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Also adds a few things to GPUShader for easily create shaders.
Heavy usage of macros to compose the createInfo and avoid
duplications and copy paste bugs.
This makes the link between the shader request functions
(in workbench_shader.cc) and the actual createInfo a bit
obscure since the names are composed and not searchable.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D13910
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This improves stability and convergence speed of Workbench Temporal AntiAliasing.
This adds a filtering kernel (blackmann-haris, same as EEVEE/Cycles) to the
temporal antialiasing sampling. We also gather neighbor pixels since they might
end up in the pixel footprint.
We use a 1px radius for the filter window which is a bit less than the 1.5 default
of cycles and EEVEE since it does blur quite a bit more than what we have now.
Another improvement is that the filtering is now in log space which improves
AntiAliasing around highlights.
Theses improvement may not be very useful for every day case but it was an
experiment to try to make TAA usable for GPencil.
Test file used :
{F9798807}
|filtered+logspace|filtered|original|
|{F9798847}|{F9798848}|{F9798849}|
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D10414
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This patch is (almost) a complete rewrite of workbench engine.
The features remain unchanged but the code quality is greatly improved.
Hair shading is brighter but also more correct.
This also introduce the concept of `DRWShaderLibrary` to make a simple
include system inside the GLSL files.
Differential Revision: https://developer.blender.org/D7060
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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First frame of the TAA is just a regular copy of the previous buffer. so
we write directly to the final buffer and skip the taa shader. We do
init the history buffer via blit so it will be initialized for the other
iterations.
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Seems to be that mix(a, b, 1.0) will not give you b. on nvidia this is
not a problem as a was initialized with 0.0, but on AMD it can be any
floating point number, resulting that mix(inf, b, 1.0) was still more to
inf than to b.
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- FXAA is now also done in the workbench_forward engine.
- User can enable TAA8 in the userpref by setting their max
viewport AA to TAA8. FXAA will still be used when navigating
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