),
+ uvec2(0x66666700u, 0x0706366eu),
+ uvec2(0x0c0c1e00u, 0x0c000e0cu),
+ uvec2(0x3033331eu, 0x30003030u),
+ uvec2(0x1e366700u, 0x07066636u),
+ uvec2(0x0c0c1e00u, 0x0e0c0c0cu),
+ uvec2(0x7f6b6300u, 0x0000337fu),
+ uvec2(0x33333300u, 0x00001f33u),
+ uvec2(0x33331e00u, 0x00001e33u),
+ uvec2(0x663e060fu, 0x00003b66u),
+ uvec2(0x333e3078u, 0x00006e33u),
+ uvec2(0x66060f00u, 0x00003b6eu),
+ uvec2(0x1e301f00u, 0x00003e03u),
+ uvec2(0x0c2c1800u, 0x080c3e0cu),
+ uvec2(0x33336e00u, 0x00003333u),
+ uvec2(0x331e0c00u, 0x00003333u),
+ uvec2(0x7f7f3600u, 0x0000636bu),
+ uvec2(0x1c366300u, 0x00006336u),
+ uvec2(0x333e301fu, 0x00003333u),
+ uvec2(0x0c263f00u, 0x00003f19u),
+ uvec2(0x0c0c3800u, 0x380c0c07u),
+ uvec2(0x18181800u, 0x18181800u),
+ uvec2(0x0c0c0700u, 0x070c0c38u),
+ uvec2(0x00000000u, 0x6e3b0000u),
+ uvec2(0x00000000u, 0x00000000u));
+
+ if (!in_range_inclusive(bitmap_position, uvec2(0), uvec2(7))) {
+ return false;
+ }
+ uint char_bits = ascii_bitmap[char_index][bitmap_position.y >> 2u & 1u];
+ char_bits = (char_bits >> ((bitmap_position.y & 3u) * 8u + bitmap_position.x));
+ return (char_bits & 1u) != 0u;
+}
+
+void main()
+{
+ uvec2 bitmap_position = uvec2(gl_PointCoord.xy * 8.0);
+ /* Point coord start from top left corner. But layout is from bottom to top. */
+ bitmap_position.y = 7 - bitmap_position.y;
+
+ if (char_intersect(bitmap_position)) {
+ out_color = vec4(1);
+ }
+ else if (char_intersect(bitmap_position + uvec2(0, 1))) {
+ /* Shadow */
+ out_color = vec4(0, 0, 0, 1);
+ }
+ else {
+ /* Transparent Background for ease of read. */
+ out_color = vec4(0, 0, 0, 0.2);
+ }
+}
diff --git a/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl b/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl
new file mode 100644
index 00000000000..f67e9d3f9e0
--- /dev/null
+++ b/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl
@@ -0,0 +1,29 @@
+
+/**
+ * Display characters using an ascii table. Outputs one point per character.
+ **/
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+void main()
+{
+ /* Skip first 4 chars containing header data. */
+ uint char_data = drw_debug_print_buf[gl_VertexID + 4];
+ char_index = (char_data & 0xFFu) - 0x20u;
+
+ /* Discard invalid chars. */
+ if (char_index >= 96u) {
+ gl_Position = vec4(-1);
+ gl_PointSize = 0.0;
+ return;
+ }
+ uint row = (char_data >> 16u) & 0xFFu;
+ uint col = (char_data >> 8u) & 0xFFu;
+
+ float char_size = 16.0;
+ /* Change anchor point to the top left. */
+ vec2 pos_on_screen = char_size * vec2(col, row) + char_size * 4;
+ gl_Position = vec4(
+ pos_on_screen * drw_view.viewport_size_inverse * vec2(2.0, -2.0) - vec2(1.0, -1.0), 0, 1);
+ gl_PointSize = char_size;
+}