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eevee_temporal_sampling.c « eevee « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * Copyright 2016, Blender Foundation.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * Contributor(s): Blender Institute
 *
 */

/** \file eevee_temporal_sampling.c
 *  \ingroup draw_engine
 *
 * Temporal super sampling technique
 */

#include "DRW_render.h"

#include "ED_screen.h"

#include "BLI_rand.h"
#include "BLI_string_utils.h"

#include "DEG_depsgraph_query.h"

#include "eevee_private.h"
#include "GPU_texture.h"

#define FILTER_CDF_TABLE_SIZE 512

static struct {
	/* Temporal Anti Aliasing */
	struct GPUShader *taa_resolve_sh;
	struct GPUShader *taa_resolve_reproject_sh;

	/* Pixel filter table: Only blackman-harris for now. */
	float inverted_cdf[FILTER_CDF_TABLE_SIZE];
} e_data = {NULL}; /* Engine data */

extern char datatoc_common_uniforms_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_bsdf_common_lib_glsl[];
extern char datatoc_effect_temporal_aa_glsl[];

static void eevee_create_shader_temporal_sampling(void)
{
	char *frag_str = BLI_string_joinN(
	        datatoc_common_uniforms_lib_glsl,
	        datatoc_common_view_lib_glsl,
	        datatoc_bsdf_common_lib_glsl,
	        datatoc_effect_temporal_aa_glsl);

	e_data.taa_resolve_sh = DRW_shader_create_fullscreen(frag_str, NULL);
	e_data.taa_resolve_reproject_sh = DRW_shader_create_fullscreen(frag_str, "#define USE_REPROJECTION\n");

	MEM_freeN(frag_str);
}

static float UNUSED_FUNCTION(filter_box)(float UNUSED(x))
{
	return 1.0f;
}

static float filter_blackman_harris(float x)
{
	/* Hardcoded 1px footprint [-0.5..0.5]. We resize later. */
	const float width = 1.0f;
	x = 2.0f * M_PI * (x / width + 0.5f);
	return 0.35875f - 0.48829f * cosf(x) + 0.14128f * cosf(2.0f * x) - 0.01168f * cosf(3.0f * x);
}

/* Compute cumulative distribution function of a discrete function. */
static void compute_cdf(float (*func)(float x), float cdf[FILTER_CDF_TABLE_SIZE])
{
	cdf[0] = 0.0f;
	/* Actual CDF evaluation. */
	for (int u = 0; u < FILTER_CDF_TABLE_SIZE - 1; ++u) {
		float x = (float)(u + 1) / (float)(FILTER_CDF_TABLE_SIZE - 1);
		cdf[u + 1] = cdf[u] + func(x - 0.5f); /* [-0.5..0.5]. We resize later. */
	}
	/* Normalize the CDF. */
	for (int u = 0; u < FILTER_CDF_TABLE_SIZE - 1; u++) {
		cdf[u] /= cdf[FILTER_CDF_TABLE_SIZE - 1];
	}
	/* Just to make sure. */
	cdf[FILTER_CDF_TABLE_SIZE - 1] = 1.0f;
}

static void invert_cdf(const float cdf[FILTER_CDF_TABLE_SIZE], float invert_cdf[FILTER_CDF_TABLE_SIZE])
{
	for (int u = 0; u < FILTER_CDF_TABLE_SIZE; u++) {
		float x = (float)u / (float)(FILTER_CDF_TABLE_SIZE - 1);
		for (int i = 0; i < FILTER_CDF_TABLE_SIZE; ++i) {
			if (cdf[i] >= x) {
				if (i == FILTER_CDF_TABLE_SIZE - 1) {
					invert_cdf[u] = 1.0f;
				}
				else {
					float t = (x - cdf[i]) / (cdf[i + 1] - cdf[i]);
					invert_cdf[u] = ((float)i + t) / (float)(FILTER_CDF_TABLE_SIZE - 1);
				}
				break;
			}
		}
	}
}

/* Evaluate a discrete function table with linear interpolation. */
static float eval_table(float *table, float x)
{
	CLAMP(x, 0.0f, 1.0f);
	x = x * (FILTER_CDF_TABLE_SIZE - 1);

	int index = min_ii((int)(x), FILTER_CDF_TABLE_SIZE - 1);
	int nindex = min_ii(index + 1, FILTER_CDF_TABLE_SIZE - 1);
	float t = x - index;

	return (1.0f - t) * table[index] + t * table[nindex];
}

static void eevee_create_cdf_table_temporal_sampling(void)
{
	float *cdf_table = MEM_mallocN(sizeof(float) * FILTER_CDF_TABLE_SIZE, "Eevee Filter CDF table");

	float filter_width = 2.0f; /* Use a 2 pixel footprint by default. */

	{
		/* Use blackman-harris filter. */
		filter_width *= 2.0f;
		compute_cdf(filter_blackman_harris, cdf_table);
	}

	invert_cdf(cdf_table, e_data.inverted_cdf);

	/* Scale and offset table. */
	for (int i = 0; i < FILTER_CDF_TABLE_SIZE; ++i) {
		e_data.inverted_cdf[i] = (e_data.inverted_cdf[i] - 0.5f) * filter_width;
	}

	MEM_freeN(cdf_table);
}

void EEVEE_temporal_sampling_matrices_calc(
        EEVEE_EffectsInfo *effects, float viewmat[4][4], float persmat[4][4], const double ht_point[2])
{
	const float *viewport_size = DRW_viewport_size_get();
	const DRWContextState *draw_ctx = DRW_context_state_get();
	Scene *scene = draw_ctx->scene;
	RenderData *rd = &scene->r;

	float filter_size = rd->gauss; /* Sigh.. Stupid legacy naming. */

	float ofs_x = eval_table(e_data.inverted_cdf, (float)(ht_point[0])) * filter_size;
	float ofs_y = eval_table(e_data.inverted_cdf, (float)(ht_point[1])) * filter_size;

	window_translate_m4(
	        effects->overide_winmat, persmat,
	        ofs_x / viewport_size[0],
	        ofs_y / viewport_size[1]);

	mul_m4_m4m4(effects->overide_persmat, effects->overide_winmat, viewmat);
	invert_m4_m4(effects->overide_persinv, effects->overide_persmat);
	invert_m4_m4(effects->overide_wininv, effects->overide_winmat);
}

void EEVEE_temporal_sampling_reset(EEVEE_Data *vedata)
{
	vedata->stl->effects->taa_render_sample = 1;
}

int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
	EEVEE_StorageList *stl = vedata->stl;
	// EEVEE_FramebufferList *fbl = vedata->fbl;
	// EEVEE_TextureList *txl = vedata->txl;
	EEVEE_EffectsInfo *effects = stl->effects;
	int repro_flag = 0;

	if (!e_data.taa_resolve_sh) {
		eevee_create_shader_temporal_sampling();
		eevee_create_cdf_table_temporal_sampling();
	}

	/* Reset for each "redraw". When rendering using ogl render,
	 * we accumulate the redraw inside the drawing loop in eevee_draw_background().
	 * But we do NOT accumulate between "redraw" (as in full draw manager drawloop)
	 * because the opengl render already does that. */
	effects->taa_render_sample = 1;

	const DRWContextState *draw_ctx = DRW_context_state_get();
	const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);

	if (((scene_eval->eevee.taa_samples != 1) &&
	    /* FIXME the motion blur camera evaluation is tagging view_updated
	     * thus making the TAA always reset and never stopping rendering. */
	    (effects->enabled_effects & EFFECT_MOTION_BLUR) == 0) ||
	    DRW_state_is_image_render())
	{
		float persmat[4][4], viewmat[4][4];

		if (!DRW_state_is_image_render() &&
		    (scene_eval->eevee.flag & SCE_EEVEE_TAA_REPROJECTION))
		{
			repro_flag = EFFECT_TAA_REPROJECT | EFFECT_VELOCITY_BUFFER | EFFECT_DEPTH_DOUBLE_BUFFER | EFFECT_DOUBLE_BUFFER | EFFECT_POST_BUFFER;
			effects->taa_reproject_sample = ((effects->taa_reproject_sample + 1) % 16);
		}

		/* Until we support reprojection, we need to make sure
		 * that the history buffer contains correct information. */
		bool view_is_valid = stl->g_data->valid_double_buffer;

		view_is_valid = view_is_valid && (stl->g_data->view_updated == false);

		if (draw_ctx->evil_C != NULL) {
			struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
			view_is_valid = view_is_valid && (ED_screen_animation_no_scrub(wm) == NULL);
		}

		effects->taa_total_sample = scene_eval->eevee.taa_samples;
		MAX2(effects->taa_total_sample, 0);

		DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
		DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW);
		DRW_viewport_matrix_get(effects->overide_winmat, DRW_MAT_WIN);
		/* The view is jittered by the oglrenderer. So avoid testing in this case. */
		if (!DRW_state_is_image_render()) {
			view_is_valid = view_is_valid && compare_m4m4(persmat, effects->prev_drw_persmat, FLT_MIN);
			copy_m4_m4(effects->prev_drw_persmat, persmat);
		}

		/* Prevent ghosting from probe data. */
		view_is_valid = view_is_valid && (effects->prev_drw_support == DRW_state_draw_support());
		effects->prev_drw_support = DRW_state_draw_support();

		if (((effects->taa_total_sample == 0) || (effects->taa_current_sample < effects->taa_total_sample)) ||
		    DRW_state_is_image_render())
		{
			if (view_is_valid) {
				/* OGL render already jitter the camera. */
				if (!DRW_state_is_image_render()) {
					effects->taa_current_sample += 1;
					repro_flag = 0;

					double ht_point[2];
					double ht_offset[2] = {0.0, 0.0};
					uint ht_primes[2] = {2, 3};

					BLI_halton_2D(ht_primes, ht_offset, effects->taa_current_sample - 1, ht_point);

					EEVEE_temporal_sampling_matrices_calc(effects, viewmat, persmat, ht_point);

					DRW_viewport_matrix_override_set(effects->overide_persmat, DRW_MAT_PERS);
					DRW_viewport_matrix_override_set(effects->overide_persinv, DRW_MAT_PERSINV);
					DRW_viewport_matrix_override_set(effects->overide_winmat, DRW_MAT_WIN);
					DRW_viewport_matrix_override_set(effects->overide_wininv, DRW_MAT_WININV);
				}
			}
			else {
				effects->taa_current_sample = 1;
			}
		}
		else {
			effects->taa_current_sample = 1;
		}

		return repro_flag | EFFECT_TAA | EFFECT_DOUBLE_BUFFER | EFFECT_DEPTH_DOUBLE_BUFFER | EFFECT_POST_BUFFER;
	}

	effects->taa_current_sample = 1;

	return repro_flag;
}

void EEVEE_temporal_sampling_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
	EEVEE_PassList *psl = vedata->psl;
	EEVEE_StorageList *stl = vedata->stl;
	EEVEE_TextureList *txl = vedata->txl;
	EEVEE_EffectsInfo *effects = stl->effects;

	if ((effects->enabled_effects & (EFFECT_TAA | EFFECT_TAA_REPROJECT)) != 0) {
		struct GPUShader *sh = (effects->enabled_effects & EFFECT_TAA_REPROJECT)
		                        ? e_data.taa_resolve_reproject_sh
		                        : e_data.taa_resolve_sh;

		psl->taa_resolve = DRW_pass_create("Temporal AA Resolve", DRW_STATE_WRITE_COLOR);
		DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->taa_resolve);

		DRW_shgroup_uniform_texture_ref(grp, "colorHistoryBuffer", &txl->color_double_buffer);
		DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &txl->color);
		DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);

		if (effects->enabled_effects & EFFECT_TAA_REPROJECT) {
			// DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
			DRW_shgroup_uniform_texture_ref(grp, "velocityBuffer", &effects->velocity_tx);
		}
		else {
			DRW_shgroup_uniform_float(grp, "alpha", &effects->taa_alpha, 1);
		}
		DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
	}
}

/* Special Swap */
#define SWAP_BUFFER_TAA() do { \
	SWAP(struct GPUFrameBuffer *, fbl->effect_fb, fbl->double_buffer_fb); \
	SWAP(struct GPUFrameBuffer *, fbl->effect_color_fb, fbl->double_buffer_color_fb); \
	SWAP(GPUTexture *, txl->color_post, txl->color_double_buffer); \
	effects->swap_double_buffer = false; \
	effects->source_buffer = txl->color_double_buffer; \
	effects->target_buffer = fbl->main_color_fb; \
} while (0);

void EEVEE_temporal_sampling_draw(EEVEE_Data *vedata)
{
	EEVEE_PassList *psl = vedata->psl;
	EEVEE_TextureList *txl = vedata->txl;
	EEVEE_FramebufferList *fbl = vedata->fbl;
	EEVEE_StorageList *stl = vedata->stl;
	EEVEE_EffectsInfo *effects = stl->effects;

	if ((effects->enabled_effects & (EFFECT_TAA | EFFECT_TAA_REPROJECT)) != 0) {
		if ((effects->enabled_effects & EFFECT_TAA) != 0 && effects->taa_current_sample != 1) {
			if (DRW_state_is_image_render()) {
				/* See EEVEE_temporal_sampling_init() for more details. */
				effects->taa_alpha = 1.0f / (float)(effects->taa_render_sample);
			}
			else {
				effects->taa_alpha = 1.0f / (float)(effects->taa_current_sample);
			}

			GPU_framebuffer_bind(fbl->effect_color_fb);
			DRW_draw_pass(psl->taa_resolve);

			/* Restore the depth from sample 1. */
			if (!DRW_state_is_image_render()) {
				GPU_framebuffer_blit(fbl->double_buffer_depth_fb, 0, fbl->main_fb, 0, GPU_DEPTH_BIT);
			}

			SWAP_BUFFER_TAA();
		}
		else {
			if (!DRW_state_is_image_render()) {
				/* Do reprojection for noise reduction */
				/* TODO : do AA jitter if in only render view. */
				if ((effects->enabled_effects & EFFECT_TAA_REPROJECT) != 0 &&
				    stl->g_data->valid_double_buffer)
				{
					GPU_framebuffer_bind(fbl->effect_color_fb);
					DRW_draw_pass(psl->taa_resolve);

					SWAP_BUFFER_TAA();
				}

				/* Save the depth buffer for the next frame.
				 * This saves us from doing anything special
				 * in the other mode engines. */
				GPU_framebuffer_blit(fbl->main_fb, 0, fbl->double_buffer_depth_fb, 0, GPU_DEPTH_BIT);
			}
		}

		/* Make each loop count when doing a render. */
		if (DRW_state_is_image_render()) {
			effects->taa_render_sample += 1;
			effects->taa_current_sample += 1;
		}
		else {
			if ((effects->taa_total_sample == 0) ||
			    (effects->taa_current_sample < effects->taa_total_sample))
			{
				DRW_viewport_request_redraw();
			}
		}
	}
}

void EEVEE_temporal_sampling_free(void)
{
	DRW_SHADER_FREE_SAFE(e_data.taa_resolve_sh);
	DRW_SHADER_FREE_SAFE(e_data.taa_resolve_reproject_sh);
}