/* SPDX-License-Identifier: GPL-2.0-or-later */ #include "eevee_defines.hh" #include "gpu_shader_create_info.hh" /* -------------------------------------------------------------------- */ /** \name Setup * \{ */ GPU_SHADER_CREATE_INFO(eevee_depth_of_field_bokeh_lut) .do_static_compilation(true) .local_group_size(DOF_BOKEH_LUT_SIZE, DOF_BOKEH_LUT_SIZE) .additional_info("eevee_shared", "draw_view") .uniform_buf(1, "DepthOfFieldData", "dof_buf") .image(0, GPU_RG16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_gather_lut_img") .image(1, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_scatter_lut_img") .image(2, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_resolve_lut_img") .compute_source("eevee_depth_of_field_bokeh_lut_comp.glsl"); GPU_SHADER_CREATE_INFO(eevee_depth_of_field_setup) .do_static_compilation(true) .local_group_size(DOF_DEFAULT_GROUP_SIZE, DOF_DEFAULT_GROUP_SIZE) .additional_info("eevee_shared", "draw_view") .uniform_buf(1, "DepthOfFieldData", "dof_buf") .sampler(0, ImageType::FLOAT_2D, "color_tx") .sampler(1, ImageType::DEPTH_2D, "depth_tx") .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img") .image(1, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_coc_img") .compute_source("eevee_depth_of_field_setup_comp.glsl"); GPU_SHADER_CREATE_INFO(eevee_depth_of_field_stabilize) .do_static_compilation(true) .local_group_size(DOF_STABILIZE_GROUP_SIZE, DOF_STABILIZE_GROUP_SIZE) .additional_info("eevee_shared", "draw_view", "eevee_velocity_camera") .uniform_buf(4, "DepthOfFieldData", "dof_buf") .sampler(0, ImageType::FLOAT_2D, "coc_tx") .sampler(1, ImageType::FLOAT_2D, "color_tx") .sampler(2, ImageType::FLOAT_2D, "velocity_tx") .sampler(3, ImageType::FLOAT_2D, "in_history_tx") .sampler(4, ImageType::DEPTH_2D, "depth_tx") .push_constant(Type::BOOL, "use_history") .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img") .image(1, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_coc_img") .image(2, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_history_img") .compute_source("eevee_depth_of_field_stabilize_comp.glsl"); GPU_SHADER_CREATE_INFO(eevee_depth_of_field_downsample) .do_static_compilation(true) .local_group_size(DOF_DEFAULT_GROUP_SIZE, DOF_DEFAULT_GROUP_SIZE) .additional_info("eevee_shared", "draw_view") .sampler(0, ImageType::FLOAT_2D, "color_tx") .sampler(1, ImageType::FLOAT_2D, "coc_tx") .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img") .compute_source("eevee_depth_of_field_downsample_comp.glsl"); GPU_SHADER_CREATE_INFO(eevee_depth_of_field_reduce) .do_static_compilation(true) .local_group_size(DOF_REDUCE_GROUP_SIZE, DOF_REDUCE_GROUP_SIZE) .additional_info("eevee_shared", "draw_view") .uniform_buf(1, "DepthOfFieldData", "dof_buf") .sampler(0, ImageType::FLOAT_2D, "downsample_tx") .storage_buf(0, Qualifier::WRITE, "ScatterRect", "scatter_fg_list_buf[]") .storage_buf(1, Qualifier::WRITE, "ScatterRect", "scatter_bg_list_buf[]") .storage_buf(2, Qualifier::READ_WRITE, "DrawCommand", "scatter_fg_indirect_buf") .storage_buf(3, Qualifier::READ_WRITE, "DrawCommand", "scatter_bg_indirect_buf") .image(0, GPU_RGBA16F, Qualifier::READ_WRITE, ImageType::FLOAT_2D, "inout_color_lod0_img") .image(1, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_lod1_img") .image(2, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_lod2_img") .image(3, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_lod3_img") .image(4, GPU_R16F, Qualifier::READ, ImageType::FLOAT_2D, "in_coc_lod0_img") .image(5, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_coc_lod1_img") .image(6, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_coc_lod2_img") .image(7, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_coc_lod3_img") .compute_source("eevee_depth_of_field_reduce_comp.glsl"); /** \} */ /* -------------------------------------------------------------------- */ /** \name Circle-Of-Confusion Tiles * \{ */ GPU_SHADER_CREATE_INFO(eevee_depth_of_field_tiles_flatten) .do_static_compilation(true) .local_group_size(DOF_TILES_FLATTEN_GROUP_SIZE, DOF_TILES_FLATTEN_GROUP_SIZE) .additional_info("eevee_shared", "draw_view") .sampler(0, ImageType::FLOAT_2D, "coc_tx") .image(2, GPU_R11F_G11F_B10F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_tiles_fg_img") .image(3, GPU_R11F_G11F_B10F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_tiles_bg_img") .compute_source("eevee_depth_of_field_tiles_flatten_comp.glsl"); GPU_SHADER_CREATE_INFO(eevee_depth_of_field_tiles_dilate) .additional_info("eevee_shared", "draw_view", "eevee_depth_of_field_tiles_common") .local_group_size(DOF_TILES_DILATE_GROUP_SIZE, DOF_TILES_DILATE_GROUP_SIZE) .image(2, GPU_R11F_G11F_B10F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_tiles_fg_img") .image(3, GPU_R11F_G11F_B10F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_tiles_bg_img") .push_constant(Type::INT, "ring_count") .push_constant(Type::INT, "ring_width_multiplier") .compute_source("eevee_depth_of_field_tiles_dilate_comp.glsl"); GPU_SHADER_CREATE_INFO(eevee_depth_of_field_tiles_dilate_minabs) .do_static_compilation(true) .define("DILATE_MODE_MIN_MAX", "false") .additional_info("eevee_depth_of_field_tiles_dilate"); GPU_SHADER_CREATE_INFO(eevee_depth_of_field_tiles_dilate_minmax) .do_static_compilation(true) .define("DILATE_MODE_MIN_MAX", "true") .additional_info("eevee_depth_of_field_tiles_dilate"); GPU_SHADER_CREATE_INFO(eevee_depth_of_field_tiles_common) .image(0, GPU_R11F_G11F_B10F, Qualifier::READ, ImageType::FLOAT_2D, "in_tiles_fg_img") .image(1, GPU_R11F_G11F_B10F, Qualifier::READ, ImageType::FLOAT_2D, "in_tiles_bg_img"); /** \} */ /* -------------------------------------------------------------------- */ /** \name Variations * \{ */ GPU_SHADER_CREATE_INFO(eevee_depth_of_field_no_lut) .define("DOF_BOKEH_TEXTURE", "false") /** * WORKAROUND(@fclem): This is to keep the code as is for now. The bokeh_lut_tx is referenced * even if not used after optimization. But we don't want to include it in the create infos. */ .define("bokeh_lut_tx", "color_tx"); GPU_SHADER_CREATE_INFO(eevee_depth_of_field_lut) .define("DOF_BOKEH_TEXTURE", "true") .sampler(5, ImageType::FLOAT_2D, "bokeh_lut_tx"); GPU_SHADER_CREATE_INFO(eevee_depth_of_field_background).define("DOF_FOREGROUND_PASS", "false"); GPU_SHADER_CREATE_INFO(eevee_depth_of_field_foreground).define("DOF_FOREGROUND_PASS", "true"); #define EEVEE_DOF_FINAL_VARIATION(name, ...) \ GPU_SHADER_CREATE_INFO(name).additional_info(__VA_ARGS__).do_static_compilation(true); #define EEVEE_DOF_LUT_VARIATIONS(prefix, ...) \ EEVEE_DOF_FINAL_VARIATION(prefix##_lut, "eevee_depth_of_field_lut", __VA_ARGS__) \ EEVEE_DOF_FINAL_VARIATION(prefix##_no_lut, "eevee_depth_of_field_no_lut", __VA_ARGS__) #define EEVEE_DOF_GROUND_VARIATIONS(name, ...) \ EEVEE_DOF_LUT_VARIATIONS(name##_background, "eevee_depth_of_field_background", __VA_ARGS__) \ EEVEE_DOF_LUT_VARIATIONS(name##_foreground, "eevee_depth_of_field_foreground", __VA_ARGS__) /** \} */ /* -------------------------------------------------------------------- */ /** \name Gather * \{ */ GPU_SHADER_CREATE_INFO(eevee_depth_of_field_gather_common) .additional_info("eevee_shared", "draw_view", "eevee_depth_of_field_tiles_common", "eevee_sampling_data") .uniform_buf(2, "DepthOfFieldData", "dof_buf") .local_group_size(DOF_GATHER_GROUP_SIZE, DOF_GATHER_GROUP_SIZE) .sampler(0, ImageType::FLOAT_2D, "color_tx") .sampler(1, ImageType::FLOAT_2D, "color_bilinear_tx") .sampler(2, ImageType::FLOAT_2D, "coc_tx") .image(2, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img") .image(3, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_weight_img"); GPU_SHADER_CREATE_INFO(eevee_depth_of_field_gather) .image(4, GPU_RG16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_occlusion_img") .compute_source("eevee_depth_of_field_gather_comp.glsl") .additional_info("eevee_depth_of_field_gather_common"); EEVEE_DOF_GROUND_VARIATIONS(eevee_depth_of_field_gather, "eevee_depth_of_field_gather") GPU_SHADER_CREATE_INFO(eevee_depth_of_field_hole_fill) .do_static_compilation(true) .compute_source("eevee_depth_of_field_hole_fill_comp.glsl") .additional_info("eevee_depth_of_field_gather_common", "eevee_depth_of_field_no_lut"); GPU_SHADER_CREATE_INFO(eevee_depth_of_field_filter) .do_static_compilation(true) .local_group_size(DOF_FILTER_GROUP_SIZE, DOF_FILTER_GROUP_SIZE) .additional_info("eevee_shared") .sampler(0, ImageType::FLOAT_2D, "color_tx") .sampler(1, ImageType::FLOAT_2D, "weight_tx") .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img") .image(1, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_weight_img") .compute_source("eevee_depth_of_field_filter_comp.glsl"); /** \} */ /* -------------------------------------------------------------------- */ /** \name Scatter * \{ */ GPU_SHADER_INTERFACE_INFO(eevee_depth_of_field_scatter_iface, "interp") /** Colors, weights, and Circle of confusion radii for the 4 pixels to scatter. */ .flat(Type::VEC4, "color_and_coc1") .flat(Type::VEC4, "color_and_coc2") .flat(Type::VEC4, "color_and_coc3") .flat(Type::VEC4, "color_and_coc4") /** Sprite pixel position with origin at sprite center. In pixels. */ .no_perspective(Type::VEC2, "rect_uv1") .no_perspective(Type::VEC2, "rect_uv2") .no_perspective(Type::VEC2, "rect_uv3") .no_perspective(Type::VEC2, "rect_uv4") /** Scaling factor for the bokeh distance. */ .flat(Type::FLOAT, "distance_scale"); GPU_SHADER_CREATE_INFO(eevee_depth_of_field_scatter) .do_static_compilation(true) .additional_info("eevee_shared", "draw_view") .sampler(0, ImageType::FLOAT_2D, "occlusion_tx") .sampler(1, ImageType::FLOAT_2D, "bokeh_lut_tx") .storage_buf(0, Qualifier::READ, "ScatterRect", "scatter_list_buf[]") .fragment_out(0, Type::VEC4, "out_color") .push_constant(Type::BOOL, "use_bokeh_lut") .vertex_out(eevee_depth_of_field_scatter_iface) .vertex_source("eevee_depth_of_field_scatter_vert.glsl") .fragment_source("eevee_depth_of_field_scatter_frag.glsl"); /** \} */ /* -------------------------------------------------------------------- */ /** \name Resolve * \{ */ GPU_SHADER_CREATE_INFO(eevee_depth_of_field_resolve) .define("DOF_RESOLVE_PASS", "true") .local_group_size(DOF_RESOLVE_GROUP_SIZE, DOF_RESOLVE_GROUP_SIZE) .additional_info("eevee_shared", "draw_view", "eevee_depth_of_field_tiles_common", "eevee_sampling_data") .uniform_buf(2, "DepthOfFieldData", "dof_buf") .sampler(0, ImageType::DEPTH_2D, "depth_tx") .sampler(1, ImageType::FLOAT_2D, "color_tx") .sampler(2, ImageType::FLOAT_2D, "color_bg_tx") .sampler(3, ImageType::FLOAT_2D, "color_fg_tx") .sampler(4, ImageType::FLOAT_2D, "color_hole_fill_tx") .sampler(7, ImageType::FLOAT_2D, "weight_bg_tx") .sampler(8, ImageType::FLOAT_2D, "weight_fg_tx") .sampler(9, ImageType::FLOAT_2D, "weight_hole_fill_tx") .sampler(10, ImageType::FLOAT_2D, "stable_color_tx") .image(2, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img") .compute_source("eevee_depth_of_field_resolve_comp.glsl"); EEVEE_DOF_LUT_VARIATIONS(eevee_depth_of_field_resolve, "eevee_depth_of_field_resolve") /** \} */