[Bf-blender-cvs] [292f5ab7584] blender2.8: Eevee: Correct Mipmap texel alignment.
Clément Foucault
noreply at git.blender.org
Thu Aug 10 15:48:05 CEST 2017
Commit: 292f5ab7584d6e9ba54893eaafd70d9ee8d1c3ce
Author: Clément Foucault
Date: Wed Aug 9 15:20:18 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB292f5ab7584d6e9ba54893eaafd70d9ee8d1c3ce
Eevee: Correct Mipmap texel alignment.
Since we are working with non power of 2 textures, the mipmap level UV does not line up perfectly.
This resulted in skewed filtering and bad sampling of the min/max depth buffer.
===================================================================
M source/blender/draw/engines/eevee/eevee_effects.c
M source/blender/draw/engines/eevee/eevee_private.h
M source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
M source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
M source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
===================================================================
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 7592e5c08d9..8475e280a32 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -493,6 +493,17 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
(int)viewport_size[0] / 2, (int)viewport_size[1] / 2,
&texmin, 1);
+ /* Compute Mipmap texel alignement. */
+ for (int i = 0; i < 10; ++i) {
+ float mip_size[2] = {viewport_size[0], viewport_size[1]};
+ for (int j = 0; j < i; ++j) {
+ mip_size[0] = floorf(fmaxf(1.0f, mip_size[0] / 2.0f));
+ mip_size[1] = floorf(fmaxf(1.0f, mip_size[1] / 2.0f));
+ }
+ stl->g_data->mip_ratio[i][0] = viewport_size[0] / (mip_size[0] * powf(2.0f, floorf(log2f(floorf(viewport_size[0] / mip_size[0])))));
+ stl->g_data->mip_ratio[i][1] = viewport_size[1] / (mip_size[1] * powf(2.0f, floorf(log2f(floorf(viewport_size[1] / mip_size[1])))));
+ }
+
/* Cannot define 2 depth texture for one framebuffer. So allocate ourself. */
if (txl->maxzbuffer == NULL) {
txl->maxzbuffer = DRW_texture_create_2D((int)viewport_size[0] / 2, (int)viewport_size[1] / 2, DRW_TEX_DEPTH_24, DRW_TEX_MIPMAP, NULL);
@@ -754,6 +765,7 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_uniform_buffer(grp, "maxzBuffer", &txl->maxzbuffer);
DRW_shgroup_uniform_buffer(grp, "minzBuffer", &stl->g_data->minzbuffer);
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
+ DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10);
DRW_shgroup_uniform_vec4(grp, "ssrParameters", &effects->ssr_quality, 1);
DRW_shgroup_uniform_int(grp, "rayCount", &effects->ssr_ray_count, 1);
DRW_shgroup_uniform_int(grp, "planar_count", &sldata->probes->num_planar, 1);
@@ -773,6 +785,7 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
DRW_shgroup_uniform_int(grp, "planar_count", &sldata->probes->num_planar, 1);
DRW_shgroup_uniform_int(grp, "probe_count", &sldata->probes->num_render_cube, 1);
+ DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10);
DRW_shgroup_uniform_float(grp, "borderFadeFactor", &effects->ssr_border_fac, 1);
DRW_shgroup_uniform_float(grp, "maxRoughness", &effects->ssr_max_roughness, 1);
DRW_shgroup_uniform_float(grp, "lodCubeMax", &sldata->probes->lod_cube_max, 1);
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 906f6a0f454..4e17649ba42 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -470,6 +470,8 @@ typedef struct EEVEE_PrivateData {
float viewvecs[2][4];
/* For planar probes */
float texel_size[2];
+ /* To correct mip level texel mis-alignement */
+ float mip_ratio[10][2]; /* TODO put in a UBO */
/* For double buffering */
bool valid_double_buffer;
float prev_persmat[4][4];
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index f5ddbd0679c..27a08a98b4a 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -27,6 +27,8 @@ flat in int shFace; /* Shadow layer we are rendering to. */
#define ViewMatrix FaceViewMatrix[shFace]
#endif
+uniform vec2 mipRatio[10];
+
#define cameraForward normalize(ViewMatrixInverse[2].xyz)
#define cameraPos ViewMatrixInverse[3].xyz
#define cameraVec ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - worldPosition) : cameraForward)
diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
index 0374a4f9aa5..fb59c522deb 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -307,6 +307,10 @@ vec4 get_ssr_sample(
/* Estimate a cone footprint to sample a corresponding mipmap level. */
float mip = BRDF_BIAS * clamp(log2(cone_footprint * max(texture_size.x, texture_size.y)), 0.0, MAX_MIP) - 1.0;
+ /* Correct UVs for mipmaping mis-alignment */
+ float low_mip = floor(mip);
+ ref_uvs *= mix(mipRatio[int(low_mip)], mipRatio[int(low_mip + 1.0)], mip - low_mip);
+
/* Slide 54 */
float bsdf = bsdf_ggx(N, L, V, roughnessSquared);
float weight = step(1e-8, hit_co_pdf.w) * bsdf / max(1e-8, hit_co_pdf.w);
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index 855755adfe4..7afabfc5c3d 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -18,6 +18,8 @@ float sample_depth(vec2 uv, int index, float lod)
return textureLod(planarDepth, vec3(uv, index), 0.0).r;
}
else {
+ /* Correct UVs for mipmaping mis-alignment */
+ uv *= mipRatio[int(lod + 1.0)];
return textureLod(maxzBuffer, uv, lod).r;
}
}
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