From 2b7de49a2bc2e50d600f9fa4f67259f38312a073 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Fri, 2 Sep 2022 20:56:55 +0200 Subject: EEVEE-Next: Port to new Draw Manager --- .../draw/engines/eevee_next/eevee_defines.hh | 34 ++ .../engines/eevee_next/eevee_depth_of_field.cc | 361 ++++++++++----------- .../engines/eevee_next/eevee_depth_of_field.hh | 39 ++- .../blender/draw/engines/eevee_next/eevee_film.cc | 76 +++-- .../blender/draw/engines/eevee_next/eevee_film.hh | 2 +- .../draw/engines/eevee_next/eevee_hizbuffer.cc | 63 ++-- .../draw/engines/eevee_next/eevee_hizbuffer.hh | 13 +- .../draw/engines/eevee_next/eevee_instance.cc | 13 +- .../draw/engines/eevee_next/eevee_instance.hh | 1 + .../blender/draw/engines/eevee_next/eevee_light.cc | 125 ++++--- .../blender/draw/engines/eevee_next/eevee_light.hh | 21 +- .../draw/engines/eevee_next/eevee_material.cc | 78 ++--- .../draw/engines/eevee_next/eevee_material.hh | 15 +- .../draw/engines/eevee_next/eevee_motion_blur.cc | 68 ++-- .../draw/engines/eevee_next/eevee_motion_blur.hh | 6 +- .../draw/engines/eevee_next/eevee_pipeline.cc | 315 ++++++++---------- .../draw/engines/eevee_next/eevee_pipeline.hh | 83 ++--- .../draw/engines/eevee_next/eevee_sampling.hh | 6 + .../draw/engines/eevee_next/eevee_shader.cc | 34 +- .../draw/engines/eevee_next/eevee_shader_shared.hh | 8 +- .../blender/draw/engines/eevee_next/eevee_sync.cc | 77 ++--- .../blender/draw/engines/eevee_next/eevee_sync.hh | 12 +- .../draw/engines/eevee_next/eevee_velocity.cc | 17 +- .../draw/engines/eevee_next/eevee_velocity.hh | 22 +- .../blender/draw/engines/eevee_next/eevee_view.cc | 16 +- .../blender/draw/engines/eevee_next/eevee_view.hh | 3 +- .../shaders/eevee_depth_of_field_reduce_comp.glsl | 8 +- .../eevee_next/shaders/eevee_nodetree_lib.glsl | 19 +- .../eevee_next/shaders/eevee_surf_depth_frag.glsl | 4 +- .../shaders/eevee_surf_forward_frag.glsl | 2 + .../shaders/infos/eevee_depth_of_field_info.hh | 12 +- .../eevee_next/shaders/infos/eevee_film_info.hh | 2 +- .../shaders/infos/eevee_light_culling_info.hh | 8 +- .../shaders/infos/eevee_material_info.hh | 58 ++-- .../shaders/infos/eevee_motion_blur_info.hh | 4 +- .../shaders/infos/eevee_velocity_info.hh | 22 +- 36 files changed, 850 insertions(+), 797 deletions(-) (limited to 'source/blender/draw/engines/eevee_next') diff --git a/source/blender/draw/engines/eevee_next/eevee_defines.hh b/source/blender/draw/engines/eevee_next/eevee_defines.hh index 67643471639..ec05cce3d02 100644 --- a/source/blender/draw/engines/eevee_next/eevee_defines.hh +++ b/source/blender/draw/engines/eevee_next/eevee_defines.hh @@ -68,3 +68,37 @@ #define DOF_FILTER_GROUP_SIZE 8 #define DOF_GATHER_GROUP_SIZE DOF_TILES_SIZE #define DOF_RESOLVE_GROUP_SIZE (DOF_TILES_SIZE * 2) + +/* Resource bindings. */ + +/* Texture. */ +#define RBUFS_UTILITY_TEX_SLOT 14 + +/* Images. */ +#define RBUFS_NORMAL_SLOT 0 +#define RBUFS_LIGHT_SLOT 1 +#define RBUFS_DIFF_COLOR_SLOT 2 +#define RBUFS_SPEC_COLOR_SLOT 3 +#define RBUFS_EMISSION_SLOT 4 +#define RBUFS_AOV_COLOR_SLOT 5 +#define RBUFS_AOV_VALUE_SLOT 6 + +/* Uniform Bufs. */ +/* Only during prepass. */ +#define VELOCITY_CAMERA_PREV_BUF 3 +#define VELOCITY_CAMERA_CURR_BUF 4 +#define VELOCITY_CAMERA_NEXT_BUF 5 + +/* Storage Bufs. */ +#define LIGHT_CULL_BUF_SLOT 0 +#define LIGHT_BUF_SLOT 1 +#define LIGHT_ZBIN_BUF_SLOT 2 +#define LIGHT_TILE_BUF_SLOT 3 +#define RBUFS_AOV_BUF_SLOT 5 +#define SAMPLING_BUF_SLOT 6 +/* Only during prepass. */ +#define VELOCITY_OBJ_PREV_BUF_SLOT 0 +#define VELOCITY_OBJ_NEXT_BUF_SLOT 1 +#define VELOCITY_GEO_PREV_BUF_SLOT 2 +#define VELOCITY_GEO_NEXT_BUF_SLOT 3 +#define VELOCITY_INDIRECTION_BUF_SLOT 4 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 index afabeb8b729..bc0891ceb92 100644 --- a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc +++ b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc @@ -237,35 +237,34 @@ 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; + use_bokeh_lut_ = false; return; } + use_bokeh_lut_ = true; /* 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); + bokeh_lut_ps_.init(); + bokeh_lut_ps_.shader_set(inst_.shaders.static_shader_get(DOF_BOKEH_LUT)); + bokeh_lut_ps_.bind_ubo("dof_buf", data_); + bokeh_lut_ps_.bind_image("out_gather_lut_img", &bokeh_gather_lut_tx_); + bokeh_lut_ps_.bind_image("out_scatter_lut_img", &bokeh_scatter_lut_tx_); + bokeh_lut_ps_.bind_image("out_resolve_lut_img", &bokeh_resolve_lut_tx_); + bokeh_lut_ps_.dispatch(int3(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); + setup_ps_.init(); + setup_ps_.shader_set(inst_.shaders.static_shader_get(DOF_SETUP)); + setup_ps_.bind_texture("color_tx", &input_color_tx_, no_filter); + setup_ps_.bind_texture("depth_tx", &render_buffers.depth_tx, no_filter); + setup_ps_.bind_ubo("dof_buf", data_); + setup_ps_.bind_image("out_color_img", &setup_color_tx_); + setup_ps_.bind_image("out_coc_img", &setup_coc_tx_); + setup_ps_.dispatch(&dispatch_setup_size_); + setup_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH); } void DepthOfField::stabilize_pass_sync() @@ -273,214 +272,203 @@ 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])); + stabilize_ps_.init(); + stabilize_ps_.shader_set(inst_.shaders.static_shader_get(DOF_STABILIZE)); + stabilize_ps_.bind_ubo("camera_prev", &(*velocity.camera_steps[STEP_PREVIOUS])); + stabilize_ps_.bind_ubo("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); + stabilize_ps_.bind_ubo("camera_next", &(*velocity.camera_steps[STEP_PREVIOUS])); + stabilize_ps_.bind_texture("coc_tx", &setup_coc_tx_, no_filter); + stabilize_ps_.bind_texture("color_tx", &setup_color_tx_, no_filter); + stabilize_ps_.bind_texture("velocity_tx", &render_buffers.vector_tx, no_filter); + stabilize_ps_.bind_texture("in_history_tx", &stabilize_input_, with_filter); + stabilize_ps_.bind_texture("depth_tx", &render_buffers.depth_tx, no_filter); + stabilize_ps_.bind_ubo("dof_buf", data_); + stabilize_ps_.push_constant("use_history", &stabilize_valid_history_, 1); + stabilize_ps_.bind_image("out_coc_img", reduced_coc_tx_.mip_view(0)); + stabilize_ps_.bind_image("out_color_img", reduced_color_tx_.mip_view(0)); + stabilize_ps_.bind_image("out_history_img", &stabilize_output_tx_); + stabilize_ps_.dispatch(&dispatch_stabilize_size_); + stabilize_ps_.barrier(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); + downsample_ps_.init(); + downsample_ps_.shader_set(inst_.shaders.static_shader_get(DOF_DOWNSAMPLE)); + downsample_ps_.bind_texture("color_tx", reduced_color_tx_.mip_view(0), no_filter); + downsample_ps_.bind_texture("coc_tx", reduced_coc_tx_.mip_view(0), no_filter); + downsample_ps_.bind_image("out_color_img", &downsample_tx_); + downsample_ps_.dispatch(&dispatch_downsample_size_); + downsample_ps_.barrier(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_); + reduce_ps_.init(); + reduce_ps_.shader_set(inst_.shaders.static_shader_get(DOF_REDUCE)); + reduce_ps_.bind_ubo("dof_buf", data_); + reduce_ps_.bind_texture("downsample_tx", &downsample_tx_, no_filter); + reduce_ps_.bind_ssbo("scatter_fg_list_buf", scatter_fg_list_buf_); + reduce_ps_.bind_ssbo("scatter_bg_list_buf", scatter_bg_list_buf_); + reduce_ps_.bind_ssbo("scatter_fg_indirect_buf", scatter_fg_indirect_buf_); + reduce_ps_.bind_ssbo("scatter_bg_indirect_buf", scatter_bg_indirect_buf_); + reduce_ps_.bind_image("inout_color_lod0_img", reduced_color_tx_.mip_view(0)); + reduce_ps_.bind_image("out_color_lod1_img", reduced_color_tx_.mip_view(1)); + reduce_ps_.bind_image("out_color_lod2_img", reduced_color_tx_.mip_view(2)); + reduce_ps_.bind_image("out_color_lod3_img", reduced_color_tx_.mip_view(3)); + reduce_ps_.bind_image("in_coc_lod0_img", reduced_coc_tx_.mip_view(0)); + reduce_ps_.bind_image("out_coc_lod1_img", reduced_coc_tx_.mip_view(1)); + reduce_ps_.bind_image("out_coc_lod2_img", reduced_coc_tx_.mip_view(2)); + reduce_ps_.bind_image("out_coc_lod3_img", reduced_coc_tx_.mip_view(3)); + reduce_ps_.dispatch(&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); + reduce_ps_.barrier(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_); + tiles_flatten_ps_.init(); + tiles_flatten_ps_.shader_set(inst_.shaders.static_shader_get(DOF_TILES_FLATTEN)); /* 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); + tiles_flatten_ps_.bind_texture("coc_tx", &setup_coc_tx_, no_filter); + tiles_flatten_ps_.bind_image("out_tiles_fg_img", &tiles_fg_tx_.current()); + tiles_flatten_ps_.bind_image("out_tiles_bg_img", &tiles_bg_tx_.current()); + tiles_flatten_ps_.dispatch(&dispatch_tiles_flatten_size_); + tiles_flatten_ps_.barrier(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); + PassSimple &drw_pass = (pass == 0) ? tiles_dilate_minmax_ps_ : tiles_dilate_minabs_ps_; + eShaderType sh_type = (pass == 0) ? DOF_TILES_DILATE_MINMAX : DOF_TILES_DILATE_MINABS; + drw_pass.init(); + drw_pass.shader_set(inst_.shaders.static_shader_get(sh_type)); + drw_pass.bind_image("in_tiles_fg_img", &tiles_fg_tx_.previous()); + drw_pass.bind_image("in_tiles_bg_img", &tiles_bg_tx_.previous()); + drw_pass.bind_image("out_tiles_fg_img", &tiles_fg_tx_.current()); + drw_pass.bind_image("out_tiles_bg_img", &tiles_bg_tx_.current()); + drw_pass.push_constant("ring_count", &tiles_dilate_ring_count_, 1); + drw_pass.push_constant("ring_width_multiplier", &tiles_dilate_ring_width_mul_, 1); + drw_pass.dispatch(&dispatch_tiles_dilate_size_); + drw_pass.barrier(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++) { + PassSimple &drw_pass = (pass == 0) ? gather_fg_ps_ : gather_bg_ps_; SwapChain &color_chain = (pass == 0) ? color_fg_tx_ : color_bg_tx_; SwapChain &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); + (use_bokeh_lut_ ? DOF_GATHER_FOREGROUND_LUT : + DOF_GATHER_FOREGROUND) : + (use_bokeh_lut_ ? DOF_GATHER_BACKGROUND_LUT : DOF_GATHER_BACKGROUND); + drw_pass.init(); + inst_.sampling.bind_resources(&drw_pass); + drw_pass.shader_set(inst_.shaders.static_shader_get(sh_type)); + drw_pass.bind_ubo("dof_buf", data_); + drw_pass.bind_texture("color_bilinear_tx", reduced_color_tx_, gather_bilinear); + drw_pass.bind_texture("color_tx", reduced_color_tx_, gather_nearest); + drw_pass.bind_texture("coc_tx", reduced_coc_tx_, gather_nearest); + drw_pass.bind_image("in_tiles_fg_img", &tiles_fg_tx_.current()); + drw_pass.bind_image("in_tiles_bg_img", &tiles_bg_tx_.current()); + drw_pass.bind_image("out_color_img", &color_chain.current()); + drw_pass.bind_image("out_weight_img", &weight_chain.current()); + drw_pass.bind_image("out_occlusion_img", &occlusion_tx_); + drw_pass.bind_texture("bokeh_lut_tx", &bokeh_gather_lut_tx_); + drw_pass.dispatch(&dispatch_gather_size_); + drw_pass.barrier(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++) { + PassSimple &drw_pass = (pass == 0) ? filter_fg_ps_ : filter_bg_ps_; SwapChain &color_chain = (pass == 0) ? color_fg_tx_ : color_bg_tx_; SwapChain &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); + drw_pass.init(); + drw_pass.shader_set(inst_.shaders.static_shader_get(DOF_FILTER)); + drw_pass.bind_texture("color_tx", &color_chain.previous()); + drw_pass.bind_texture("weight_tx", &weight_chain.previous()); + drw_pass.bind_image("out_color_img", &color_chain.current()); + drw_pass.bind_image("out_weight_img", &weight_chain.current()); + drw_pass.dispatch(&dispatch_filter_size_); + drw_pass.barrier(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); + PassSimple &drw_pass = (pass == 0) ? scatter_fg_ps_ : scatter_bg_ps_; + drw_pass.init(); + drw_pass.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD_FULL); + drw_pass.shader_set(inst_.shaders.static_shader_get(DOF_SCATTER)); + drw_pass.push_constant("use_bokeh_lut", use_bokeh_lut_); + drw_pass.bind_texture("bokeh_lut_tx", &bokeh_scatter_lut_tx_); + drw_pass.bind_texture("occlusion_tx", &occlusion_tx_); if (pass == 0) { + drw_pass.bind_ssbo("scatter_list_buf", scatter_fg_list_buf_); + drw_pass.draw_procedural_indirect(GPU_PRIM_TRI_STRIP, scatter_fg_indirect_buf_); /* Avoid background gather pass writing to the occlusion_tx mid pass. */ - DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS); + drw_pass.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS); + } + else { + drw_pass.bind_ssbo("scatter_list_buf", scatter_bg_list_buf_); + drw_pass.draw_procedural_indirect(GPU_PRIM_TRI_STRIP, scatter_bg_indirect_buf_); } } } 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); + hole_fill_ps_.init(); + inst_.sampling.bind_resources(&hole_fill_ps_); + hole_fill_ps_.shader_set(inst_.shaders.static_shader_get(DOF_GATHER_HOLE_FILL)); + hole_fill_ps_.bind_ubo("dof_buf", data_); + hole_fill_ps_.bind_texture("color_bilinear_tx", reduced_color_tx_, gather_bilinear); + hole_fill_ps_.bind_texture("color_tx", reduced_color_tx_, gather_nearest); + hole_fill_ps_.bind_texture("coc_tx", reduced_coc_tx_, gather_nearest); + hole_fill_ps_.bind_image("in_tiles_fg_img", &tiles_fg_tx_.current()); + hole_fill_ps_.bind_image("in_tiles_bg_img", &tiles_bg_tx_.current()); + hole_fill_ps_.bind_image("out_color_img", &hole_fill_color_tx_); + hole_fill_ps_.bind_image("out_weight_img", &hole_fill_weight_tx_); + hole_fill_ps_.dispatch(&dispatch_gather_size_); + hole_fill_ps_.barrier(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); + eShaderType sh_type = use_bokeh_lut_ ? DOF_RESOLVE_LUT : DOF_RESOLVE; + + resolve_ps_.init(); + inst_.sampling.bind_resources(&resolve_ps_); + resolve_ps_.shader_set(inst_.shaders.static_shader_get(sh_type)); + resolve_ps_.bind_ubo("dof_buf", data_); + resolve_ps_.bind_texture("depth_tx", &render_buffers.depth_tx, no_filter); + resolve_ps_.bind_texture("color_tx", &input_color_tx_, no_filter); + resolve_ps_.bind_texture("stable_color_tx", &resolve_stable_color_tx_, no_filter); + resolve_ps_.bind_texture("color_bg_tx", &color_bg_tx_.current(), with_filter); + resolve_ps_.bind_texture("color_fg_tx", &color_fg_tx_.current(), with_filter); + resolve_ps_.bind_image("in_tiles_fg_img", &tiles_fg_tx_.current()); + resolve_ps_.bind_image("in_tiles_bg_img", &tiles_bg_tx_.current()); + resolve_ps_.bind_texture("weight_bg_tx", &weight_bg_tx_.current()); + resolve_ps_.bind_texture("weight_fg_tx", &weight_fg_tx_.current()); + resolve_ps_.bind_texture("color_hole_fill_tx", &hole_fill_color_tx_); + resolve_ps_.bind_texture("weight_hole_fill_tx", &hole_fill_weight_tx_); + resolve_ps_.bind_texture("bokeh_lut_tx", &bokeh_resolve_lut_tx_); + resolve_ps_.bind_image("out_color_img", &output_color_tx_); + resolve_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH); + resolve_ps_.dispatch(&dispatch_resolve_size_); + resolve_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH); } /** \} */ @@ -509,7 +497,8 @@ void DepthOfField::update_sample_table() data_.filter_center_weight = film_filter_weight(radius, math::length_squared(subpixel_offset)); } -void DepthOfField::render(GPUTexture **input_tx, +void DepthOfField::render(View &view, + GPUTexture **input_tx, GPUTexture **output_tx, DepthOfFieldBuffer &dof_buffer) { @@ -580,6 +569,8 @@ void DepthOfField::render(GPUTexture **input_tx, DRW_stats_group_start("Depth of Field"); + Manager &drw = *inst_.manager; + { DRW_stats_group_start("Setup"); { @@ -587,13 +578,15 @@ void DepthOfField::render(GPUTexture **input_tx, 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_); + if (use_bokeh_lut_) { + drw.submit(bokeh_lut_ps_, view); + } } { setup_color_tx_.acquire(half_res, GPU_RGBA16F); setup_coc_tx_.acquire(half_res, GPU_R16F); - DRW_draw_pass(setup_ps_); + drw.submit(setup_ps_, view); } { stabilize_output_tx_.acquire(half_res, GPU_RGBA16F); @@ -607,7 +600,7 @@ void DepthOfField::render(GPUTexture **input_tx, stabilize_input_ = dof_buffer.stabilize_history_tx_; /* Outputs to reduced_*_tx_ mip 0. */ - DRW_draw_pass(stabilize_ps_); + drw.submit(stabilize_ps_, view); /* WATCH(fclem): Swap Texture an TextureFromPool internal GPUTexture in order to reuse * the one that we just consumed. */ @@ -626,7 +619,7 @@ void DepthOfField::render(GPUTexture **input_tx, 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_); + drw.submit(tiles_flatten_ps_, view); /* Used by tile_flatten and stabilize_ps pass. */ setup_coc_tx_.release(); @@ -655,7 +648,7 @@ void DepthOfField::render(GPUTexture **input_tx, tiles_fg_tx_.swap(); tiles_bg_tx_.swap(); - DRW_draw_pass((pass == 0) ? tiles_dilate_minmax_ps_ : tiles_dilate_minabs_ps_); + drw.submit((pass == 0) ? tiles_dilate_minmax_ps_ : tiles_dilate_minabs_ps_, view); } } @@ -667,12 +660,12 @@ void DepthOfField::render(GPUTexture **input_tx, downsample_tx_.acquire(quarter_res, GPU_RGBA16F); - DRW_draw_pass(downsample_ps_); + drw.submit(downsample_ps_, view); scatter_fg_indirect_buf_.clear_to_zero(); scatter_bg_indirect_buf_.clear_to_zero(); - DRW_draw_pass(reduce_ps_); + drw.submit(reduce_ps_, view); /* Used by reduce pass. */ downsample_tx_.release(); @@ -686,15 +679,15 @@ void DepthOfField::render(GPUTexture **input_tx, SwapChain &color_tx = is_background ? color_bg_tx_ : color_fg_tx_; SwapChain &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_; + PassSimple &gather_ps = is_background ? gather_bg_ps_ : gather_fg_ps_; + PassSimple &filter_ps = is_background ? filter_bg_ps_ : filter_fg_ps_; + PassSimple &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); + drw.submit(gather_ps, view); { /* Filtering pass. */ @@ -704,7 +697,7 @@ void DepthOfField::render(GPUTexture **input_tx, color_tx.current().acquire(half_res, GPU_RGBA16F); weight_tx.current().acquire(half_res, GPU_R16F); - DRW_draw_pass(filter_ps); + drw.submit(filter_ps, view); color_tx.previous().release(); weight_tx.previous().release(); @@ -715,7 +708,7 @@ void DepthOfField::render(GPUTexture **input_tx, scatter_fb.ensure(GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(color_tx.current())); GPU_framebuffer_bind(scatter_fb); - DRW_draw_pass(scatter_ps); + drw.submit(scatter_ps, view); /* Used by scatter pass. */ occlusion_tx_.release(); @@ -731,7 +724,7 @@ void DepthOfField::render(GPUTexture **input_tx, hole_fill_color_tx_.acquire(half_res, GPU_RGBA16F); hole_fill_weight_tx_.acquire(half_res, GPU_R16F); - DRW_draw_pass(hole_fill_ps_); + drw.submit(hole_fill_ps_, view); /* NOTE: We do not filter the hole-fill pass as effect is likely to not be noticeable. */ @@ -742,7 +735,7 @@ void DepthOfField::render(GPUTexture **input_tx, resolve_stable_color_tx_ = dof_buffer.stabilize_history_tx_; - DRW_draw_pass(resolve_ps_); + drw.submit(resolve_ps_, view); color_bg_tx_.current().release(); color_fg_tx_.current().release(); 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 index 8c291b241bd..bac0e394d66 100644 --- a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.hh +++ b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.hh @@ -56,13 +56,13 @@ class DepthOfField { 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; + PassSimple bokeh_lut_ps_ = {"BokehLut"}; /** 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; + PassSimple setup_ps_ = {"Setup"}; /** Allocated because we need mip chain. Which isn't supported by TextureFromPool. */ Texture reduced_coc_tx_ = {"dof_reduced_coc"}; @@ -73,12 +73,12 @@ class DepthOfField { GPUTexture *stabilize_input_ = nullptr; bool1 stabilize_valid_history_ = false; int3 dispatch_stabilize_size_ = int3(-1); - DRWPass *stabilize_ps_ = nullptr; + PassSimple stabilize_ps_ = {"Stabilize"}; /** 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; + PassSimple downsample_ps_ = {"Downsample"}; /** Create mip-mapped color & COC textures for gather passes as well as scatter rect list. */ DepthOfFieldScatterListBuf scatter_fg_list_buf_; @@ -86,20 +86,20 @@ class DepthOfField { DrawIndirectBuf scatter_fg_indirect_buf_; DrawIndirectBuf scatter_bg_indirect_buf_; int3 dispatch_reduce_size_ = int3(-1); - DRWPass *reduce_ps_ = nullptr; + PassSimple reduce_ps_ = {"Reduce"}; /** Outputs min & max COC in each 8x8 half res pixel tiles (so 1/16th of full resolution). */ SwapChain tiles_fg_tx_; SwapChain tiles_bg_tx_; int3 dispatch_tiles_flatten_size_ = int3(-1); - DRWPass *tiles_flatten_ps_ = nullptr; + PassSimple tiles_flatten_ps_ = {"TilesFlatten"}; /** 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; + PassSimple tiles_dilate_minmax_ps_ = {"TilesDilateMinmax"}; + PassSimple tiles_dilate_minabs_ps_ = {"TilesDilateMinabs"}; /** Gather convolution for low intensity pixels and low contrast areas. */ SwapChain color_bg_tx_; @@ -108,29 +108,29 @@ class DepthOfField { SwapChain weight_fg_tx_; TextureFromPool occlusion_tx_ = {"dof_occlusion"}; int3 dispatch_gather_size_ = int3(-1); - DRWPass *gather_fg_ps_ = nullptr; - DRWPass *gather_bg_ps_ = nullptr; + PassSimple gather_fg_ps_ = {"GatherFg"}; + PassSimple gather_bg_ps_ = {"GatherBg"}; /** 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; + PassSimple hole_fill_ps_ = {"HoleFill"}; /** 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; + PassSimple filter_fg_ps_ = {"FilterFg"}; + PassSimple filter_bg_ps_ = {"FilterBg"}; /** 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; + PassSimple scatter_fg_ps_ = {"ScatterFg"}; + PassSimple scatter_bg_ps_ = {"ScatterBg"}; /** 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; + PassSimple resolve_ps_ = {"Resolve"}; DepthOfFieldDataBuf data_; @@ -139,6 +139,8 @@ class DepthOfField { float fx_max_coc_; /** Use jittered depth of field where we randomize camera location. */ bool do_jitter_; + /** Enable bokeh lookup texture. */ + bool use_bokeh_lut_; /** Circle of Confusion radius for FX DoF passes. Is in view X direction in [0..1] range. */ float fx_radius_; @@ -166,7 +168,10 @@ class DepthOfField { * 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); + void render(View &view, + GPUTexture **input_tx, + GPUTexture **output_tx, + DepthOfFieldBuffer &dof_buffer); bool postfx_enabled() const { diff --git a/source/blender/draw/engines/eevee_next/eevee_film.cc b/source/blender/draw/engines/eevee_next/eevee_film.cc index ae41bd204d0..b0731ceec2f 100644 --- a/source/blender/draw/engines/eevee_next/eevee_film.cc +++ b/source/blender/draw/engines/eevee_next/eevee_film.cc @@ -377,48 +377,44 @@ void Film::sync() * Still bind previous step to avoid undefined behavior. */ eVelocityStep step_next = inst_.is_viewport() ? STEP_PREVIOUS : STEP_NEXT; - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS; - accumulate_ps_ = DRW_pass_create("Film.Accumulate", state); - GPUShader *sh = inst_.shaders.static_shader_get(shader); - DRWShadingGroup *grp = DRW_shgroup_create(sh, accumulate_ps_); - DRW_shgroup_uniform_block_ref(grp, "film_buf", &data_); - 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])); - 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", &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, "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_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); - DRW_shgroup_uniform_texture_ref(grp, "environment_tx", &rbuffers.environment_tx); - DRW_shgroup_uniform_texture_ref(grp, "shadow_tx", &rbuffers.shadow_tx); - DRW_shgroup_uniform_texture_ref(grp, "ambient_occlusion_tx", &rbuffers.ambient_occlusion_tx); - DRW_shgroup_uniform_texture_ref(grp, "aov_color_tx", &rbuffers.aov_color_tx); - DRW_shgroup_uniform_texture_ref(grp, "aov_value_tx", &rbuffers.aov_value_tx); + accumulate_ps_.init(); + accumulate_ps_.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS); + accumulate_ps_.shader_set(inst_.shaders.static_shader_get(shader)); + accumulate_ps_.bind_ubo("film_buf", &data_); + accumulate_ps_.bind_ubo("camera_prev", &(*velocity.camera_steps[STEP_PREVIOUS])); + accumulate_ps_.bind_ubo("camera_curr", &(*velocity.camera_steps[STEP_CURRENT])); + accumulate_ps_.bind_ubo("camera_next", &(*velocity.camera_steps[step_next])); + accumulate_ps_.bind_texture("depth_tx", &rbuffers.depth_tx); + accumulate_ps_.bind_texture("combined_tx", &combined_final_tx_); + accumulate_ps_.bind_texture("normal_tx", &rbuffers.normal_tx); + accumulate_ps_.bind_texture("vector_tx", &rbuffers.vector_tx); + accumulate_ps_.bind_texture("light_tx", &rbuffers.light_tx); + accumulate_ps_.bind_texture("diffuse_color_tx", &rbuffers.diffuse_color_tx); + accumulate_ps_.bind_texture("specular_color_tx", &rbuffers.specular_color_tx); + accumulate_ps_.bind_texture("volume_light_tx", &rbuffers.volume_light_tx); + accumulate_ps_.bind_texture("emission_tx", &rbuffers.emission_tx); + accumulate_ps_.bind_texture("environment_tx", &rbuffers.environment_tx); + accumulate_ps_.bind_texture("shadow_tx", &rbuffers.shadow_tx); + accumulate_ps_.bind_texture("ambient_occlusion_tx", &rbuffers.ambient_occlusion_tx); + accumulate_ps_.bind_texture("aov_color_tx", &rbuffers.aov_color_tx); + accumulate_ps_.bind_texture("aov_value_tx", &rbuffers.aov_value_tx); /* 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_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_); + accumulate_ps_.bind_image("in_weight_img", &weight_tx_.current()); + accumulate_ps_.bind_image("out_weight_img", &weight_tx_.next()); + accumulate_ps_.bind_texture("in_combined_tx", &combined_tx_.current(), filter); + accumulate_ps_.bind_image("out_combined_img", &combined_tx_.next()); + accumulate_ps_.bind_image("depth_img", &depth_tx_); + accumulate_ps_.bind_image("color_accum_img", &color_accum_tx_); + accumulate_ps_.bind_image("value_accum_img", &value_accum_tx_); /* Sync with rendering passes. */ - DRW_shgroup_barrier(grp, GPU_BARRIER_TEXTURE_FETCH); - /* Sync with rendering passes. */ - DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS); + accumulate_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH | GPU_BARRIER_SHADER_IMAGE_ACCESS); if (use_compute) { - int2 dispatch_size = math::divide_ceil(data_.extent, int2(FILM_GROUP_SIZE)); - DRW_shgroup_call_compute(grp, UNPACK2(dispatch_size), 1); + accumulate_ps_.dispatch(int3(math::divide_ceil(data_.extent, int2(FILM_GROUP_SIZE)), 1)); } else { - DRW_shgroup_call_procedural_triangles(grp, nullptr, 1); + accumulate_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3); } } @@ -565,8 +561,9 @@ void Film::accumulate(const DRWView *view, GPUTexture *combined_final_tx) data_.display_only = false; data_.push_update(); - DRW_view_set_active(view); - DRW_draw_pass(accumulate_ps_); + draw::View drw_view("MainView", view); + + DRW_manager_get()->submit(accumulate_ps_, drw_view); combined_tx_.swap(); weight_tx_.swap(); @@ -593,8 +590,9 @@ void Film::display() data_.display_only = true; data_.push_update(); - DRW_view_set_active(nullptr); - DRW_draw_pass(accumulate_ps_); + draw::View drw_view("MainView", DRW_view_default_get()); + + DRW_manager_get()->submit(accumulate_ps_, drw_view); inst_.render_buffers.release(); diff --git a/source/blender/draw/engines/eevee_next/eevee_film.hh b/source/blender/draw/engines/eevee_next/eevee_film.hh index 3e368782d31..796fcb24808 100644 --- a/source/blender/draw/engines/eevee_next/eevee_film.hh +++ b/source/blender/draw/engines/eevee_next/eevee_film.hh @@ -55,7 +55,7 @@ class Film { /** User setting to disable reprojection. Useful for debugging or have a more precise render. */ bool force_disable_reprojection_ = false; - DRWPass *accumulate_ps_ = nullptr; + PassSimple accumulate_ps_ = {"Film.Accumulate"}; FilmDataBuf data_; diff --git a/source/blender/draw/engines/eevee_next/eevee_hizbuffer.cc b/source/blender/draw/engines/eevee_next/eevee_hizbuffer.cc index e2022d74093..cf9049da514 100644 --- a/source/blender/draw/engines/eevee_next/eevee_hizbuffer.cc +++ b/source/blender/draw/engines/eevee_next/eevee_hizbuffer.cc @@ -32,36 +32,31 @@ void HiZBuffer::sync() 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)); + hiz_update_ps_.init(); + hiz_update_ps_.shader_set(inst_.shaders.static_shader_get(HIZ_UPDATE)); + hiz_update_ps_.bind_ssbo("finished_tile_counter", atomic_tile_counter_); + hiz_update_ps_.bind_texture("depth_tx", &render_buffers.depth_tx, with_filter); + hiz_update_ps_.bind_image("out_mip_0", hiz_tx_.mip_view(0)); + hiz_update_ps_.bind_image("out_mip_1", hiz_tx_.mip_view(1)); + hiz_update_ps_.bind_image("out_mip_2", hiz_tx_.mip_view(2)); + hiz_update_ps_.bind_image("out_mip_3", hiz_tx_.mip_view(3)); + hiz_update_ps_.bind_image("out_mip_4", hiz_tx_.mip_view(4)); + hiz_update_ps_.bind_image("out_mip_5", hiz_tx_.mip_view(5)); + hiz_update_ps_.bind_image("out_mip_6", hiz_tx_.mip_view(6)); + hiz_update_ps_.bind_image("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); + hiz_update_ps_.push_constant("update_mip_0", true); + hiz_update_ps_.dispatch(int3(dispatch_size, 1)); + hiz_update_ps_.barrier(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; + debug_draw_ps_.init(); + debug_draw_ps_.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM); + debug_draw_ps_.shader_set(inst_.shaders.static_shader_get(HIZ_DEBUG)); + this->bind_resources(&debug_draw_ps_); + debug_draw_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3); } } @@ -79,22 +74,24 @@ void HiZBuffer::update() GPU_framebuffer_restore(); } - DRW_draw_pass(hiz_update_ps_); + inst_.manager->submit(hiz_update_ps_); if (G.debug & G_DEBUG_GPU) { GPU_framebuffer_bind(fb); } } -void HiZBuffer::debug_draw(GPUFrameBuffer *view_fb) +void HiZBuffer::debug_draw(View &view, GPUFrameBuffer *view_fb) { - if (debug_draw_ps_ == nullptr) { - return; + if (inst_.debug_mode == eDebugMode::DEBUG_HIZ_VALIDATION) { + inst_.info = + "Debug Mode: HiZ Validation\n" + " - Red: pixel in front of HiZ tile value.\n" + " - Blue: No error."; + inst_.hiz_buffer.update(); + GPU_framebuffer_bind(view_fb); + inst_.manager->submit(debug_draw_ps_, view); } - inst_.info = "Debug Mode: HiZ Validation"; - inst_.hiz_buffer.update(); - GPU_framebuffer_bind(view_fb); - DRW_draw_pass(debug_draw_ps_); } /** \} */ diff --git a/source/blender/draw/engines/eevee_next/eevee_hizbuffer.hh b/source/blender/draw/engines/eevee_next/eevee_hizbuffer.hh index 039f7e4f16d..8b8e4de55b1 100644 --- a/source/blender/draw/engines/eevee_next/eevee_hizbuffer.hh +++ b/source/blender/draw/engines/eevee_next/eevee_hizbuffer.hh @@ -36,9 +36,9 @@ class HiZBuffer { */ draw::StorageBuffer atomic_tile_counter_ = {"atomic_tile_counter"}; /** Single pass recursive downsample. */ - DRWPass *hiz_update_ps_ = nullptr; + PassSimple hiz_update_ps_ = {"HizUpdate"}; /** Debug pass. */ - DRWPass *debug_draw_ps_ = nullptr; + PassSimple debug_draw_ps_ = {"HizUpdate.Debug"}; /** Dirty flag to check if the update is necessary. */ bool is_dirty_ = true; @@ -67,13 +67,20 @@ class HiZBuffer { */ void update(); - void debug_draw(GPUFrameBuffer *view_fb); + void debug_draw(View &view, 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_); } + + /* TODO(fclem): Hardcoded bind slots. */ + template void bind_resources(draw::detail::PassBase *pass) + { + pass->bind_texture("hiz_tx", &hiz_tx_); + pass->bind_ubo("hiz_buf", &data_); + } }; /** \} */ diff --git a/source/blender/draw/engines/eevee_next/eevee_instance.cc b/source/blender/draw/engines/eevee_next/eevee_instance.cc index d28eb55c3b1..6150f32f150 100644 --- a/source/blender/draw/engines/eevee_next/eevee_instance.cc +++ b/source/blender/draw/engines/eevee_next/eevee_instance.cc @@ -52,6 +52,7 @@ void Instance::init(const int2 &output_res, drw_view = drw_view_; v3d = v3d_; rv3d = rv3d_; + manager = DRW_manager_get(); if (assign_if_different(debug_mode, (eDebugMode)G.debug_value)) { sampling.reset(); @@ -126,12 +127,16 @@ void Instance::object_sync(Object *ob) return; } + /* TODO cleanup. */ + ObjectRef ob_ref = DRW_object_ref_get(ob); + ResourceHandle res_handle = manager->resource_handle(ob_ref); + ObjectHandle &ob_handle = sync.sync_object(ob); if (partsys_is_visible && ob != DRW_context_state_get()->object_edit) { LISTBASE_FOREACH (ModifierData *, md, &ob->modifiers) { if (md->type == eModifierType_ParticleSystem) { - sync.sync_curves(ob, ob_handle, md); + sync.sync_curves(ob, ob_handle, res_handle, md); } } } @@ -142,15 +147,15 @@ void Instance::object_sync(Object *ob) lights.sync_light(ob, ob_handle); break; case OB_MESH: - sync.sync_mesh(ob, ob_handle); + sync.sync_mesh(ob, ob_handle, res_handle, ob_ref); break; case OB_VOLUME: break; case OB_CURVES: - sync.sync_curves(ob, ob_handle); + sync.sync_curves(ob, ob_handle, res_handle); break; case OB_GPENCIL: - sync.sync_gpencil(ob, ob_handle); + sync.sync_gpencil(ob, ob_handle, res_handle); break; default: break; diff --git a/source/blender/draw/engines/eevee_next/eevee_instance.hh b/source/blender/draw/engines/eevee_next/eevee_instance.hh index cc3d1c32fde..4ab20d540bf 100644 --- a/source/blender/draw/engines/eevee_next/eevee_instance.hh +++ b/source/blender/draw/engines/eevee_next/eevee_instance.hh @@ -59,6 +59,7 @@ class Instance { /** Input data. */ Depsgraph *depsgraph; + Manager *manager; /** Evaluated IDs. */ Scene *scene; ViewLayer *view_layer; diff --git a/source/blender/draw/engines/eevee_next/eevee_light.cc b/source/blender/draw/engines/eevee_next/eevee_light.cc index 24426318878..b60246fa3ab 100644 --- a/source/blender/draw/engines/eevee_next/eevee_light.cc +++ b/source/blender/draw/engines/eevee_next/eevee_light.cc @@ -399,76 +399,70 @@ void LightModule::culling_pass_sync() 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. */ + + culling_ps_.init(); { - 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); + auto &sub = culling_ps_.sub("Select"); + sub.shader_set(inst_.shaders.static_shader_get(LIGHT_CULLING_SELECT)); + sub.bind_ssbo("light_cull_buf", &culling_data_buf_); + sub.bind_ssbo("in_light_buf", light_buf_); + sub.bind_ssbo("out_light_buf", culling_light_buf_); + sub.bind_ssbo("out_zdist_buf", culling_zdist_buf_); + sub.bind_ssbo("out_key_buf", culling_key_buf_); + sub.dispatch(int3(culling_select_dispatch_size, 1, 1)); + sub.barrier(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); + auto &sub = culling_ps_.sub("Sort"); + sub.shader_set(inst_.shaders.static_shader_get(LIGHT_CULLING_SORT)); + sub.bind_ssbo("light_cull_buf", &culling_data_buf_); + sub.bind_ssbo("in_light_buf", light_buf_); + sub.bind_ssbo("out_light_buf", culling_light_buf_); + sub.bind_ssbo("in_zdist_buf", culling_zdist_buf_); + sub.bind_ssbo("in_key_buf", culling_key_buf_); + sub.dispatch(int3(culling_sort_dispatch_size, 1, 1)); + sub.barrier(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); + auto &sub = culling_ps_.sub("Zbin"); + sub.shader_set(inst_.shaders.static_shader_get(LIGHT_CULLING_ZBIN)); + sub.bind_ssbo("light_cull_buf", &culling_data_buf_); + sub.bind_ssbo("light_buf", culling_light_buf_); + sub.bind_ssbo("out_zbin_buf", culling_zbin_buf_); + sub.dispatch(int3(1, 1, 1)); + sub.barrier(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); + auto &sub = culling_ps_.sub("Tiles"); + sub.shader_set(inst_.shaders.static_shader_get(LIGHT_CULLING_TILE)); + sub.bind_ssbo("light_cull_buf", &culling_data_buf_); + sub.bind_ssbo("light_buf", culling_light_buf_); + sub.bind_ssbo("out_light_tile_buf", culling_tile_buf_); + sub.dispatch(int3(culling_tile_dispatch_size, 1, 1)); + sub.barrier(GPU_BARRIER_SHADER_STORAGE); } } void LightModule::debug_pass_sync() { - if (inst_.debug_mode != eDebugMode::DEBUG_LIGHT_CULLING) { - debug_draw_ps_ = nullptr; - return; + if (inst_.debug_mode == eDebugMode::DEBUG_LIGHT_CULLING) { + debug_draw_ps_.init(); + debug_draw_ps_.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM); + debug_draw_ps_.shader_set(inst_.shaders.static_shader_get(LIGHT_CULLING_DEBUG)); + inst_.hiz_buffer.bind_resources(&debug_draw_ps_); + debug_draw_ps_.bind_ssbo("light_buf", &culling_light_buf_); + debug_draw_ps_.bind_ssbo("light_cull_buf", &culling_data_buf_); + debug_draw_ps_.bind_ssbo("light_zbin_buf", &culling_zbin_buf_); + debug_draw_ps_.bind_ssbo("light_tile_buf", &culling_tile_buf_); + debug_draw_ps_.bind_texture("depth_tx", &inst_.render_buffers.depth_tx); + debug_draw_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3); } - - 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) +void LightModule::set_view(View &view, const int2 extent) { - float far_z = DRW_view_far_distance_get(view); - float near_z = DRW_view_near_distance_get(view); + float far_z = view.far_clip(); + float near_z = view.near_clip(); 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; @@ -476,26 +470,17 @@ void LightModule::set_view(const DRWView *view, const int2 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(); + inst_.manager->submit(culling_ps_, view); } -void LightModule::debug_draw(GPUFrameBuffer *view_fb) +void LightModule::debug_draw(View &view, GPUFrameBuffer *view_fb) { - if (debug_draw_ps_ == nullptr) { - return; + if (inst_.debug_mode == eDebugMode::DEBUG_LIGHT_CULLING) { + inst_.info = "Debug Mode: Light Culling Validation"; + inst_.hiz_buffer.update(); + GPU_framebuffer_bind(view_fb); + inst_.manager->submit(debug_draw_ps_, view); } - inst_.info = "Debug Mode: Light Culling Validation"; - inst_.hiz_buffer.update(); - GPU_framebuffer_bind(view_fb); - DRW_draw_pass(debug_draw_ps_); } /** \} */ diff --git a/source/blender/draw/engines/eevee_next/eevee_light.hh b/source/blender/draw/engines/eevee_next/eevee_light.hh index aad798ccec2..9bacc180ea8 100644 --- a/source/blender/draw/engines/eevee_next/eevee_light.hh +++ b/source/blender/draw/engines/eevee_next/eevee_light.hh @@ -116,16 +116,12 @@ class LightModule { /** 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; + PassSimple culling_ps_ = {"LightCulling"}; /** 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; */ + PassSimple debug_draw_ps_ = {"LightCulling.Debug"}; public: LightModule(Instance &inst) : inst_(inst){}; @@ -138,9 +134,9 @@ class LightModule { /** * Update acceleration structure for the given view. */ - void set_view(const DRWView *view, const int2 extent); + void set_view(View &view, const int2 extent); - void debug_draw(GPUFrameBuffer *view_fb); + void debug_draw(View &view, GPUFrameBuffer *view_fb); void bind_resources(DRWShadingGroup *grp) { @@ -154,6 +150,15 @@ class LightModule { #endif } + template void bind_resources(draw::detail::PassBase *pass) + { + /* Storage Buf. */ + pass->bind_ssbo(LIGHT_CULL_BUF_SLOT, &culling_data_buf_); + pass->bind_ssbo(LIGHT_BUF_SLOT, &culling_light_buf_); + pass->bind_ssbo(LIGHT_ZBIN_BUF_SLOT, &culling_zbin_buf_); + pass->bind_ssbo(LIGHT_TILE_BUF_SLOT, &culling_tile_buf_); + } + private: void culling_pass_sync(); void debug_pass_sync(); diff --git a/source/blender/draw/engines/eevee_next/eevee_material.cc b/source/blender/draw/engines/eevee_next/eevee_material.cc index b3161a67092..13efbd1bd1a 100644 --- a/source/blender/draw/engines/eevee_next/eevee_material.cc +++ b/source/blender/draw/engines/eevee_next/eevee_material.cc @@ -145,9 +145,6 @@ MaterialModule::MaterialModule(Instance &inst) : inst_(inst) MaterialModule::~MaterialModule() { - for (Material *mat : material_map_.values()) { - delete mat; - } BKE_id_free(nullptr, glossy_mat); BKE_id_free(nullptr, diffuse_mat); BKE_id_free(nullptr, error_mat_); @@ -157,13 +154,12 @@ void MaterialModule::begin_sync() { queued_shaders_count = 0; - for (Material *mat : material_map_.values()) { - mat->init = false; - } + material_map_.clear(); shader_map_.clear(); } -MaterialPass MaterialModule::material_pass_get(::Material *blender_mat, +MaterialPass MaterialModule::material_pass_get(Object *ob, + ::Material *blender_mat, eMaterialPipeline pipeline_type, eMaterialGeometry geometry_type) { @@ -203,35 +199,34 @@ MaterialPass MaterialModule::material_pass_get(::Material *blender_mat, pipeline_type = MAT_PIPE_FORWARD; } - if ((pipeline_type == MAT_PIPE_FORWARD) && + if (ELEM(pipeline_type, + MAT_PIPE_FORWARD, + MAT_PIPE_FORWARD_PREPASS, + MAT_PIPE_FORWARD_PREPASS_VELOCITY) && GPU_material_flag_get(matpass.gpumat, GPU_MATFLAG_TRANSPARENT)) { - /* Transparent needs to use one shgroup per object to support reordering. */ - matpass.shgrp = inst_.pipelines.material_add(blender_mat, matpass.gpumat, pipeline_type); + /* Transparent pass is generated later. */ + matpass.sub_pass = nullptr; } else { ShaderKey shader_key(matpass.gpumat, geometry_type, pipeline_type); - auto add_cb = [&]() -> DRWShadingGroup * { - /* First time encountering this shader. Create a shading group. */ - return inst_.pipelines.material_add(blender_mat, matpass.gpumat, pipeline_type); - }; - DRWShadingGroup *grp = shader_map_.lookup_or_add_cb(shader_key, add_cb); - - if (grp != nullptr) { - /* Shading group for this shader already exists. Create a sub one for this material. */ - /* IMPORTANT: We always create a subgroup so that all subgroups are inserted after the - * first "empty" shgroup. This avoids messing the order of subgroups when there is more - * nested subgroup (i.e: hair drawing). */ - /* TODO(@fclem): Remove material resource binding from the first group creation. */ - matpass.shgrp = DRW_shgroup_create_sub(grp); - DRW_shgroup_add_material_resources(matpass.shgrp, matpass.gpumat); + PassMain::Sub *shader_sub = shader_map_.lookup_or_add_cb(shader_key, [&]() { + /* First time encountering this shader. Create a sub that will contain materials using it. */ + return inst_.pipelines.material_add(ob, blender_mat, matpass.gpumat, pipeline_type); + }); + + if (shader_sub != nullptr) { + /* Create a sub for this material as `shader_sub` is for sharing shader between materials. */ + matpass.sub_pass = &shader_sub->sub(GPU_material_get_name(matpass.gpumat)); + matpass.sub_pass->material_set(*inst_.manager, matpass.gpumat); } } return matpass; } -Material &MaterialModule::material_sync(::Material *blender_mat, +Material &MaterialModule::material_sync(Object *ob, + ::Material *blender_mat, eMaterialGeometry geometry_type, bool has_motion) { @@ -249,27 +244,32 @@ Material &MaterialModule::material_sync(::Material *blender_mat, MaterialKey material_key(blender_mat, geometry_type, surface_pipe); - /* TODO: allocate in blocks to avoid memory fragmentation. */ - auto add_cb = [&]() { return new Material(); }; - Material &mat = *material_map_.lookup_or_add_cb(material_key, add_cb); - - /* Forward pipeline needs to use one shgroup per object. */ - if (mat.init == false || (surface_pipe == MAT_PIPE_FORWARD)) { - mat.init = true; + Material &mat = material_map_.lookup_or_add_cb(material_key, [&]() { + Material mat; /* Order is important for transparent. */ - mat.prepass = material_pass_get(blender_mat, prepass_pipe, geometry_type); - mat.shading = material_pass_get(blender_mat, surface_pipe, geometry_type); + mat.prepass = material_pass_get(ob, blender_mat, prepass_pipe, geometry_type); + mat.shading = material_pass_get(ob, blender_mat, surface_pipe, geometry_type); if (blender_mat->blend_shadow == MA_BS_NONE) { mat.shadow = MaterialPass(); } else { - mat.shadow = material_pass_get(blender_mat, MAT_PIPE_SHADOW, geometry_type); + mat.shadow = material_pass_get(ob, blender_mat, MAT_PIPE_SHADOW, geometry_type); } - mat.is_alpha_blend_transparent = (blender_mat->blend_method == MA_BM_BLEND) && - GPU_material_flag_get(mat.prepass.gpumat, + GPU_material_flag_get(mat.shading.gpumat, GPU_MATFLAG_TRANSPARENT); + return mat; + }); + + if (mat.is_alpha_blend_transparent) { + /* Transparent needs to use one sub pass per object to support reordering. + * NOTE: Pre-pass needs to be created first in order to be sorted first. */ + mat.prepass.sub_pass = inst_.pipelines.forward.prepass_transparent_add( + ob, blender_mat, mat.shading.gpumat); + mat.shading.sub_pass = inst_.pipelines.forward.material_transparent_add( + ob, blender_mat, mat.shading.gpumat); } + return mat; } @@ -297,7 +297,7 @@ MaterialArray &MaterialModule::material_array_get(Object *ob, bool has_motion) for (auto i : IndexRange(materials_len)) { ::Material *blender_mat = material_from_slot(ob, i); - Material &mat = material_sync(blender_mat, to_material_geometry(ob), has_motion); + Material &mat = material_sync(ob, blender_mat, to_material_geometry(ob), has_motion); material_array_.materials.append(&mat); material_array_.gpu_materials.append(mat.shading.gpumat); } @@ -310,7 +310,7 @@ Material &MaterialModule::material_get(Object *ob, eMaterialGeometry geometry_type) { ::Material *blender_mat = material_from_slot(ob, mat_nr); - Material &mat = material_sync(blender_mat, geometry_type, has_motion); + Material &mat = material_sync(ob, blender_mat, geometry_type, has_motion); return mat; } diff --git a/source/blender/draw/engines/eevee_next/eevee_material.hh b/source/blender/draw/engines/eevee_next/eevee_material.hh index 23165a741b9..ad0c293926b 100644 --- a/source/blender/draw/engines/eevee_next/eevee_material.hh +++ b/source/blender/draw/engines/eevee_next/eevee_material.hh @@ -203,12 +203,11 @@ class DefaultSurfaceNodeTree { * \{ */ struct MaterialPass { - GPUMaterial *gpumat = nullptr; - DRWShadingGroup *shgrp = nullptr; + GPUMaterial *gpumat; + PassMain::Sub *sub_pass; }; struct Material { - bool init = false; bool is_alpha_blend_transparent; MaterialPass shadow, shading, prepass; }; @@ -228,8 +227,8 @@ class MaterialModule { private: Instance &inst_; - Map material_map_; - Map shader_map_; + Map material_map_; + Map shader_map_; MaterialArray material_array_; @@ -254,13 +253,15 @@ class MaterialModule { Material &material_get(Object *ob, bool has_motion, int mat_nr, eMaterialGeometry geometry_type); private: - Material &material_sync(::Material *blender_mat, + Material &material_sync(Object *ob, + ::Material *blender_mat, eMaterialGeometry geometry_type, bool has_motion); /** Return correct material or empty default material if slot is empty. */ ::Material *material_from_slot(Object *ob, int slot); - MaterialPass material_pass_get(::Material *blender_mat, + MaterialPass material_pass_get(Object *ob, + ::Material *blender_mat, eMaterialPipeline pipeline_type, eMaterialGeometry geometry_type); }; diff --git a/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc b/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc index d9545e2e972..f68abafa3d4 100644 --- a/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc +++ b/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc @@ -135,53 +135,49 @@ void MotionBlurModule::sync() eGPUSamplerState no_filter = GPU_SAMPLER_DEFAULT; RenderBuffers &render_buffers = inst_.render_buffers; + motion_blur_ps_.init(); + inst_.velocity.bind_resources(&motion_blur_ps_); + inst_.sampling.bind_resources(&motion_blur_ps_); { /* Create max velocity tiles. */ - DRW_PASS_CREATE(tiles_flatten_ps_, DRW_STATE_NO_DRAW); + PassSimple::Sub &sub = motion_blur_ps_.sub("TilesFlatten"); 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); + sub.shader_set(inst_.shaders.static_shader_get(shader)); + sub.bind_ubo("motion_blur_buf", data_); + sub.bind_texture("depth_tx", &render_buffers.depth_tx); + sub.bind_image("velocity_img", &render_buffers.vector_tx); + sub.bind_image("out_tiles_img", &tiles_tx_); + sub.dispatch(&dispatch_flatten_size_); + sub.barrier(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); + PassSimple::Sub &sub = motion_blur_ps_.sub("TilesDilate"); + sub.shader_set(inst_.shaders.static_shader_get(MOTION_BLUR_TILE_DILATE)); + sub.bind_ssbo("tile_indirection_buf", tile_indirection_buf_); + sub.bind_image("in_tiles_img", &tiles_tx_); + sub.dispatch(&dispatch_dilate_size_); + sub.barrier(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); + PassSimple::Sub &sub = motion_blur_ps_.sub("ConvolveGather"); + sub.shader_set(inst_.shaders.static_shader_get(MOTION_BLUR_GATHER)); + sub.bind_ubo("motion_blur_buf", data_); + sub.bind_ssbo("tile_indirection_buf", tile_indirection_buf_); + sub.bind_texture("depth_tx", &render_buffers.depth_tx, no_filter); + sub.bind_texture("velocity_tx", &render_buffers.vector_tx, no_filter); + sub.bind_texture("in_color_tx", &input_color_tx_, no_filter); + sub.bind_image("in_tiles_img", &tiles_tx_); + sub.bind_image("out_color_img", &output_color_tx_); + + sub.dispatch(&dispatch_gather_size_); + sub.barrier(GPU_BARRIER_TEXTURE_FETCH); } } -void MotionBlurModule::render(GPUTexture **input_tx, GPUTexture **output_tx) +void MotionBlurModule::render(View &view, GPUTexture **input_tx, GPUTexture **output_tx) { if (!motion_blur_fx_enabled_) { return; @@ -239,9 +235,7 @@ void MotionBlurModule::render(GPUTexture **input_tx, GPUTexture **output_tx) 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_); + inst_.manager->submit(motion_blur_ps_, view); tiles_tx_.release(); diff --git a/source/blender/draw/engines/eevee_next/eevee_motion_blur.hh b/source/blender/draw/engines/eevee_next/eevee_motion_blur.hh index 310e94a702b..056c2e323d5 100644 --- a/source/blender/draw/engines/eevee_next/eevee_motion_blur.hh +++ b/source/blender/draw/engines/eevee_next/eevee_motion_blur.hh @@ -95,9 +95,7 @@ class MotionBlurModule { GPUTexture *input_color_tx_ = nullptr; GPUTexture *output_color_tx_ = nullptr; - DRWPass *tiles_flatten_ps_ = nullptr; - DRWPass *tiles_dilate_ps_ = nullptr; - DRWPass *gather_ps_ = nullptr; + PassSimple motion_blur_ps_ = {"MotionBlur"}; MotionBlurTileIndirectionBuf tile_indirection_buf_; MotionBlurDataBuf data_; @@ -121,7 +119,7 @@ class MotionBlurModule { return motion_blur_fx_enabled_; } - void render(GPUTexture **input_tx, GPUTexture **output_tx); + void render(View &view, GPUTexture **input_tx, GPUTexture **output_tx); private: float shutter_time_to_scene_time(float time); diff --git a/source/blender/draw/engines/eevee_next/eevee_pipeline.cc b/source/blender/draw/engines/eevee_next/eevee_pipeline.cc index d9ac39f4fb9..16bdfb04d14 100644 --- a/source/blender/draw/engines/eevee_next/eevee_pipeline.cc +++ b/source/blender/draw/engines/eevee_next/eevee_pipeline.cc @@ -24,36 +24,35 @@ namespace blender::eevee { void WorldPipeline::sync(GPUMaterial *gpumat) { + Manager &manager = *inst_.manager; RenderBuffers &rbufs = inst_.render_buffers; - DRWState state = DRW_STATE_WRITE_COLOR; - world_ps_ = DRW_pass_create("World", state); + ResourceHandle handle = manager.resource_handle(float4x4::identity().ptr()); - /* Push a matrix at the same location as the camera. */ - float4x4 camera_mat = float4x4::identity(); - // copy_v3_v3(camera_mat[3], inst_.camera.data_get().viewinv[3]); - - DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, world_ps_); - DRW_shgroup_uniform_texture(grp, "utility_tx", inst_.pipelines.utility_tx); - DRW_shgroup_call_obmat(grp, DRW_cache_fullscreen_quad_get(), camera_mat.ptr()); - DRW_shgroup_uniform_float_copy(grp, "world_opacity_fade", inst_.film.background_opacity_get()); + world_ps_.init(); + world_ps_.state_set(DRW_STATE_WRITE_COLOR); + world_ps_.material_set(manager, gpumat); + world_ps_.push_constant("world_opacity_fade", inst_.film.background_opacity_get()); + world_ps_.bind_texture("utility_tx", inst_.pipelines.utility_tx); /* 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); + world_ps_.bind_image("aov_color_img", &rbufs.aov_color_tx); + world_ps_.bind_image("aov_value_img", &rbufs.aov_value_tx); + world_ps_.bind_ssbo("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_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); + world_ps_.bind_image("rp_normal_img", &rbufs.normal_tx); + world_ps_.bind_image("rp_light_img", &rbufs.light_tx); + world_ps_.bind_image("rp_diffuse_color_img", &rbufs.diffuse_color_tx); + world_ps_.bind_image("rp_specular_color_img", &rbufs.specular_color_tx); + world_ps_.bind_image("rp_emission_img", &rbufs.emission_tx); + + world_ps_.draw(DRW_cache_fullscreen_quad_get(), handle); /* To allow opaque pass rendering over it. */ - DRW_shgroup_barrier(grp, GPU_BARRIER_SHADER_IMAGE_ACCESS); + world_ps_.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS); } -void WorldPipeline::render() +void WorldPipeline::render(View &view) { - DRW_draw_pass(world_ps_); + inst_.manager->submit(world_ps_, view); } /** \} */ @@ -66,194 +65,150 @@ void WorldPipeline::render() void ForwardPipeline::sync() { + camera_forward_ = inst_.camera.forward(); + + DRWState state_depth_only = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS; + DRWState state_depth_color = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | + DRW_STATE_WRITE_COLOR; { - DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS; - prepass_ps_ = DRW_pass_create("Forward.Opaque.Prepass", state); - prepass_velocity_ps_ = DRW_pass_create("Forward.Opaque.Prepass.Velocity", - state | DRW_STATE_WRITE_COLOR); + prepass_ps_.init(); - state |= DRW_STATE_CULL_BACK; - prepass_culled_ps_ = DRW_pass_create("Forward.Opaque.Prepass.Culled", state); - prepass_culled_velocity_ps_ = DRW_pass_create("Forward.Opaque.Prepass.Velocity", - state | DRW_STATE_WRITE_COLOR); + { + /* Common resources. */ - DRW_pass_link(prepass_ps_, prepass_velocity_ps_); - DRW_pass_link(prepass_velocity_ps_, prepass_culled_ps_); - DRW_pass_link(prepass_culled_ps_, prepass_culled_velocity_ps_); - } - { - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL; - opaque_ps_ = DRW_pass_create("Forward.Opaque", state); + /* Textures. */ + prepass_ps_.bind_texture(RBUFS_UTILITY_TEX_SLOT, inst_.pipelines.utility_tx); - state |= DRW_STATE_CULL_BACK; - opaque_culled_ps_ = DRW_pass_create("Forward.Opaque.Culled", state); + inst_.velocity.bind_resources(&prepass_ps_); + inst_.sampling.bind_resources(&prepass_ps_); + } + + prepass_double_sided_static_ps_ = &prepass_ps_.sub("DoubleSided.Static"); + prepass_double_sided_static_ps_->state_set(state_depth_only); + + prepass_single_sided_static_ps_ = &prepass_ps_.sub("SingleSided.Static"); + prepass_single_sided_static_ps_->state_set(state_depth_only | DRW_STATE_CULL_BACK); + + prepass_double_sided_moving_ps_ = &prepass_ps_.sub("DoubleSided.Moving"); + prepass_double_sided_moving_ps_->state_set(state_depth_color); - DRW_pass_link(opaque_ps_, opaque_culled_ps_); + prepass_single_sided_moving_ps_ = &prepass_ps_.sub("SingleSided.Moving"); + prepass_single_sided_moving_ps_->state_set(state_depth_color | DRW_STATE_CULL_BACK); } { - DRWState state = DRW_STATE_DEPTH_LESS_EQUAL; - transparent_ps_ = DRW_pass_create("Forward.Transparent", state); + opaque_ps_.init(); + + { + /* Common resources. */ + + /* RenderPasses. */ + opaque_ps_.bind_image(RBUFS_NORMAL_SLOT, &inst_.render_buffers.normal_tx); + opaque_ps_.bind_image(RBUFS_LIGHT_SLOT, &inst_.render_buffers.light_tx); + opaque_ps_.bind_image(RBUFS_DIFF_COLOR_SLOT, &inst_.render_buffers.diffuse_color_tx); + opaque_ps_.bind_image(RBUFS_SPEC_COLOR_SLOT, &inst_.render_buffers.specular_color_tx); + opaque_ps_.bind_image(RBUFS_EMISSION_SLOT, &inst_.render_buffers.emission_tx); + /* AOVs. */ + opaque_ps_.bind_image(RBUFS_AOV_COLOR_SLOT, &inst_.render_buffers.aov_color_tx); + opaque_ps_.bind_image(RBUFS_AOV_VALUE_SLOT, &inst_.render_buffers.aov_value_tx); + /* Storage Buf. */ + opaque_ps_.bind_ssbo(RBUFS_AOV_BUF_SLOT, &inst_.film.aovs_info); + /* Textures. */ + opaque_ps_.bind_texture(RBUFS_UTILITY_TEX_SLOT, inst_.pipelines.utility_tx); + + inst_.lights.bind_resources(&opaque_ps_); + inst_.sampling.bind_resources(&opaque_ps_); + } + + opaque_single_sided_ps_ = &opaque_ps_.sub("SingleSided"); + opaque_single_sided_ps_->state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | + DRW_STATE_CULL_BACK); + + opaque_double_sided_ps_ = &opaque_ps_.sub("DoubleSided"); + opaque_double_sided_ps_->state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL); } -} + { + transparent_ps_.init(); + /* Workaround limitation of PassSortable. Use dummy pass that will be sorted first in all + * circumstances. */ + PassMain::Sub &sub = transparent_ps_.sub("ResourceBind", -FLT_MAX); -DRWShadingGroup *ForwardPipeline::material_opaque_add(::Material *blender_mat, GPUMaterial *gpumat) -{ - RenderBuffers &rbufs = inst_.render_buffers; - DRWPass *pass = (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) ? opaque_culled_ps_ : opaque_ps_; - 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.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); - /* 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); - - /* TODO(fclem): Make this only needed if material uses it ... somehow. */ - // if (true) { - // DRW_shgroup_uniform_texture_ref( - // grp, "sss_transmittance_tx", inst_.subsurface.transmittance_ref_get()); - // } - // if (raytracing.enabled()) { - // DRW_shgroup_uniform_block(grp, "rt_diffuse_buf", raytracing.diffuse_data); - // DRW_shgroup_uniform_block(grp, "rt_reflection_buf", raytracing.reflection_data); - // DRW_shgroup_uniform_block(grp, "rt_refraction_buf", raytracing.refraction_data); - // DRW_shgroup_uniform_texture_ref_ex(grp, "radiance_tx", &input_screen_radiance_tx_, - // no_interp); - // } - // if (raytracing.enabled()) { - // 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()); - // } - return grp; -} + /* Common resources. */ -DRWShadingGroup *ForwardPipeline::prepass_opaque_add(::Material *blender_mat, - GPUMaterial *gpumat, - bool has_motion) -{ - DRWPass *pass = (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) ? - (has_motion ? prepass_culled_velocity_ps_ : prepass_culled_ps_) : - (has_motion ? prepass_velocity_ps_ : prepass_ps_); - DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, pass); - if (has_motion) { - inst_.velocity.bind_resources(grp); + /* Textures. */ + sub.bind_texture(RBUFS_UTILITY_TEX_SLOT, inst_.pipelines.utility_tx); + + inst_.lights.bind_resources(&sub); + inst_.sampling.bind_resources(&sub); } - return grp; } -DRWShadingGroup *ForwardPipeline::material_transparent_add(::Material *blender_mat, - GPUMaterial *gpumat) +PassMain::Sub *ForwardPipeline::prepass_opaque_add(::Material *blender_mat, + GPUMaterial *gpumat, + bool has_motion) { - 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.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); - /* TODO(fclem): Make this only needed if material uses it ... somehow. */ - // if (true) { - // DRW_shgroup_uniform_texture_ref( - // grp, "sss_transmittance_tx", inst_.subsurface.transmittance_ref_get()); - // } - // if (raytracing.enabled()) { - // DRW_shgroup_uniform_block(grp, "rt_diffuse_buf", raytracing.diffuse_data); - // DRW_shgroup_uniform_block(grp, "rt_reflection_buf", raytracing.reflection_data); - // DRW_shgroup_uniform_block(grp, "rt_refraction_buf", raytracing.refraction_data); - // DRW_shgroup_uniform_texture_ref_ex( - // grp, "rt_radiance_tx", &input_screen_radiance_tx_, no_interp); - // } - // if (raytracing.enabled()) { - // 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); - } + PassMain::Sub *pass = (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) ? + (has_motion ? prepass_single_sided_moving_ps_ : + prepass_single_sided_static_ps_) : + (has_motion ? prepass_double_sided_moving_ps_ : + prepass_double_sided_static_ps_); + return &pass->sub(GPU_material_get_name(gpumat)); +} - DRWState state_disable = DRW_STATE_WRITE_DEPTH; - DRWState state_enable = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM; - if (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) { - state_enable |= DRW_STATE_CULL_BACK; - } - DRW_shgroup_state_disable(grp, state_disable); - DRW_shgroup_state_enable(grp, state_enable); - return grp; +PassMain::Sub *ForwardPipeline::material_opaque_add(::Material *blender_mat, GPUMaterial *gpumat) +{ + PassMain::Sub *pass = (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) ? opaque_single_sided_ps_ : + opaque_double_sided_ps_; + return &pass->sub(GPU_material_get_name(gpumat)); } -DRWShadingGroup *ForwardPipeline::prepass_transparent_add(::Material *blender_mat, - GPUMaterial *gpumat) +PassMain::Sub *ForwardPipeline::prepass_transparent_add(const Object *ob, + ::Material *blender_mat, + GPUMaterial *gpumat) { if ((blender_mat->blend_flag & MA_BL_HIDE_BACKFACE) == 0) { return nullptr; } + DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL; + if ((blender_mat->blend_flag & MA_BL_CULL_BACKFACE)) { + state |= DRW_STATE_CULL_BACK; + } + float sorting_value = math::dot(float3(ob->obmat[3]), camera_forward_); + PassMain::Sub *pass = &transparent_ps_.sub(GPU_material_get_name(gpumat), sorting_value); + pass->state_set(state); + pass->material_set(*inst_.manager, gpumat); + return pass; +} - DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, transparent_ps_); - - DRWState state_disable = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM; - DRWState state_enable = DRW_STATE_WRITE_DEPTH; - if (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) { - state_enable |= DRW_STATE_CULL_BACK; +PassMain::Sub *ForwardPipeline::material_transparent_add(const Object *ob, + ::Material *blender_mat, + GPUMaterial *gpumat) +{ + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM | DRW_STATE_DEPTH_LESS_EQUAL; + if ((blender_mat->blend_flag & MA_BL_CULL_BACKFACE)) { + state |= DRW_STATE_CULL_BACK; } - DRW_shgroup_state_disable(grp, state_disable); - DRW_shgroup_state_enable(grp, state_enable); - return grp; + float sorting_value = math::dot(float3(ob->obmat[3]), camera_forward_); + PassMain::Sub *pass = &transparent_ps_.sub(GPU_material_get_name(gpumat), sorting_value); + pass->state_set(state); + pass->material_set(*inst_.manager, gpumat); + return pass; } -void ForwardPipeline::render(const DRWView *view, +void ForwardPipeline::render(View &view, Framebuffer &prepass_fb, Framebuffer &combined_fb, GPUTexture *UNUSED(combined_tx)) { UNUSED_VARS(view); - DRW_stats_group_start("ForwardOpaque"); + DRW_stats_group_start("Forward.Opaque"); GPU_framebuffer_bind(prepass_fb); - DRW_draw_pass(prepass_ps_); + inst_.manager->submit(prepass_ps_, view); - if (!DRW_pass_is_empty(prepass_ps_)) { - inst_.hiz_buffer.set_dirty(); - } + // if (!DRW_pass_is_empty(prepass_ps_)) { + inst_.hiz_buffer.set_dirty(); + // } // if (inst_.raytracing.enabled()) { // rt_buffer.radiance_copy(combined_tx); @@ -263,17 +218,11 @@ void ForwardPipeline::render(const DRWView *view, // inst_.shadows.set_view(view, depth_tx); GPU_framebuffer_bind(combined_fb); - DRW_draw_pass(opaque_ps_); + inst_.manager->submit(opaque_ps_, view); DRW_stats_group_end(); - DRW_stats_group_start("ForwardTransparent"); - /* TODO(fclem) This is suboptimal. We could sort during sync. */ - /* FIXME(fclem) This wont work for panoramic, where we need - * to sort by distance to camera, not by z. */ - DRW_pass_sort_shgroup_z(transparent_ps_); - DRW_draw_pass(transparent_ps_); - DRW_stats_group_end(); + inst_.manager->submit(transparent_ps_, view); // if (inst_.raytracing.enabled()) { // gbuffer.ray_radiance_tx.release(); diff --git a/source/blender/draw/engines/eevee_next/eevee_pipeline.hh b/source/blender/draw/engines/eevee_next/eevee_pipeline.hh index ed6986b9b61..0614a963dec 100644 --- a/source/blender/draw/engines/eevee_next/eevee_pipeline.hh +++ b/source/blender/draw/engines/eevee_next/eevee_pipeline.hh @@ -13,6 +13,7 @@ #pragma once #include "DRW_render.h" +#include "draw_shader_shared.h" /* TODO(fclem): Move it to GPU/DRAW. */ #include "../eevee/eevee_lut.h" @@ -31,13 +32,13 @@ class WorldPipeline { private: Instance &inst_; - DRWPass *world_ps_ = nullptr; + PassSimple world_ps_ = {"World.Background"}; public: WorldPipeline(Instance &inst) : inst_(inst){}; void sync(GPUMaterial *gpumat); - void render(); + void render(View &view); }; /** \} */ @@ -52,13 +53,18 @@ class ForwardPipeline { private: Instance &inst_; - DRWPass *prepass_ps_ = nullptr; - DRWPass *prepass_velocity_ps_ = nullptr; - DRWPass *prepass_culled_ps_ = nullptr; - DRWPass *prepass_culled_velocity_ps_ = nullptr; - DRWPass *opaque_ps_ = nullptr; - DRWPass *opaque_culled_ps_ = nullptr; - DRWPass *transparent_ps_ = nullptr; + PassMain prepass_ps_ = {"Prepass"}; + PassMain::Sub *prepass_single_sided_static_ps_ = nullptr; + PassMain::Sub *prepass_single_sided_moving_ps_ = nullptr; + PassMain::Sub *prepass_double_sided_static_ps_ = nullptr; + PassMain::Sub *prepass_double_sided_moving_ps_ = nullptr; + + PassMain opaque_ps_ = {"Shading"}; + PassMain::Sub *opaque_single_sided_ps_ = nullptr; + PassMain::Sub *opaque_double_sided_ps_ = nullptr; + + PassSortable transparent_ps_ = {"Forward.Transparent"}; + float3 camera_forward_; // GPUTexture *input_screen_radiance_tx_ = nullptr; @@ -67,28 +73,17 @@ class ForwardPipeline { void sync(); - DRWShadingGroup *material_add(::Material *blender_mat, GPUMaterial *gpumat) - { - return (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) ? - material_transparent_add(blender_mat, gpumat) : - material_opaque_add(blender_mat, gpumat); - } + PassMain::Sub *prepass_opaque_add(::Material *blender_mat, GPUMaterial *gpumat, bool has_motion); + PassMain::Sub *material_opaque_add(::Material *blender_mat, GPUMaterial *gpumat); - DRWShadingGroup *prepass_add(::Material *blender_mat, GPUMaterial *gpumat, bool has_motion) - { - return (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) ? - prepass_transparent_add(blender_mat, gpumat) : - prepass_opaque_add(blender_mat, gpumat, has_motion); - } - - DRWShadingGroup *material_opaque_add(::Material *blender_mat, GPUMaterial *gpumat); - DRWShadingGroup *prepass_opaque_add(::Material *blender_mat, - GPUMaterial *gpumat, - bool has_motion); - DRWShadingGroup *material_transparent_add(::Material *blender_mat, GPUMaterial *gpumat); - DRWShadingGroup *prepass_transparent_add(::Material *blender_mat, GPUMaterial *gpumat); + PassMain::Sub *prepass_transparent_add(const Object *ob, + ::Material *blender_mat, + GPUMaterial *gpumat); + PassMain::Sub *material_transparent_add(const Object *ob, + ::Material *blender_mat, + GPUMaterial *gpumat); - void render(const DRWView *view, + void render(View &view, Framebuffer &prepass_fb, Framebuffer &combined_fb, GPUTexture *combined_tx); @@ -192,26 +187,36 @@ class PipelineModule { // velocity.sync(); } - DRWShadingGroup *material_add(::Material *blender_mat, - GPUMaterial *gpumat, - eMaterialPipeline pipeline_type) + PassMain::Sub *material_add(Object *ob, + ::Material *blender_mat, + GPUMaterial *gpumat, + eMaterialPipeline pipeline_type) { switch (pipeline_type) { case MAT_PIPE_DEFERRED_PREPASS: // return deferred.prepass_add(blender_mat, gpumat, false); - break; + case MAT_PIPE_FORWARD_PREPASS: + if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) { + return forward.prepass_transparent_add(ob, blender_mat, gpumat); + } + return forward.prepass_opaque_add(blender_mat, gpumat, false); + case MAT_PIPE_DEFERRED_PREPASS_VELOCITY: // return deferred.prepass_add(blender_mat, gpumat, true); - break; - case MAT_PIPE_FORWARD_PREPASS: - return forward.prepass_add(blender_mat, gpumat, false); case MAT_PIPE_FORWARD_PREPASS_VELOCITY: - return forward.prepass_add(blender_mat, gpumat, true); + if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) { + return forward.prepass_transparent_add(ob, blender_mat, gpumat); + } + return forward.prepass_opaque_add(blender_mat, gpumat, true); + case MAT_PIPE_DEFERRED: // return deferred.material_add(blender_mat, gpumat); - break; case MAT_PIPE_FORWARD: - return forward.material_add(blender_mat, gpumat); + if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) { + return forward.material_transparent_add(ob, blender_mat, gpumat); + } + return forward.material_opaque_add(blender_mat, gpumat); + case MAT_PIPE_VOLUME: /* TODO(fclem) volume pass. */ return nullptr; diff --git a/source/blender/draw/engines/eevee_next/eevee_sampling.hh b/source/blender/draw/engines/eevee_next/eevee_sampling.hh index be87ee74886..c2bf23d20fc 100644 --- a/source/blender/draw/engines/eevee_next/eevee_sampling.hh +++ b/source/blender/draw/engines/eevee_next/eevee_sampling.hh @@ -87,6 +87,12 @@ class Sampling { DRW_shgroup_storage_block_ref(grp, "sampling_buf", &data_); } + template void bind_resources(draw::detail::PassBase *pass) + { + /* Storage Buf. */ + pass->bind_ssbo(SAMPLING_BUF_SLOT, &data_); + } + /* Returns a pseudo random number in [0..1] range. Each dimension are de-correlated. */ float rng_get(eSamplingDimension dimension) const { diff --git a/source/blender/draw/engines/eevee_next/eevee_shader.cc b/source/blender/draw/engines/eevee_next/eevee_shader.cc index 0e49b195ea2..7ff343d14a8 100644 --- a/source/blender/draw/engines/eevee_next/eevee_shader.cc +++ b/source/blender/draw/engines/eevee_next/eevee_shader.cc @@ -9,6 +9,8 @@ * and static shader usage. */ +#include "GPU_capabilities.h" + #include "gpu_shader_create_info.hh" #include "eevee_shader.hh" @@ -180,11 +182,41 @@ void ShaderModule::material_create_info_ammend(GPUMaterial *gpumat, GPUCodegenOu GPUCodegenOutput &codegen = *codegen_; ShaderCreateInfo &info = *reinterpret_cast(codegen.create_info); - info.auto_resource_location(true); + /* WORKAROUND: Replace by new ob info. */ + int64_t ob_info_index = info.additional_infos_.first_index_of_try("draw_object_infos"); + if (ob_info_index != -1) { + info.additional_infos_[ob_info_index] = "draw_object_infos_new"; + } + + /* WORKAROUND: Add new ob attr buffer. */ + if (GPU_material_uniform_attributes(gpumat) != nullptr) { + info.additional_info("draw_object_attribute_new"); + } + + /* WORKAROUND: Avoid utility texture merge error. TODO: find a cleaner fix. */ + for (auto &resource : info.batch_resources_) { + if (resource.bind_type == ShaderCreateInfo::Resource::BindType::SAMPLER) { + if (resource.slot == RBUFS_UTILITY_TEX_SLOT) { + resource.slot = GPU_max_textures_frag() - 1; + } + } + } if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) { info.define("MAT_TRANSPARENT"); + /* Transparent material do not have any velocity specific pipeline. */ + if (pipeline_type == MAT_PIPE_FORWARD_PREPASS_VELOCITY) { + pipeline_type = MAT_PIPE_FORWARD_PREPASS; + } } + + if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT) == false && + pipeline_type == MAT_PIPE_FORWARD) { + /* Opaque forward do support AOVs and render pass. */ + info.additional_info("eevee_aov_out"); + info.additional_info("eevee_render_pass_out"); + } + if (GPU_material_flag_get(gpumat, GPU_MATFLAG_BARYCENTRIC)) { switch (geometry_type) { case MAT_GEOM_MESH: 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 73c090386c9..bcdb42c0093 100644 --- a/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh +++ b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh @@ -12,16 +12,16 @@ # include "BLI_memory_utils.hh" # include "DRW_gpu_wrapper.hh" +# include "draw_manager.hh" +# include "draw_pass.hh" + # include "eevee_defines.hh" # include "GPU_shader_shared.h" namespace blender::eevee { -using draw::Framebuffer; -using draw::SwapChain; -using draw::Texture; -using draw::TextureFromPool; +using namespace draw; constexpr eGPUSamplerState no_filter = GPU_SAMPLER_DEFAULT; constexpr eGPUSamplerState with_filter = GPU_SAMPLER_FILTER; diff --git a/source/blender/draw/engines/eevee_next/eevee_sync.cc b/source/blender/draw/engines/eevee_next/eevee_sync.cc index e2d4b0ac1c2..6f1725a7120 100644 --- a/source/blender/draw/engines/eevee_next/eevee_sync.cc +++ b/source/blender/draw/engines/eevee_next/eevee_sync.cc @@ -74,25 +74,12 @@ WorldHandle &SyncModule::sync_world(::World *world) /** \name Common * \{ */ -static inline void shgroup_geometry_call(DRWShadingGroup *grp, - Object *ob, - GPUBatch *geom, - int v_first = -1, - int v_count = -1, - bool use_instancing = false) +static inline void geometry_call(PassMain::Sub *sub_pass, + GPUBatch *geom, + ResourceHandle resource_handle) { - if (grp == nullptr) { - return; - } - - if (v_first == -1) { - DRW_shgroup_call(grp, geom, ob); - } - else if (use_instancing) { - DRW_shgroup_call_instance_range(grp, ob, geom, v_first, v_count); - } - else { - DRW_shgroup_call_range(grp, ob, geom, v_first, v_count); + if (sub_pass != nullptr) { + sub_pass->draw(geom, resource_handle); } } @@ -102,9 +89,13 @@ static inline void shgroup_geometry_call(DRWShadingGroup *grp, /** \name Mesh * \{ */ -void SyncModule::sync_mesh(Object *ob, ObjectHandle &ob_handle) +void SyncModule::sync_mesh(Object *ob, + ObjectHandle &ob_handle, + ResourceHandle res_handle, + const ObjectRef &ob_ref) { - bool has_motion = inst_.velocity.step_object_sync(ob, ob_handle.object_key, ob_handle.recalc); + bool has_motion = inst_.velocity.step_object_sync( + ob, ob_handle.object_key, res_handle, ob_handle.recalc); MaterialArray &material_array = inst_.materials.material_array_get(ob, has_motion); @@ -123,14 +114,16 @@ void SyncModule::sync_mesh(Object *ob, ObjectHandle &ob_handle) continue; } Material *material = material_array.materials[i]; - shgroup_geometry_call(material->shading.shgrp, ob, geom); - shgroup_geometry_call(material->prepass.shgrp, ob, geom); - shgroup_geometry_call(material->shadow.shgrp, ob, geom); + geometry_call(material->shading.sub_pass, geom, res_handle); + geometry_call(material->prepass.sub_pass, geom, res_handle); + geometry_call(material->shadow.sub_pass, geom, res_handle); - is_shadow_caster = is_shadow_caster || material->shadow.shgrp != nullptr; + is_shadow_caster = is_shadow_caster || material->shadow.sub_pass != nullptr; is_alpha_blend = is_alpha_blend || material->is_alpha_blend_transparent; } + inst_.manager->extract_object_attributes(res_handle, ob_ref, material_array.gpu_materials); + // shadows.sync_object(ob, ob_handle, is_shadow_caster, is_alpha_blend); } @@ -155,11 +148,13 @@ struct gpIterData { int vcount = 0; bool instancing = false; - gpIterData(Instance &inst_, Object *ob_, ObjectHandle &ob_handle) + gpIterData(Instance &inst_, Object *ob_, ObjectHandle &ob_handle, ResourceHandle resource_handle) : inst(inst_), ob(ob_), material_array(inst_.materials.material_array_get( - ob_, inst_.velocity.step_object_sync(ob, ob_handle.object_key, ob_handle.recalc))) + ob_, + inst_.velocity.step_object_sync( + ob, ob_handle.object_key, resource_handle, ob_handle.recalc))) { cfra = DEG_get_ctime(inst.depsgraph); }; @@ -167,26 +162,28 @@ struct gpIterData { static void gpencil_drawcall_flush(gpIterData &iter) { +#if 0 /* Incompatible with new darw manager. */ if (iter.geom != nullptr) { - shgroup_geometry_call(iter.material->shading.shgrp, + geometry_call(iter.material->shading.sub_pass, iter.ob, iter.geom, iter.vfirst, iter.vcount, iter.instancing); - shgroup_geometry_call(iter.material->prepass.shgrp, + geometry_call(iter.material->prepass.sub_pass, iter.ob, iter.geom, iter.vfirst, iter.vcount, iter.instancing); - shgroup_geometry_call(iter.material->shadow.shgrp, + geometry_call(iter.material->shadow.sub_pass, iter.ob, iter.geom, iter.vfirst, iter.vcount, iter.instancing); } +#endif iter.geom = nullptr; iter.vfirst = -1; iter.vcount = 0; @@ -250,21 +247,22 @@ static void gpencil_stroke_sync(bGPDlayer *UNUSED(gpl), } } -void SyncModule::sync_gpencil(Object *ob, ObjectHandle &ob_handle) +void SyncModule::sync_gpencil(Object *ob, ObjectHandle &ob_handle, ResourceHandle res_handle) { /* TODO(fclem): Waiting for a user option to use the render engine instead of gpencil engine. */ if (true) { inst_.gpencil_engine_enabled = true; return; } + UNUSED_VARS(res_handle); - gpIterData iter(inst_, ob, ob_handle); + gpIterData iter(inst_, ob, ob_handle, res_handle); BKE_gpencil_visible_stroke_iter((bGPdata *)ob->data, nullptr, gpencil_stroke_sync, &iter); gpencil_drawcall_flush(iter); - // bool is_caster = true; /* TODO material.shadow.shgrp. */ + // bool is_caster = true; /* TODO material.shadow.sub_pass. */ // bool is_alpha_blend = true; /* TODO material.is_alpha_blend. */ // shadows.sync_object(ob, ob_handle, is_caster, is_alpha_blend); } @@ -280,19 +278,24 @@ static void shgroup_curves_call(MaterialPass &matpass, ParticleSystem *part_sys = nullptr, ModifierData *modifier_data = nullptr) { - if (matpass.shgrp == nullptr) { + UNUSED_VARS(ob, modifier_data); + if (matpass.sub_pass == nullptr) { return; } if (part_sys != nullptr) { - DRW_shgroup_hair_create_sub(ob, part_sys, modifier_data, matpass.shgrp, matpass.gpumat); + // DRW_shgroup_hair_create_sub(ob, part_sys, modifier_data, matpass.sub_pass, matpass.gpumat); } else { - DRW_shgroup_curves_create_sub(ob, matpass.shgrp, matpass.gpumat); + // DRW_shgroup_curves_create_sub(ob, matpass.sub_pass, matpass.gpumat); } } -void SyncModule::sync_curves(Object *ob, ObjectHandle &ob_handle, ModifierData *modifier_data) +void SyncModule::sync_curves(Object *ob, + ObjectHandle &ob_handle, + ResourceHandle res_handle, + ModifierData *modifier_data) { + UNUSED_VARS(res_handle); int mat_nr = CURVES_MATERIAL_NR; ParticleSystem *part_sys = nullptr; @@ -320,7 +323,7 @@ void SyncModule::sync_curves(Object *ob, ObjectHandle &ob_handle, ModifierData * /* TODO(fclem) Hair velocity. */ // shading_passes.velocity.gpencil_add(ob, ob_handle); - // bool is_caster = material.shadow.shgrp != nullptr; + // bool is_caster = material.shadow.sub_pass != nullptr; // bool is_alpha_blend = material.is_alpha_blend_transparent; // shadows.sync_object(ob, ob_handle, is_caster, is_alpha_blend); } diff --git a/source/blender/draw/engines/eevee_next/eevee_sync.hh b/source/blender/draw/engines/eevee_next/eevee_sync.hh index bd8147a2882..ab883ce44c2 100644 --- a/source/blender/draw/engines/eevee_next/eevee_sync.hh +++ b/source/blender/draw/engines/eevee_next/eevee_sync.hh @@ -150,9 +150,15 @@ class SyncModule { ObjectHandle &sync_object(Object *ob); WorldHandle &sync_world(::World *world); - void sync_mesh(Object *ob, ObjectHandle &ob_handle); - void sync_gpencil(Object *ob, ObjectHandle &ob_handle); - void sync_curves(Object *ob, ObjectHandle &ob_handle, ModifierData *modifier_data = nullptr); + void sync_mesh(Object *ob, + ObjectHandle &ob_handle, + ResourceHandle res_handle, + const ObjectRef &ob_ref); + void sync_gpencil(Object *ob, ObjectHandle &ob_handle, ResourceHandle res_handle); + void sync_curves(Object *ob, + ObjectHandle &ob_handle, + ResourceHandle res_handle, + ModifierData *modifier_data = nullptr); }; /** \} */ diff --git a/source/blender/draw/engines/eevee_next/eevee_velocity.cc b/source/blender/draw/engines/eevee_next/eevee_velocity.cc index 07fd0387de4..7af311a8ccc 100644 --- a/source/blender/draw/engines/eevee_next/eevee_velocity.cc +++ b/source/blender/draw/engines/eevee_next/eevee_velocity.cc @@ -43,6 +43,10 @@ void VelocityModule::init() step_ = STEP_CURRENT; /* Let the main sync loop handle the current step. */ } + + /* For viewport, only previous motion is supported. + * Still bind previous step to avoid undefined behavior. */ + next_step_ = inst_.is_viewport() ? STEP_PREVIOUS : STEP_NEXT; } static void step_object_sync_render(void *velocity, @@ -51,7 +55,9 @@ static void step_object_sync_render(void *velocity, Depsgraph *UNUSED(depsgraph)) { ObjectKey object_key(ob); - reinterpret_cast(velocity)->step_object_sync(ob, object_key); + /* NOTE: Dummy resource handle since this will not be used for drawing. */ + ResourceHandle resource_handle(0); + reinterpret_cast(velocity)->step_object_sync(ob, object_key, resource_handle); } void VelocityModule::step_sync(eVelocityStep step, float time) @@ -78,6 +84,7 @@ void VelocityModule::step_camera_sync() bool VelocityModule::step_object_sync(Object *ob, ObjectKey &object_key, + ResourceHandle resource_handle, int /*IDRecalcFlag*/ recalc) { bool has_motion = object_has_velocity(ob) || (recalc & ID_RECALC_TRANSFORM); @@ -89,8 +96,6 @@ bool VelocityModule::step_object_sync(Object *ob, return false; } - uint32_t resource_id = DRW_object_resource_id_get(ob); - /* Object motion. */ /* FIXME(fclem) As we are using original objects pointers, there is a chance the previous * object key matches a totally different object if the scene was changed by user or python @@ -99,7 +104,7 @@ bool VelocityModule::step_object_sync(Object *ob, * We live with that until we have a correct way of identifying new objects. */ VelocityObjectData &vel = velocity_map.lookup_or_add_default(object_key); vel.obj.ofs[step_] = object_steps_usage[step_]++; - vel.obj.resource_id = resource_id; + vel.obj.resource_id = resource_handle.resource_index(); vel.id = (ID *)ob->data; object_steps[step_]->get_or_resize(vel.obj.ofs[step_]) = ob->obmat; if (step_ == STEP_CURRENT) { @@ -257,7 +262,7 @@ void VelocityModule::end_sync() uint32_t max_resource_id_ = 0u; for (Map::Item item : velocity_map.items()) { - if (item.value.obj.resource_id == (uint)-1) { + if (item.value.obj.resource_id == (uint32_t)-1) { deleted_obj.append(item.key); } else { @@ -277,7 +282,7 @@ void VelocityModule::end_sync() velocity_map.remove(key); } - indirection_buf.resize(power_of_2_max_u(max_resource_id_ + 1)); + indirection_buf.resize(ceil_to_multiple_u(max_resource_id_, 128)); /* Avoid uploading more data to the GPU as well as an extra level of * indirection on the GPU by copying back offsets the to VelocityIndex. */ diff --git a/source/blender/draw/engines/eevee_next/eevee_velocity.hh b/source/blender/draw/engines/eevee_next/eevee_velocity.hh index 01b8a5fb8c1..6f18b05d476 100644 --- a/source/blender/draw/engines/eevee_next/eevee_velocity.hh +++ b/source/blender/draw/engines/eevee_next/eevee_velocity.hh @@ -67,7 +67,10 @@ class VelocityModule { private: Instance &inst_; + /** Step being synced. */ eVelocityStep step_ = STEP_CURRENT; + /** Step referenced as next step. */ + eVelocityStep next_step_ = STEP_NEXT; public: VelocityModule(Instance &inst) : inst_(inst) @@ -102,7 +105,10 @@ class VelocityModule { void step_sync(eVelocityStep step, float time); /* Gather motion data. Returns true if the object **can** have motion. */ - bool step_object_sync(Object *ob, ObjectKey &object_key, int recalc = 0); + bool step_object_sync(Object *ob, + ObjectKey &object_key, + ResourceHandle resource_handle, + int recalc = 0); /* Moves next frame data to previous frame data. Nullify next frame data. */ void step_swap(); @@ -112,6 +118,20 @@ class VelocityModule { void bind_resources(DRWShadingGroup *grp); + template void bind_resources(draw::detail::Pass *pass) + { + /* Storage Buf. */ + pass->bind_ssbo(VELOCITY_OBJ_PREV_BUF_SLOT, &(*object_steps[STEP_PREVIOUS])); + pass->bind_ssbo(VELOCITY_OBJ_NEXT_BUF_SLOT, &(*object_steps[next_step_])); + pass->bind_ssbo(VELOCITY_GEO_PREV_BUF_SLOT, &(*geometry_steps[STEP_PREVIOUS])); + pass->bind_ssbo(VELOCITY_GEO_NEXT_BUF_SLOT, &(*geometry_steps[next_step_])); + pass->bind_ssbo(VELOCITY_INDIRECTION_BUF_SLOT, &indirection_buf); + /* Uniform Buf. */ + pass->bind_ubo(VELOCITY_CAMERA_PREV_BUF, &(*camera_steps[STEP_PREVIOUS])); + pass->bind_ubo(VELOCITY_CAMERA_CURR_BUF, &(*camera_steps[STEP_CURRENT])); + pass->bind_ubo(VELOCITY_CAMERA_NEXT_BUF, &(*camera_steps[next_step_])); + } + bool camera_has_motion() const; bool camera_changed_projection() const; diff --git a/source/blender/draw/engines/eevee_next/eevee_view.cc b/source/blender/draw/engines/eevee_next/eevee_view.cc index 44067aff9ca..48951c2bae7 100644 --- a/source/blender/draw/engines/eevee_next/eevee_view.cc +++ b/source/blender/draw/engines/eevee_next/eevee_view.cc @@ -118,10 +118,10 @@ void ShadingView::render() GPU_framebuffer_bind(combined_fb_); GPU_framebuffer_clear_color_depth(combined_fb_, clear_color, 1.0f); - inst_.pipelines.world.render(); + inst_.pipelines.world.render(render_view_new_); /* TODO(fclem): Move it after the first prepass (and hiz update) once pipeline is stabilized. */ - inst_.lights.set_view(render_view_, extent_); + inst_.lights.set_view(render_view_new_, extent_); // inst_.pipelines.deferred.render( // render_view_, rt_buffer_opaque_, rt_buffer_refract_, depth_tx_, combined_tx_); @@ -130,10 +130,10 @@ void ShadingView::render() // inst_.lookdev.render_overlay(view_fb_); - inst_.pipelines.forward.render(render_view_, prepass_fb_, combined_fb_, rbufs.combined_tx); + inst_.pipelines.forward.render(render_view_new_, prepass_fb_, combined_fb_, rbufs.combined_tx); - inst_.lights.debug_draw(combined_fb_); - inst_.hiz_buffer.debug_draw(combined_fb_); + inst_.lights.debug_draw(render_view_new_, combined_fb_); + inst_.hiz_buffer.debug_draw(render_view_new_, combined_fb_); GPUTexture *combined_final_tx = render_postfx(rbufs.combined_tx); @@ -157,8 +157,8 @@ GPUTexture *ShadingView::render_postfx(GPUTexture *input_tx) GPUTexture *output_tx = postfx_tx_; /* Swapping is done internally. Actual output is set to the next input. */ - inst_.depth_of_field.render(&input_tx, &output_tx, dof_buffer_); - inst_.motion_blur.render(&input_tx, &output_tx); + inst_.depth_of_field.render(render_view_new_, &input_tx, &output_tx, dof_buffer_); + inst_.motion_blur.render(render_view_new_, &input_tx, &output_tx); return input_tx; } @@ -186,6 +186,8 @@ void ShadingView::update_view() * out of the blurring radius. To fix this, use custom enlarged culling matrix. */ inst_.depth_of_field.jitter_apply(winmat, viewmat); DRW_view_update_sub(render_view_, viewmat.ptr(), winmat.ptr()); + + render_view_new_.sync(viewmat, winmat); } /** \} */ diff --git a/source/blender/draw/engines/eevee_next/eevee_view.hh b/source/blender/draw/engines/eevee_next/eevee_view.hh index 65f27aba795..74e513357cd 100644 --- a/source/blender/draw/engines/eevee_next/eevee_view.hh +++ b/source/blender/draw/engines/eevee_next/eevee_view.hh @@ -57,6 +57,7 @@ class ShadingView { DRWView *sub_view_ = nullptr; /** Same as sub_view_ but has Depth Of Field jitter applied. */ DRWView *render_view_ = nullptr; + View render_view_new_; /** Render size of the view. Can change between scene sample eval. */ int2 extent_ = {-1, -1}; @@ -65,7 +66,7 @@ class ShadingView { public: ShadingView(Instance &inst, const char *name, const float (*face_matrix)[4]) - : inst_(inst), name_(name), face_matrix_(face_matrix){}; + : inst_(inst), name_(name), face_matrix_(face_matrix), render_view_new_(name){}; ~ShadingView(){}; 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 index 80555367478..a6426cd06e4 100644 --- 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 @@ -133,9 +133,9 @@ void main() /* 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; + scatter_fg_indirect_buf.vertex_len = 4u; /* Issue 1 strip instance per sprite. */ - uint rect_id = atomicAdd(scatter_fg_indirect_buf.i_count, 1u); + uint rect_id = atomicAdd(scatter_fg_indirect_buf.instance_len, 1u); if (rect_id < dof_buf.scatter_max_rect) { vec4 coc4_fg = max(vec4(0.0), -coc4); @@ -166,9 +166,9 @@ void main() } 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; + scatter_bg_indirect_buf.vertex_len = 4u; /* Issue 1 strip instance per sprite. */ - uint rect_id = atomicAdd(scatter_bg_indirect_buf.i_count, 1u); + uint rect_id = atomicAdd(scatter_bg_indirect_buf.instance_len, 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; 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 491e15341f9..dd047709afd 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 @@ -411,7 +411,7 @@ vec4 attr_load_color_post(vec4 attr) /** \} */ /* -------------------------------------------------------------------- */ -/** \name Volume Attribute post +/** \name Uniform Attributes * * TODO(@fclem): These implementation details should concern the DRWManager and not be a fix on * the engine side. But as of now, the engines are responsible for loading the attributes. @@ -420,15 +420,20 @@ vec4 attr_load_color_post(vec4 attr) vec4 attr_load_uniform(vec4 attr, const uint attr_hash) { -#if defined(OBINFO_LIB) && defined(OBATTR_LIB) - for (int i = ObjectAttributeStart; i < ObjectAttributeLen; i++) { - if (drw_attrs[i].hash_code == attr_hash) { - return vec4( - drw_attrs[i].data_x, drw_attrs[i].data_y, drw_attrs[i].data_z, drw_attrs[i].data_w); +#if defined(OBATTR_LIB) + uint index = floatBitsToUint(ObjectAttributeStart); + for (uint i = 0; i < floatBitsToUint(ObjectAttributeLen); i++, index++) { + if (drw_attrs[index].hash_code == attr_hash) { + return vec4(drw_attrs[index].data_x, + drw_attrs[index].data_y, + drw_attrs[index].data_z, + drw_attrs[index].data_w); } } -#endif + return vec4(0.0); +#else return attr; +#endif } /** \} */ 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 bd32215ddc2..183aac1e546 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 @@ -6,6 +6,7 @@ #pragma BLENDER_REQUIRE(common_view_lib.glsl) #pragma BLENDER_REQUIRE(common_math_lib.glsl) #pragma BLENDER_REQUIRE(common_hair_lib.glsl) +#pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl) #pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl) #pragma BLENDER_REQUIRE(eevee_surf_lib.glsl) #pragma BLENDER_REQUIRE(eevee_velocity_lib.glsl) @@ -73,8 +74,7 @@ void main() nodetree_surface(); - // float noise_offset = sampling_rng_1D_get(SAMPLING_TRANSPARENCY); - float noise_offset = 0.5; + float noise_offset = sampling_rng_1D_get(SAMPLING_TRANSPARENCY); float random_threshold = hashed_alpha_threshold(1.0, noise_offset, g_data.P); float transparency = avg(g_transmittance); 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 3f2349b30a1..39758c0dfc1 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 @@ -97,6 +97,7 @@ void main() out_normal += g_refraction_data.N * g_refraction_data.weight; out_normal = safe_normalize(out_normal); +#ifdef MAT_RENDER_PASS_SUPPORT ivec2 out_texel = ivec2(gl_FragCoord.xy); imageStore(rp_normal_img, out_texel, vec4(out_normal, 1.0)); imageStore( @@ -106,6 +107,7 @@ void main() imageStore(rp_diffuse_color_img, out_texel, vec4(g_diffuse_data.color, 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)); +#endif out_radiance.rgb *= 1.0 - g_holdout; 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 index b398a6cc4e7..b689a7f53a2 100644 --- 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 @@ -11,7 +11,7 @@ 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") + .uniform_buf(6, "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") @@ -21,7 +21,7 @@ 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") + .uniform_buf(6, "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") @@ -32,7 +32,7 @@ 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") + .uniform_buf(6, "DepthOfFieldData", "dof_buf") .sampler(0, ImageType::FLOAT_2D, "coc_tx") .sampler(1, ImageType::FLOAT_2D, "color_tx") .sampler(2, ImageType::FLOAT_2D, "velocity_tx") @@ -57,7 +57,7 @@ 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") + .uniform_buf(6, "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[]") @@ -154,7 +154,7 @@ GPU_SHADER_CREATE_INFO(eevee_depth_of_field_gather_common) "draw_view", "eevee_depth_of_field_tiles_common", "eevee_sampling_data") - .uniform_buf(2, "DepthOfFieldData", "dof_buf") + .uniform_buf(6, "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") @@ -229,7 +229,7 @@ GPU_SHADER_CREATE_INFO(eevee_depth_of_field_resolve) "draw_view", "eevee_depth_of_field_tiles_common", "eevee_sampling_data") - .uniform_buf(2, "DepthOfFieldData", "dof_buf") + .uniform_buf(6, "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") 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 c94171db6a9..db82a3265d7 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 @@ -4,7 +4,7 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(eevee_film) - .uniform_buf(4, "FilmData", "film_buf") + .uniform_buf(6, "FilmData", "film_buf") .sampler(0, ImageType::DEPTH_2D, "depth_tx") .sampler(1, ImageType::FLOAT_2D, "combined_tx") .sampler(2, ImageType::FLOAT_2D, "normal_tx") 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 index c54f05719d3..41602426a1d 100644 --- 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 @@ -8,10 +8,10 @@ * \{ */ 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[]"); + .storage_buf(LIGHT_CULL_BUF_SLOT, Qualifier::READ, "LightCullingData", "light_cull_buf") + .storage_buf(LIGHT_BUF_SLOT, Qualifier::READ, "LightData", "light_buf[]") + .storage_buf(LIGHT_ZBIN_BUF_SLOT, Qualifier::READ, "uint", "light_zbin_buf[]") + .storage_buf(LIGHT_TILE_BUF_SLOT, Qualifier::READ, "uint", "light_tile_buf[]"); /** \} */ 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 dad1f28ef8e..9abdd1f8adf 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 @@ -1,5 +1,6 @@ /* SPDX-License-Identifier: GPL-2.0-or-later */ +#include "eevee_defines.hh" #include "gpu_shader_create_info.hh" /* -------------------------------------------------------------------- */ @@ -14,9 +15,10 @@ GPU_SHADER_CREATE_INFO(eevee_shared) GPU_SHADER_CREATE_INFO(eevee_sampling_data) .define("EEVEE_SAMPLING_DATA") .additional_info("eevee_shared") - .storage_buf(14, Qualifier::READ, "SamplingData", "sampling_buf"); + .storage_buf(6, Qualifier::READ, "SamplingData", "sampling_buf"); -GPU_SHADER_CREATE_INFO(eevee_utility_texture).sampler(8, ImageType::FLOAT_2D_ARRAY, "utility_tx"); +GPU_SHADER_CREATE_INFO(eevee_utility_texture) + .sampler(RBUFS_UTILITY_TEX_SLOT, ImageType::FLOAT_2D_ARRAY, "utility_tx"); /** \} */ @@ -30,7 +32,7 @@ GPU_SHADER_CREATE_INFO(eevee_geom_mesh) .vertex_in(0, Type::VEC3, "pos") .vertex_in(1, Type::VEC3, "nor") .vertex_source("eevee_geom_mesh_vert.glsl") - .additional_info("draw_mesh", "draw_resource_id_varying", "draw_resource_handle"); + .additional_info("draw_modelmat_new", "draw_resource_id_varying", "draw_view"); GPU_SHADER_CREATE_INFO(eevee_geom_gpencil) .additional_info("eevee_shared") @@ -52,7 +54,7 @@ GPU_SHADER_CREATE_INFO(eevee_geom_world) .define("MAT_GEOM_WORLD") .builtins(BuiltinBits::VERTEX_ID) .vertex_source("eevee_geom_world_vert.glsl") - .additional_info("draw_modelmat", "draw_resource_id_varying", "draw_resource_handle"); + .additional_info("draw_modelmat_new", "draw_resource_id_varying", "draw_view"); /** \} */ @@ -78,9 +80,17 @@ GPU_SHADER_INTERFACE_INFO(eevee_surf_iface, "interp") GPU_SHADER_CREATE_INFO(eevee_aov_out) .define("MAT_AOV_SUPPORT") - .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"); + .image_array_out(RBUFS_AOV_COLOR_SLOT, Qualifier::WRITE, GPU_RGBA16F, "aov_color_img") + .image_array_out(RBUFS_AOV_VALUE_SLOT, Qualifier::WRITE, GPU_R16F, "aov_value_img") + .storage_buf(RBUFS_AOV_BUF_SLOT, Qualifier::READ, "AOVsInfoData", "aov_buf"); + +GPU_SHADER_CREATE_INFO(eevee_render_pass_out) + .define("MAT_RENDER_PASS_SUPPORT") + .image_out(RBUFS_NORMAL_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_normal_img") + .image_array_out(RBUFS_LIGHT_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_light_img") + .image_out(RBUFS_DIFF_COLOR_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_diffuse_color_img") + .image_out(RBUFS_SPEC_COLOR_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_specular_color_img") + .image_out(RBUFS_EMISSION_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_emission_img"); GPU_SHADER_CREATE_INFO(eevee_surf_deferred) .vertex_out(eevee_surf_iface) @@ -104,7 +114,6 @@ GPU_SHADER_CREATE_INFO(eevee_surf_deferred) ; GPU_SHADER_CREATE_INFO(eevee_surf_forward) - .auto_resource_location(true) .vertex_out(eevee_surf_iface) /* Early fragment test is needed for render passes support for forward surfaces. */ /* NOTE: This removes the possibility of using gl_FragDepth. */ @@ -112,41 +121,27 @@ GPU_SHADER_CREATE_INFO(eevee_surf_forward) .fragment_out(0, Type::VEC4, "out_radiance", DualBlend::SRC_0) .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_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_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", + .additional_info("eevee_light_data", "eevee_utility_texture", "eevee_sampling_data" + // "eevee_lightprobe_data", + // "eevee_shadow_data" /* Optionally added depending on the material. */ // "eevee_raytrace_data", // "eevee_transmittance_data", - // "eevee_shadow_data" + // "eevee_aov_out", + // "eevee_render_pass_out", ); GPU_SHADER_CREATE_INFO(eevee_surf_depth) .vertex_out(eevee_surf_iface) .fragment_source("eevee_surf_depth_frag.glsl") - // .additional_info("eevee_sampling_data", "eevee_utility_texture") - ; + .additional_info("eevee_sampling_data", "eevee_utility_texture"); GPU_SHADER_CREATE_INFO(eevee_surf_world) .vertex_out(eevee_surf_iface) - .image_out(0, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_normal_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_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") - .additional_info("eevee_aov_out" - //"eevee_utility_texture" - ); + .additional_info("eevee_aov_out", "eevee_render_pass_out", "eevee_utility_texture"); #undef image_out #undef image_array_out @@ -188,10 +183,7 @@ GPU_SHADER_CREATE_INFO(eevee_volume_deferred) GPU_SHADER_CREATE_INFO(eevee_material_stub).define("EEVEE_MATERIAL_STUBS"); # define EEVEE_MAT_FINAL_VARIATION(name, ...) \ - GPU_SHADER_CREATE_INFO(name) \ - .additional_info(__VA_ARGS__) \ - .auto_resource_location(true) \ - .do_static_compilation(true); + GPU_SHADER_CREATE_INFO(name).additional_info(__VA_ARGS__).do_static_compilation(true); # define EEVEE_MAT_GEOM_VARIATIONS(prefix, ...) \ EEVEE_MAT_FINAL_VARIATION(prefix##_world, "eevee_geom_world", __VA_ARGS__) \ 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 index d6ff34b0ed2..ec302ec6770 100644 --- 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 @@ -6,7 +6,7 @@ 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") + .uniform_buf(6, "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"); @@ -35,7 +35,7 @@ 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") + .uniform_buf(6, "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") diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_velocity_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_velocity_info.hh index 6e8e8fb020a..0a1c2721c61 100644 --- a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_velocity_info.hh +++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_velocity_info.hh @@ -1,5 +1,6 @@ /* SPDX-License-Identifier: GPL-2.0-or-later */ +#include "eevee_defines.hh" #include "gpu_shader_create_info.hh" /* -------------------------------------------------------------------- */ @@ -17,19 +18,20 @@ GPU_SHADER_INTERFACE_INFO(eevee_velocity_surface_iface, "motion") GPU_SHADER_CREATE_INFO(eevee_velocity_camera) .define("VELOCITY_CAMERA") - .uniform_buf(1, "CameraData", "camera_prev") - .uniform_buf(2, "CameraData", "camera_curr") - .uniform_buf(3, "CameraData", "camera_next"); + .uniform_buf(VELOCITY_CAMERA_PREV_BUF, "CameraData", "camera_prev") + .uniform_buf(VELOCITY_CAMERA_CURR_BUF, "CameraData", "camera_curr") + .uniform_buf(VELOCITY_CAMERA_NEXT_BUF, "CameraData", "camera_next"); GPU_SHADER_CREATE_INFO(eevee_velocity_geom) .define("MAT_VELOCITY") - .auto_resource_location(true) - .storage_buf(4, Qualifier::READ, "mat4", "velocity_obj_prev_buf[]", Frequency::PASS) - .storage_buf(5, Qualifier::READ, "mat4", "velocity_obj_next_buf[]", Frequency::PASS) - .storage_buf(6, Qualifier::READ, "vec4", "velocity_geo_prev_buf[]", Frequency::PASS) - .storage_buf(7, Qualifier::READ, "vec4", "velocity_geo_next_buf[]", Frequency::PASS) - .storage_buf( - 7, Qualifier::READ, "VelocityIndex", "velocity_indirection_buf[]", Frequency::PASS) + .storage_buf(VELOCITY_OBJ_PREV_BUF_SLOT, Qualifier::READ, "mat4", "velocity_obj_prev_buf[]") + .storage_buf(VELOCITY_OBJ_NEXT_BUF_SLOT, Qualifier::READ, "mat4", "velocity_obj_next_buf[]") + .storage_buf(VELOCITY_GEO_PREV_BUF_SLOT, Qualifier::READ, "vec4", "velocity_geo_prev_buf[]") + .storage_buf(VELOCITY_GEO_NEXT_BUF_SLOT, Qualifier::READ, "vec4", "velocity_geo_next_buf[]") + .storage_buf(VELOCITY_INDIRECTION_BUF_SLOT, + Qualifier::READ, + "VelocityIndex", + "velocity_indirection_buf[]") .vertex_out(eevee_velocity_surface_iface) .fragment_out(0, Type::VEC4, "out_velocity") .additional_info("eevee_velocity_camera"); 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