/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2021 Blender Foundation. */ /** \file * \ingroup eevee * * Depth of field post process effect. * * There are 2 methods to achieve this effect. * - The first uses projection matrix offsetting and sample accumulation to give * reference quality depth of field. But this needs many samples to hide the * under-sampling. * - The second one is a post-processing based one. It follows the * implementation described in the presentation * "Life of a Bokeh - Siggraph 2018" from Guillaume Abadie. * There are some difference with our actual implementation that prioritize quality. */ #include "DRW_render.h" #include "BKE_camera.h" #include "DNA_camera_types.h" #include "GPU_platform.h" #include "GPU_texture.h" #include "GPU_uniform_buffer.h" #include "eevee_camera.hh" #include "eevee_instance.hh" #include "eevee_sampling.hh" #include "eevee_shader.hh" #include "eevee_shader_shared.hh" #include "eevee_depth_of_field.hh" namespace blender::eevee { /* -------------------------------------------------------------------- */ /** \name Depth of field * \{ */ void DepthOfField::init() { const SceneEEVEE &sce_eevee = inst_.scene->eevee; const Object *camera_object_eval = inst_.camera_eval_object; const ::Camera *camera = (camera_object_eval && camera_object_eval->type == OB_CAMERA) ? reinterpret_cast(camera_object_eval->data) : nullptr; if (camera == nullptr) { /* Set to invalid value for update detection */ data_.scatter_color_threshold = -1.0f; return; } /* Reminder: These are parameters not interpolated by motion blur. */ int update = 0; int sce_flag = sce_eevee.flag; update += assign_if_different(do_jitter_, (sce_flag & SCE_EEVEE_DOF_JITTER) != 0); update += assign_if_different(user_overblur_, sce_eevee.bokeh_overblur / 100.0f); update += assign_if_different(fx_max_coc_, sce_eevee.bokeh_max_size); update += assign_if_different(data_.scatter_color_threshold, sce_eevee.bokeh_threshold); update += assign_if_different(data_.scatter_neighbor_max_color, sce_eevee.bokeh_neighbor_max); update += assign_if_different(data_.bokeh_blades, float(camera->dof.aperture_blades)); if (update > 0) { inst_.sampling.reset(); } } void DepthOfField::sync() { const Camera &camera = inst_.camera; const Object *camera_object_eval = inst_.camera_eval_object; const ::Camera *camera_data = (camera_object_eval && camera_object_eval->type == OB_CAMERA) ? reinterpret_cast(camera_object_eval->data) : nullptr; int update = 0; if (camera_data == nullptr || (camera_data->dof.flag & CAM_DOF_ENABLED) == 0) { update += assign_if_different(jitter_radius_, 0.0f); update += assign_if_different(fx_radius_, 0.0f); if (update > 0) { inst_.sampling.reset(); } return; } float2 anisotropic_scale = {clamp_f(1.0f / camera_data->dof.aperture_ratio, 1e-5f, 1.0f), clamp_f(camera_data->dof.aperture_ratio, 1e-5f, 1.0f)}; update += assign_if_different(data_.bokeh_anisotropic_scale, anisotropic_scale); update += assign_if_different(data_.bokeh_rotation, camera_data->dof.aperture_rotation); update += assign_if_different(focus_distance_, BKE_camera_object_dof_distance(camera_object_eval)); data_.bokeh_anisotropic_scale_inv = 1.0f / data_.bokeh_anisotropic_scale; float fstop = max_ff(camera_data->dof.aperture_fstop, 1e-5f); if (update) { inst_.sampling.reset(); } float aperture = 1.0f / (2.0f * fstop); if (camera.is_perspective()) { aperture *= camera_data->lens * 1e-3f; } if (camera.is_orthographic()) { /* FIXME: Why is this needed? Some kind of implicit unit conversion? */ aperture *= 0.04f; /* Really strange behavior from Cycles but replicating. */ focus_distance_ += camera.data_get().clip_near; } if (camera.is_panoramic()) { /* FIXME: Eyeballed. */ aperture *= 0.185f; } if (camera_data->dof.aperture_ratio < 1.0) { /* If ratio is scaling the bokeh outwards, we scale the aperture so that * the gather kernel size will encompass the maximum axis. */ aperture /= max_ff(camera_data->dof.aperture_ratio, 1e-5f); } float jitter_radius, fx_radius; /* Balance blur radius between fx dof and jitter dof. */ if (do_jitter_ && (inst_.sampling.dof_ring_count_get() > 0) && !camera.is_panoramic() && !inst_.is_viewport()) { /* Compute a minimal overblur radius to fill the gaps between the samples. * This is just the simplified form of dividing the area of the bokeh by * the number of samples. */ float minimal_overblur = 1.0f / sqrtf(inst_.sampling.dof_sample_count_get()); fx_radius = (minimal_overblur + user_overblur_) * aperture; /* Avoid dilating the shape. Over-blur only soften. */ jitter_radius = max_ff(0.0f, aperture - fx_radius); } else { jitter_radius = 0.0f; fx_radius = aperture; } /* Disable post fx if result wouldn't be noticeable. */ if (fx_max_coc_ <= 0.5f) { fx_radius = 0.0f; } update += assign_if_different(jitter_radius_, jitter_radius); update += assign_if_different(fx_radius_, fx_radius); if (update > 0) { inst_.sampling.reset(); } if (fx_radius_ == 0.0f) { return; } /* TODO(fclem): Once we render into multiple view, we will need to use the maximum resolution. */ int2 max_render_res = inst_.film.render_extent_get(); int2 half_res = math::divide_ceil(max_render_res, int2(2)); int2 reduce_size = math::ceil_to_multiple(half_res, int2(DOF_REDUCE_GROUP_SIZE)); data_.gather_uv_fac = 1.0f / float2(reduce_size); /* Now that we know the maximum render resolution of every view, using depth of field, allocate * the reduced buffers. Color needs to be signed format here. See note in shader for * explanation. Do not use texture pool because of needs mipmaps. */ reduced_color_tx_.ensure_2d(GPU_RGBA16F, reduce_size, nullptr, DOF_MIP_COUNT); reduced_coc_tx_.ensure_2d(GPU_R16F, reduce_size, nullptr, DOF_MIP_COUNT); reduced_color_tx_.ensure_mip_views(); reduced_coc_tx_.ensure_mip_views(); /* Resize the scatter list to contain enough entry to cover half the screen with sprites (which * is unlikely due to local contrast test). */ data_.scatter_max_rect = (reduced_color_tx_.pixel_count() / 4) / 2; scatter_fg_list_buf_.resize(data_.scatter_max_rect); scatter_bg_list_buf_.resize(data_.scatter_max_rect); bokeh_lut_pass_sync(); setup_pass_sync(); stabilize_pass_sync(); downsample_pass_sync(); reduce_pass_sync(); tiles_flatten_pass_sync(); tiles_dilate_pass_sync(); gather_pass_sync(); filter_pass_sync(); scatter_pass_sync(); hole_fill_pass_sync(); resolve_pass_sync(); } void DepthOfField::jitter_apply(float4x4 &winmat, float4x4 &viewmat) { if (jitter_radius_ == 0.0f) { return; } float radius, theta; inst_.sampling.dof_disk_sample_get(&radius, &theta); if (data_.bokeh_blades >= 3.0f) { theta = circle_to_polygon_angle(data_.bokeh_blades, theta); radius *= circle_to_polygon_radius(data_.bokeh_blades, theta); } radius *= jitter_radius_; theta += data_.bokeh_rotation; /* Sample in View Space. */ float2 sample = float2(radius * cosf(theta), radius * sinf(theta)); sample *= data_.bokeh_anisotropic_scale; /* Convert to NDC Space. */ float3 jitter = float3(UNPACK2(sample), -focus_distance_); float3 center = float3(0.0f, 0.0f, -focus_distance_); mul_project_m4_v3(winmat.ptr(), jitter); mul_project_m4_v3(winmat.ptr(), center); const bool is_ortho = (winmat[2][3] != -1.0f); if (is_ortho) { sample *= focus_distance_; } /* Translate origin. */ sub_v2_v2(viewmat[3], sample); /* Skew winmat Z axis. */ add_v2_v2(winmat[2], center - jitter); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Passes setup. * \{ */ void DepthOfField::bokeh_lut_pass_sync() { const bool has_anisotropy = data_.bokeh_anisotropic_scale != float2(1.0f); if (!has_anisotropy && (data_.bokeh_blades == 0.0)) { /* No need for LUTs in these cases. */ use_bokeh_lut_ = false; return; } use_bokeh_lut_ = true; /* Precompute bokeh texture. */ 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_.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() { RenderBuffers &render_buffers = inst_.render_buffers; VelocityModule &velocity = inst_.velocity; 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. */ 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_.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_.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. */ reduce_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH | GPU_BARRIER_SHADER_STORAGE); } void DepthOfField::tiles_flatten_pass_sync() { 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. */ 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() { for (int pass = 0; pass < 2; pass++) { 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() { 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_; eShaderType sh_type = (pass == 0) ? (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() { 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_; 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() { for (int pass = 0; pass < 2; pass++) { 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_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_.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; 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); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Post-FX Rendering. * \{ */ /* Similar to Film::update_sample_table() but with constant filter radius and constant sample * count. */ void DepthOfField::update_sample_table() { float2 subpixel_offset = inst_.film.pixel_jitter_get(); /* Since the film jitter is in full-screen res, divide by 2 to get the jitter in half res. */ subpixel_offset *= 0.5; /* Same offsets as in dof_spatial_filtering(). */ const std::array plus_offsets = {int2(-1, 0), int2(0, -1), int2(1, 0), int2(0, 1)}; const float radius = 1.5f; int i = 0; for (int2 offset : plus_offsets) { float2 pixel_ofs = float2(offset) - subpixel_offset; data_.filter_samples_weight[i++] = film_filter_weight(radius, math::length_squared(pixel_ofs)); } data_.filter_center_weight = film_filter_weight(radius, math::length_squared(subpixel_offset)); } void DepthOfField::render(View &view, GPUTexture **input_tx, GPUTexture **output_tx, DepthOfFieldBuffer &dof_buffer) { if (fx_radius_ == 0.0f) { return; } input_color_tx_ = *input_tx; output_color_tx_ = *output_tx; extent_ = {GPU_texture_width(input_color_tx_), GPU_texture_height(input_color_tx_)}; { const CameraData &cam_data = inst_.camera.data_get(); data_.camera_type = cam_data.type; /* OPTI(fclem) Could be optimized. */ float3 jitter = float3(fx_radius_, 0.0f, -focus_distance_); float3 center = float3(0.0f, 0.0f, -focus_distance_); mul_project_m4_v3(cam_data.winmat.ptr(), jitter); mul_project_m4_v3(cam_data.winmat.ptr(), center); /* Simplify CoC calculation to a simple MADD. */ if (inst_.camera.is_orthographic()) { data_.coc_mul = (center[0] - jitter[0]) * 0.5f * extent_[0]; data_.coc_bias = focus_distance_ * data_.coc_mul; } else { data_.coc_bias = -(center[0] - jitter[0]) * 0.5f * extent_[0]; data_.coc_mul = focus_distance_ * data_.coc_bias; } float min_fg_coc = coc_radius_from_camera_depth(data_, -cam_data.clip_near); float max_bg_coc = coc_radius_from_camera_depth(data_, -cam_data.clip_far); if (data_.camera_type != CAMERA_ORTHO) { /* Background is at infinity so maximum CoC is the limit of coc_radius_from_camera_depth * at -inf. We only do this for perspective camera since orthographic coc limit is inf. */ max_bg_coc = data_.coc_bias; } /* Clamp with user defined max. */ data_.coc_abs_max = min_ff(max_ff(fabsf(min_fg_coc), fabsf(max_bg_coc)), fx_max_coc_); /* TODO(fclem): Make this dependent of the quality of the gather pass. */ data_.scatter_coc_threshold = 4.0f; update_sample_table(); data_.push_update(); } int2 half_res = math::divide_ceil(extent_, int2(2)); int2 quarter_res = math::divide_ceil(extent_, int2(4)); int2 tile_res = math::divide_ceil(half_res, int2(DOF_TILES_SIZE)); dispatch_setup_size_ = int3(math::divide_ceil(half_res, int2(DOF_DEFAULT_GROUP_SIZE)), 1); dispatch_stabilize_size_ = int3(math::divide_ceil(half_res, int2(DOF_STABILIZE_GROUP_SIZE)), 1); dispatch_downsample_size_ = int3(math::divide_ceil(quarter_res, int2(DOF_DEFAULT_GROUP_SIZE)), 1); dispatch_reduce_size_ = int3(math::divide_ceil(half_res, int2(DOF_REDUCE_GROUP_SIZE)), 1); dispatch_tiles_flatten_size_ = int3(math::divide_ceil(half_res, int2(DOF_TILES_SIZE)), 1); dispatch_tiles_dilate_size_ = int3( math::divide_ceil(tile_res, int2(DOF_TILES_DILATE_GROUP_SIZE)), 1); dispatch_gather_size_ = int3(math::divide_ceil(half_res, int2(DOF_GATHER_GROUP_SIZE)), 1); dispatch_filter_size_ = int3(math::divide_ceil(half_res, int2(DOF_FILTER_GROUP_SIZE)), 1); dispatch_resolve_size_ = int3(math::divide_ceil(extent_, int2(DOF_RESOLVE_GROUP_SIZE)), 1); if (GPU_type_matches_ex(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_ANY, GPU_BACKEND_OPENGL)) { /* On Mesa, there is a sync bug which can make a portion of the main pass (usually one shader) * leave blocks of un-initialized memory. Doing a flush seems to alleviate the issue. */ GPU_flush(); } DRW_stats_group_start("Depth of Field"); Manager &drw = *inst_.manager; { DRW_stats_group_start("Setup"); { bokeh_gather_lut_tx_.acquire(int2(DOF_BOKEH_LUT_SIZE), GPU_RG16F); bokeh_scatter_lut_tx_.acquire(int2(DOF_BOKEH_LUT_SIZE), GPU_R16F); bokeh_resolve_lut_tx_.acquire(int2(DOF_MAX_SLIGHT_FOCUS_RADIUS * 2 + 1), GPU_R16F); 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.submit(setup_ps_, view); } { stabilize_output_tx_.acquire(half_res, GPU_RGBA16F); stabilize_valid_history_ = !dof_buffer.stabilize_history_tx_.ensure_2d(GPU_RGBA16F, half_res); if (stabilize_valid_history_ == false) { /* Avoid uninitialized memory that can contain NaNs. */ dof_buffer.stabilize_history_tx_.clear(float4(0.0f)); } stabilize_input_ = dof_buffer.stabilize_history_tx_; /* Outputs to reduced_*_tx_ mip 0. */ drw.submit(stabilize_ps_, view); /* WATCH(fclem): Swap Texture an TextureFromPool internal GPUTexture in order to reuse * the one that we just consumed. */ TextureFromPool::swap(stabilize_output_tx_, dof_buffer.stabilize_history_tx_); /* Used by stabilize pass. */ stabilize_output_tx_.release(); setup_color_tx_.release(); } { DRW_stats_group_start("Tile Prepare"); /* WARNING: If format changes, make sure dof_tile_* GLSL constants are properly encoded. */ tiles_fg_tx_.previous().acquire(tile_res, GPU_R11F_G11F_B10F); tiles_bg_tx_.previous().acquire(tile_res, GPU_R11F_G11F_B10F); tiles_fg_tx_.current().acquire(tile_res, GPU_R11F_G11F_B10F); tiles_bg_tx_.current().acquire(tile_res, GPU_R11F_G11F_B10F); drw.submit(tiles_flatten_ps_, view); /* Used by tile_flatten and stabilize_ps pass. */ setup_coc_tx_.release(); /* Error introduced by gather center jittering. */ const float error_multiplier = 1.0f + 1.0f / (DOF_GATHER_RING_COUNT + 0.5f); int dilation_end_radius = ceilf((fx_max_coc_ * error_multiplier) / (DOF_TILES_SIZE * 2)); /* Run dilation twice. One for minmax and one for minabs. */ for (int pass = 0; pass < 2; pass++) { /* This algorithm produce the exact dilation radius by dividing it in multiple passes. */ int dilation_radius = 0; while (dilation_radius < dilation_end_radius) { int remainder = dilation_end_radius - dilation_radius; /* Do not step over any unvisited tile. */ int max_multiplier = dilation_radius + 1; int ring_count = min_ii(DOF_DILATE_RING_COUNT, ceilf(remainder / float(max_multiplier))); int multiplier = min_ii(max_multiplier, floorf(remainder / float(ring_count))); dilation_radius += ring_count * multiplier; tiles_dilate_ring_count_ = ring_count; tiles_dilate_ring_width_mul_ = multiplier; tiles_fg_tx_.swap(); tiles_bg_tx_.swap(); drw.submit((pass == 0) ? tiles_dilate_minmax_ps_ : tiles_dilate_minabs_ps_, view); } } tiles_fg_tx_.previous().release(); tiles_bg_tx_.previous().release(); DRW_stats_group_end(); } downsample_tx_.acquire(quarter_res, GPU_RGBA16F); drw.submit(downsample_ps_, view); scatter_fg_indirect_buf_.clear_to_zero(); scatter_bg_indirect_buf_.clear_to_zero(); drw.submit(reduce_ps_, view); /* Used by reduce pass. */ downsample_tx_.release(); DRW_stats_group_end(); } for (int is_background = 0; is_background < 2; is_background++) { DRW_stats_group_start(is_background ? "Background Convolution" : "Foreground Convolution"); SwapChain &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_; 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.submit(gather_ps, view); { /* Filtering pass. */ color_tx.swap(); weight_tx.swap(); color_tx.current().acquire(half_res, GPU_RGBA16F); weight_tx.current().acquire(half_res, GPU_R16F); drw.submit(filter_ps, view); color_tx.previous().release(); weight_tx.previous().release(); } GPU_memory_barrier(GPU_BARRIER_FRAMEBUFFER); scatter_fb.ensure(GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(color_tx.current())); GPU_framebuffer_bind(scatter_fb); drw.submit(scatter_ps, view); /* Used by scatter pass. */ occlusion_tx_.release(); DRW_stats_group_end(); } { DRW_stats_group_start("Hole Fill"); bokeh_gather_lut_tx_.release(); bokeh_scatter_lut_tx_.release(); hole_fill_color_tx_.acquire(half_res, GPU_RGBA16F); hole_fill_weight_tx_.acquire(half_res, GPU_R16F); drw.submit(hole_fill_ps_, view); /* NOTE: We do not filter the hole-fill pass as effect is likely to not be noticeable. */ DRW_stats_group_end(); } { DRW_stats_group_start("Resolve"); resolve_stable_color_tx_ = dof_buffer.stabilize_history_tx_; drw.submit(resolve_ps_, view); color_bg_tx_.current().release(); color_fg_tx_.current().release(); weight_bg_tx_.current().release(); weight_fg_tx_.current().release(); tiles_fg_tx_.current().release(); tiles_bg_tx_.current().release(); hole_fill_color_tx_.release(); hole_fill_weight_tx_.release(); bokeh_resolve_lut_tx_.release(); DRW_stats_group_end(); } DRW_stats_group_end(); /* Swap buffers so that next effect has the right input. */ SWAP(GPUTexture *, *input_tx, *output_tx); } /** \} */ } // namespace blender::eevee