diff options
Diffstat (limited to 'source/blender/gpu')
6 files changed, 194 insertions, 0 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index 47d4feb7ec9..cb5bb4331f9 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -345,8 +345,11 @@ set(GLSL_SRC shaders/compositor/compositor_screen_lens_distortion.glsl shaders/compositor/compositor_set_alpha.glsl shaders/compositor/compositor_split_viewer.glsl + shaders/compositor/compositor_symmetric_blur.glsl + shaders/compositor/compositor_symmetric_separable_blur.glsl shaders/compositor/library/gpu_shader_compositor_alpha_over.glsl + shaders/compositor/library/gpu_shader_compositor_blur_common.glsl shaders/compositor/library/gpu_shader_compositor_bright_contrast.glsl shaders/compositor/library/gpu_shader_compositor_channel_matte.glsl shaders/compositor/library/gpu_shader_compositor_chroma_matte.glsl @@ -620,6 +623,8 @@ set(SRC_SHADER_CREATE_INFOS shaders/compositor/infos/compositor_screen_lens_distortion_info.hh shaders/compositor/infos/compositor_set_alpha_info.hh shaders/compositor/infos/compositor_split_viewer_info.hh + shaders/compositor/infos/compositor_symmetric_blur_info.hh + shaders/compositor/infos/compositor_symmetric_separable_blur_info.hh ) set(SRC_SHADER_CREATE_INFOS_MTL diff --git a/source/blender/gpu/shaders/compositor/compositor_symmetric_blur.glsl b/source/blender/gpu/shaders/compositor/compositor_symmetric_blur.glsl new file mode 100644 index 00000000000..df08991a35c --- /dev/null +++ b/source/blender/gpu/shaders/compositor/compositor_symmetric_blur.glsl @@ -0,0 +1,77 @@ +#pragma BLENDER_REQUIRE(gpu_shader_compositor_blur_common.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl) + +vec4 load_input(ivec2 texel) +{ + vec4 color; + if (extend_bounds) { + /* If bounds are extended, then we treat the input as padded by a radius amount of pixels. So + * we load the input with an offset by the radius amount and fallback to a transparent color if + * it is out of bounds. Notice that we subtract 1 because the weights texture have an extra + * center weight, see the SymmetricBlurWeights for more information. */ + ivec2 blur_size = texture_size(weights_tx) - 1; + color = texture_load(input_tx, texel - blur_size, vec4(0.0)); + } + else { + color = texture_load(input_tx, texel); + } + + if (gamma_correct) { + color = gamma_correct_blur_input(color); + } + + return color; +} + +void main() +{ + ivec2 texel = ivec2(gl_GlobalInvocationID.xy); + + vec4 accumulated_color = vec4(0.0); + + /* First, compute the contribution of the center pixel. */ + vec4 center_color = load_input(texel); + accumulated_color += center_color * texture_load(weights_tx, ivec2(0)).x; + + ivec2 weights_size = texture_size(weights_tx); + + /* Then, compute the contributions of the pixels along the x axis of the filter, noting that the + * weights texture only stores the weights for the positive half, but since the filter is + * symmetric, the same weight is used for the negative half and we add both of their + * contributions. */ + for (int x = 1; x < weights_size.x; x++) { + float weight = texture_load(weights_tx, ivec2(x, 0)).x; + accumulated_color += load_input(texel + ivec2(x, 0)) * weight; + accumulated_color += load_input(texel + ivec2(-x, 0)) * weight; + } + + /* Then, compute the contributions of the pixels along the y axis of the filter, noting that the + * weights texture only stores the weights for the positive half, but since the filter is + * symmetric, the same weight is used for the negative half and we add both of their + * contributions. */ + for (int y = 1; y < weights_size.y; y++) { + float weight = texture_load(weights_tx, ivec2(0, y)).x; + accumulated_color += load_input(texel + ivec2(0, y)) * weight; + accumulated_color += load_input(texel + ivec2(0, -y)) * weight; + } + + /* Finally, compute the contributions of the pixels in the four quadrants of the filter, noting + * that the weights texture only stores the weights for the upper right quadrant, but since the + * filter is symmetric, the same weight is used for the rest of the quadrants and we add all four + * of their contributions. */ + for (int y = 1; y < weights_size.y; y++) { + for (int x = 1; x < weights_size.x; x++) { + float weight = texture_load(weights_tx, ivec2(x, y)).x; + accumulated_color += load_input(texel + ivec2(x, y)) * weight; + accumulated_color += load_input(texel + ivec2(-x, y)) * weight; + accumulated_color += load_input(texel + ivec2(x, -y)) * weight; + accumulated_color += load_input(texel + ivec2(-x, -y)) * weight; + } + } + + if (gamma_correct) { + accumulated_color = gamma_uncorrect_blur_output(accumulated_color); + } + + imageStore(output_img, texel, accumulated_color); +} diff --git a/source/blender/gpu/shaders/compositor/compositor_symmetric_separable_blur.glsl b/source/blender/gpu/shaders/compositor/compositor_symmetric_separable_blur.glsl new file mode 100644 index 00000000000..ab0c7baa787 --- /dev/null +++ b/source/blender/gpu/shaders/compositor/compositor_symmetric_separable_blur.glsl @@ -0,0 +1,53 @@ +#pragma BLENDER_REQUIRE(gpu_shader_compositor_blur_common.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl) + +vec4 load_input(ivec2 texel) +{ + vec4 color; + if (extend_bounds) { + /* If bounds are extended, then we treat the input as padded by a radius amount of pixels. So + * we load the input with an offset by the radius amount and fallback to a transparent color if + * it is out of bounds. Notice that we subtract 1 because the weights texture have an extra + * center weight, see the SymmetricSeparableBlurWeights for more information. */ + int blur_size = texture_size(weights_tx) - 1; + color = texture_load(input_tx, texel - ivec2(blur_size, 0), vec4(0.0)); + } + else { + color = texture_load(input_tx, texel); + } + + if (gamma_correct_input) { + color = gamma_correct_blur_input(color); + } + + return color; +} + +void main() +{ + ivec2 texel = ivec2(gl_GlobalInvocationID.xy); + + vec4 accumulated_color = vec4(0.0); + + /* First, compute the contribution of the center pixel. */ + vec4 center_color = load_input(texel); + accumulated_color += center_color * texture_load(weights_tx, 0).x; + + /* Then, compute the contributions of the pixel to the right and left, noting that the + * weights texture only stores the weights for the positive half, but since the filter is + * symmetric, the same weight is used for the negative half and we add both of their + * contributions. */ + for (int i = 1; i < texture_size(weights_tx); i++) { + float weight = texture_load(weights_tx, i).x; + accumulated_color += load_input(texel + ivec2(i, 0)) * weight; + accumulated_color += load_input(texel + ivec2(-i, 0)) * weight; + } + + if (gamma_uncorrect_output) { + accumulated_color = gamma_uncorrect_blur_output(accumulated_color); + } + + /* Write the color using the transposed texel. See the execute_separable_blur_horizontal_pass + * method for more information on the rational behind this. */ + imageStore(output_img, texel.yx, accumulated_color); +} diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_symmetric_blur_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_symmetric_blur_info.hh new file mode 100644 index 00000000000..8ba2b4e04ef --- /dev/null +++ b/source/blender/gpu/shaders/compositor/infos/compositor_symmetric_blur_info.hh @@ -0,0 +1,13 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later */ + +#include "gpu_shader_create_info.hh" + +GPU_SHADER_CREATE_INFO(compositor_symmetric_blur) + .local_group_size(16, 16) + .push_constant(Type::BOOL, "extend_bounds") + .push_constant(Type::BOOL, "gamma_correct") + .sampler(0, ImageType::FLOAT_2D, "input_tx") + .sampler(1, ImageType::FLOAT_2D, "weights_tx") + .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img") + .compute_source("compositor_symmetric_blur.glsl") + .do_static_compilation(true); diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_symmetric_separable_blur_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_symmetric_separable_blur_info.hh new file mode 100644 index 00000000000..57247dba4b8 --- /dev/null +++ b/source/blender/gpu/shaders/compositor/infos/compositor_symmetric_separable_blur_info.hh @@ -0,0 +1,14 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later */ + +#include "gpu_shader_create_info.hh" + +GPU_SHADER_CREATE_INFO(compositor_symmetric_separable_blur) + .local_group_size(16, 16) + .push_constant(Type::BOOL, "extend_bounds") + .push_constant(Type::BOOL, "gamma_correct_input") + .push_constant(Type::BOOL, "gamma_uncorrect_output") + .sampler(0, ImageType::FLOAT_2D, "input_tx") + .sampler(1, ImageType::FLOAT_1D, "weights_tx") + .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img") + .compute_source("compositor_symmetric_separable_blur.glsl") + .do_static_compilation(true); diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_blur_common.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_blur_common.glsl new file mode 100644 index 00000000000..e404c03bbb0 --- /dev/null +++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_blur_common.glsl @@ -0,0 +1,32 @@ +/* Preprocess the input of the blur filter by squaring it in its alpha straight form, assuming the + * given color is alpha premultiplied. */ +vec4 gamma_correct_blur_input(vec4 color) +{ + /* Unpremultiply alpha. */ + color.rgb /= color.a > 0.0 ? color.a : 1.0; + + /* Square color channel if it is positive, otherwise zero it. */ + color.rgb *= mix(color.rgb, vec3(0.0), lessThan(color.rgb, vec3(0.0))); + + /* Premultiply alpha to undo previous alpha unpremultiplication. */ + color.rgb *= color.a > 0.0 ? color.a : 1.0; + + return color; +} + +/* Postprocess the output of the blur filter by taking its square root it in its alpha straight + * form, assuming the given color is alpha premultiplied. This essential undoes the processing done + * by the gamma_correct_blur_input function. */ +vec4 gamma_uncorrect_blur_output(vec4 color) +{ + /* Unpremultiply alpha. */ + color.rgb /= color.a > 0.0 ? color.a : 1.0; + + /* Take the square root of the color channel if it is positive, otherwise zero it. */ + color.rgb = mix(sqrt(color.rgb), vec3(0.0), lessThan(color.rgb, vec3(0.0))); + + /* Premultiply alpha to undo previous alpha unpremultiplication. */ + color.rgb *= color.a > 0.0 ? color.a : 1.0; + + return color; +} |