[Bf-blender-cvs] [e4c43b377d0] temp-ssr: Eevee: SSR: Add mipmap filtering and bias to reduce noise.
Clément Foucault
noreply at git.blender.org
Mon Jul 24 15:25:20 CEST 2017
Commit: e4c43b377d0b3d8957e8328f6cefa2775243b305
Author: Clément Foucault
Date: Thu Jul 20 18:40:23 2017 +0200
Branches: temp-ssr
https://developer.blender.org/rBe4c43b377d0b3d8957e8328f6cefa2775243b305
Eevee: SSR: Add mipmap filtering and bias to reduce noise.
Also fix the roughness factors.
===================================================================
M source/blender/draw/CMakeLists.txt
M source/blender/draw/engines/eevee/eevee_effects.c
M source/blender/draw/engines/eevee/eevee_engine.c
M source/blender/draw/engines/eevee/eevee_private.h
M source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
A source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
M source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
===================================================================
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 3ebdea06093..4098cfe696e 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -138,6 +138,7 @@ data_to_c_simple(engines/eevee/shaders/effect_bloom_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_dof_vert.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_dof_geom.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_dof_frag.glsl SRC)
+data_to_c_simple(engines/eevee/shaders/effect_downsample_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_motion_blur_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/effect_ssr_frag.glsl SRC)
data_to_c_simple(engines/eevee/shaders/lightprobe_planar_downsample_frag.glsl SRC)
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 3ca821afb98..4d181070e1a 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -82,7 +82,10 @@ static struct {
struct GPUShader *ssr_raytrace_sh;
struct GPUShader *ssr_resolve_sh;
+ struct GPUShader *downsample_sh;
+
struct GPUTexture *depth_src;
+ struct GPUTexture *color_src;
float pixelprojmat[4][4];
} e_data = {NULL}; /* Engine data */
@@ -97,6 +100,7 @@ extern char datatoc_effect_bloom_frag_glsl[];
extern char datatoc_effect_dof_vert_glsl[];
extern char datatoc_effect_dof_geom_glsl[];
extern char datatoc_effect_dof_frag_glsl[];
+extern char datatoc_effect_downsample_frag_glsl[];
extern char datatoc_lightprobe_lib_glsl[];
extern char datatoc_raytrace_lib_glsl[];
extern char datatoc_tonemap_frag_glsl[];
@@ -187,6 +191,8 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
MEM_freeN(ssr_shader_str);
+ e_data.downsample_sh = DRW_shader_create_fullscreen(datatoc_effect_downsample_frag_glsl, NULL);
+
e_data.volumetric_upsample_sh = DRW_shader_create_fullscreen(datatoc_volumetric_frag_glsl, "#define STEP_UPSAMPLE\n");
e_data.minmaxz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, NULL);
@@ -573,7 +579,7 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
/* Setup double buffer so we can access last frame as it was before post processes */
if ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0) {
- DRWFboTexture tex_double_buffer = {&txl->color_double_buffer, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER};
+ DRWFboTexture tex_double_buffer = {&txl->color_double_buffer, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP};
DRW_framebuffer_init(&fbl->double_buffer, &draw_engine_eevee_type,
(int)viewport_size[0], (int)viewport_size[1],
@@ -706,6 +712,13 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
}
{
+ psl->color_downsample_ps = DRW_pass_create("Downsample", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.downsample_sh, psl->color_downsample_ps);
+ DRW_shgroup_uniform_buffer(grp, "source", &e_data.color_src);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+
+ {
psl->minmaxz_downlevel = DRW_pass_create("HiZ Down Level", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.minmaxz_downlevel_sh, psl->minmaxz_downlevel);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &stl->g_data->minmaxz);
@@ -828,6 +841,12 @@ static void minmax_downsample_cb(void *vedata, int UNUSED(level))
DRW_draw_pass(psl->minmaxz_downlevel);
}
+static void simple_downsample_cb(void *vedata, int UNUSED(level))
+{
+ EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+ DRW_draw_pass(psl->color_downsample_ps);
+}
+
void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src)
{
EEVEE_PassList *psl = vedata->psl;
@@ -846,6 +865,17 @@ void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src)
DRW_framebuffer_recursive_downsample(fbl->minmaxz_fb, stl->g_data->minmaxz, 6, &minmax_downsample_cb, vedata);
}
+/**
+ * Simple downsampling algorithm. Reconstruct mip chain up to mip level.
+ **/
+void EEVEE_downsample_buffer(EEVEE_Data *vedata, struct GPUFrameBuffer *fb_src, GPUTexture *texture_src, int level)
+{
+ e_data.color_src = texture_src;
+
+ /* Create lower levels */
+ DRW_framebuffer_recursive_downsample(fb_src, texture_src, level, &simple_downsample_cb, vedata);
+}
+
void EEVEE_effects_do_volumetrics(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
@@ -897,6 +927,8 @@ void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *veda
if ((effects->enabled_effects & EFFECT_SSR) != 0 && stl->g_data->valid_double_buffer) {
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ EEVEE_downsample_buffer(vedata, fbl->minmaxz_fb, txl->color_double_buffer, 5);
+
/* Raytrace at halfres. */
e_data.depth_src = dtxl->depth;
// e_data.depth_src = stl->g_data->minmaxz;
@@ -1073,6 +1105,7 @@ void EEVEE_draw_effects(EEVEE_Data *vedata)
void EEVEE_effects_free(void)
{
+ DRW_SHADER_FREE_SAFE(e_data.downsample_sh);
DRW_SHADER_FREE_SAFE(e_data.ssr_raytrace_sh);
DRW_SHADER_FREE_SAFE(e_data.ssr_resolve_sh);
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index c04cb643af5..46e0931e760 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -56,7 +56,7 @@ static void EEVEE_engine_init(void *ved)
stl->g_data->background_alpha = 1.0f;
stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
- DRWFboTexture tex = {&txl->color, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER};
+ DRWFboTexture tex = {&txl->color, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP};
const float *viewport_size = DRW_viewport_size_get();
DRW_framebuffer_init(&fbl->main, &draw_engine_eevee_type,
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 015bc5b6a9e..f31f4f9fe6c 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -111,6 +111,7 @@ typedef struct EEVEE_PassList {
struct DRWPass *volumetric_resolve_transmit_ps;
struct DRWPass *ssr_raytrace;
struct DRWPass *ssr_resolve;
+ struct DRWPass *color_downsample_ps;
struct DRWPass *depth_pass;
struct DRWPass *depth_pass_cull;
@@ -504,6 +505,7 @@ void EEVEE_lightprobes_free(void);
void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, struct GPUTexture *depth_src);
+void EEVEE_downsample_buffer(EEVEE_Data *vedata, struct GPUFrameBuffer *fb_src, struct GPUTexture *texture_src, int level);
void EEVEE_effects_do_volumetrics(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata);
void EEVEE_draw_effects(EEVEE_Data *vedata);
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 059f0598156..e6cbcde77c7 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -374,6 +374,22 @@ void accumulate_light(vec3 light, float fac, inout vec4 accum)
accum += vec4(light, 1.0) * min(fac, (1.0 - accum.a));
}
+/* ----------- Cone Apperture Approximation --------- */
+
+/* Return a fitted cone angle given the input roughness */
+float cone_cosine(float r)
+{
+ /* Using phong gloss
+ * roughness = sqrt(2/(gloss+2)) */
+ float gloss = -2 + 2 / (r * r);
+ /* Drobot 2014 in GPUPro5 */
+ // return cos(2.0 * sqrt(2.0 / (gloss + 2)));
+ /* Uludag 2014 in GPUPro5 */
+ // return pow(0.244, 1 / (gloss + 1));
+ /* Jimenez 2016 in Practical Realtime Strategies for Accurate Indirect Occlusion*/
+ return exp2(-3.32193 * r * r);
+}
+
/* --------- Closure ---------- */
#ifdef VOLUMETRICS
diff --git a/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
new file mode 100644
index 00000000000..4a79fa908b1
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/effect_downsample_frag.glsl
@@ -0,0 +1,15 @@
+/**
+ * Simple downsample shader. Takes the average of the 4 texels of lower mip.
+ **/
+
+uniform sampler2D source;
+
+out vec4 FragColor;
+
+void main()
+{
+ /* Reconstructing Target uvs like this avoid missing pixels if NPO2 */
+ vec2 uvs = gl_FragCoord.xy * 2.0 / vec2(textureSize(source, 0));
+
+ FragColor = texture(source, uvs);
+}
\ No newline at end of file
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 7337ec792c9..4a1cea1338e 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -4,17 +4,25 @@
uniform sampler2DArray utilTex;
#endif /* UTIL_TEX */
-vec3 generate_ray(ivec2 pix, vec3 V, vec3 N, float roughnessSquared, out float pdf)
+#define BRDF_BIAS 0.7
+
+vec3 generate_ray(ivec2 pix, vec3 V, vec3 N, float a2, out float pdf)
{
float NH;
vec3 T, B;
make_orthonormal_basis(N, T, B); /* Generate tangent space */
vec3 rand = texelFetch(utilTex, ivec3(pix % LUT_SIZE, 2), 0).rba;
- vec3 H = sample_ggx(rand, roughnessSquared, N, T, B, NH); /* Microfacet normal */
- pdf = max(32e32, pdf_ggx_reflect(NH, roughnessSquared)); /* Theoretical limit of 10bit float (not in practice?) */
+
+ /* Importance sampling bias */
+ rand.x = mix(rand.x, 0.0, BRDF_BIAS);
+
+ vec3 H = sample_ggx(rand, a2, N, T, B, NH); /* Microfacet normal */
+ pdf = min(1024e32, pdf_ggx_reflect(NH, a2)); /* Theoretical limit of 16bit float */
return reflect(-V, H);
}
+#define MAX_MIP 5.0
+
#ifdef STEP_RAYTRACE
uniform sampler2D depthBuffer;
@@ -44,11 +52,12 @@ void main()
/* Retrieve pixel data */
vec4 speccol_ro
@@ Diff output truncated at 10240 characters. @@
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