[Bf-blender-cvs] [e0c1323737c] blender2.8: Eevee: HiZ buffer: Split into two 24bit depth buffer
Clément Foucault
noreply at git.blender.org
Mon Jul 24 15:55:56 CEST 2017
Commit: e0c1323737c1ba018decd2686c971471deab9f01
Author: Clément Foucault
Date: Fri Jul 21 14:27:16 2017 +0200
Branches: blender2.8
https://developer.blender.org/rBe0c1323737c1ba018decd2686c971471deab9f01
Eevee: HiZ buffer: Split into two 24bit depth buffer
This way we don't have float precision issue we had before and we save some bandwidth.
===================================================================
M source/blender/draw/engines/eevee/eevee_effects.c
M source/blender/draw/engines/eevee/eevee_lightprobes.c
M source/blender/draw/engines/eevee/eevee_materials.c
M source/blender/draw/engines/eevee/eevee_private.h
M source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
M source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
M source/blender/gpu/intern/gpu_framebuffer.c
===================================================================
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 9e221210d6e..af3d073a6cf 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -34,6 +34,7 @@
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
+#include "BKE_global.h" /* for G.debug_value */
#include "BKE_camera.h"
#include "BKE_object.h"
#include "BKE_animsys.h"
@@ -59,9 +60,12 @@ typedef struct EEVEE_LightProbeData {
static struct {
/* Downsample Depth */
- struct GPUShader *minmaxz_downlevel_sh;
- struct GPUShader *minmaxz_downdepth_sh;
- struct GPUShader *minmaxz_copydepth_sh;
+ struct GPUShader *minz_downlevel_sh;
+ struct GPUShader *maxz_downlevel_sh;
+ struct GPUShader *minz_downdepth_sh;
+ struct GPUShader *maxz_downdepth_sh;
+ struct GPUShader *minz_copydepth_sh;
+ struct GPUShader *maxz_copydepth_sh;
/* Motion Blur */
struct GPUShader *motion_blur_sh;
@@ -84,6 +88,7 @@ static struct {
struct GPUShader *ssr_raytrace_sh;
struct GPUShader *ssr_resolve_sh;
+ /* Simple Downsample */
struct GPUShader *downsample_sh;
struct GPUTexture *depth_src;
@@ -200,10 +205,18 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
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);
- e_data.minmaxz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define INPUT_DEPTH\n");
- e_data.minmaxz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define INPUT_DEPTH\n"
- "#define COPY_DEPTH\n");
+ e_data.minz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n");
+ e_data.maxz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n");
+ e_data.minz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n"
+ "#define INPUT_DEPTH\n");
+ e_data.maxz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n"
+ "#define INPUT_DEPTH\n");
+ e_data.minz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n"
+ "#define INPUT_DEPTH\n"
+ "#define COPY_DEPTH\n");
+ e_data.maxz_copydepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n"
+ "#define INPUT_DEPTH\n"
+ "#define COPY_DEPTH\n");
e_data.motion_blur_sh = DRW_shader_create_fullscreen(datatoc_effect_motion_blur_frag_glsl, NULL);
@@ -440,12 +453,16 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
}
/* MinMax Pyramid */
- /* TODO reduce precision */
- DRWFboTexture tex = {&stl->g_data->minmaxz, DRW_TEX_RG_32, DRW_TEX_MIPMAP | DRW_TEX_TEMP};
+ DRWFboTexture texmin = {&stl->g_data->minzbuffer, DRW_TEX_DEPTH_24, DRW_TEX_MIPMAP | DRW_TEX_TEMP};
- DRW_framebuffer_init(&fbl->minmaxz_fb, &draw_engine_eevee_type,
+ DRW_framebuffer_init(&fbl->downsample_fb, &draw_engine_eevee_type,
(int)viewport_size[0] / 2, (int)viewport_size[1] / 2,
- &tex, 1);
+ &texmin, 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);
+ }
if (BKE_collection_engine_property_value_get_bool(props, "volumetric_enable")) {
World *wo = scene->world;
@@ -724,18 +741,36 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
}
{
- 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);
+ /* Perform min/max downsample */
+ psl->minz_downlevel_ps = DRW_pass_create("HiZ Min Down Level", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.minz_downlevel_sh, psl->minz_downlevel_ps);
+ DRW_shgroup_uniform_buffer(grp, "depthBuffer", &stl->g_data->minzbuffer);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->maxz_downlevel_ps = DRW_pass_create("HiZ Max Down Level", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ grp = DRW_shgroup_create(e_data.maxz_downlevel_sh, psl->maxz_downlevel_ps);
+ DRW_shgroup_uniform_buffer(grp, "depthBuffer", &txl->maxzbuffer);
DRW_shgroup_call_add(grp, quad, NULL);
- psl->minmaxz_downdepth = DRW_pass_create("HiZ Down Depth", DRW_STATE_WRITE_COLOR);
- grp = DRW_shgroup_create(e_data.minmaxz_downdepth_sh, psl->minmaxz_downdepth);
+ /* Copy depth buffer to halfres top level of HiZ */
+ psl->minz_downdepth_ps = DRW_pass_create("HiZ Min Copy Depth Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ grp = DRW_shgroup_create(e_data.minz_downdepth_sh, psl->minz_downdepth_ps);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call_add(grp, quad, NULL);
- psl->minmaxz_copydepth = DRW_pass_create("HiZ Copy Depth", DRW_STATE_WRITE_COLOR);
- grp = DRW_shgroup_create(e_data.minmaxz_copydepth_sh, psl->minmaxz_copydepth);
+ psl->maxz_downdepth_ps = DRW_pass_create("HiZ Max Copy Depth Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ grp = DRW_shgroup_create(e_data.maxz_downdepth_sh, psl->maxz_downdepth_ps);
+ DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ /* Copy depth buffer to halfres top level of HiZ */
+ psl->minz_copydepth_ps = DRW_pass_create("HiZ Min Copy Depth Fullres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ grp = DRW_shgroup_create(e_data.minz_copydepth_sh, psl->minz_copydepth_ps);
+ DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->maxz_copydepth_ps = DRW_pass_create("HiZ Max Copy Depth Fullres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ grp = DRW_shgroup_create(e_data.maxz_copydepth_sh, psl->maxz_copydepth_ps);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call_add(grp, quad, NULL);
}
@@ -840,10 +875,16 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
}
}
-static void minmax_downsample_cb(void *vedata, int UNUSED(level))
+static void min_downsample_cb(void *vedata, int UNUSED(level))
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
- DRW_draw_pass(psl->minmaxz_downlevel);
+ DRW_draw_pass(psl->minz_downlevel_ps);
+}
+
+static void max_downsample_cb(void *vedata, int UNUSED(level))
+{
+ EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
+ DRW_draw_pass(psl->maxz_downlevel_ps);
}
static void simple_downsample_cb(void *vedata, int UNUSED(level))
@@ -857,17 +898,27 @@ void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src)
EEVEE_PassList *psl = vedata->psl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_TextureList *txl = vedata->txl;
e_data.depth_src = depth_src;
- /* Copy depth buffer to minmax texture top level */
- DRW_framebuffer_texture_attach(fbl->minmaxz_fb, stl->g_data->minmaxz, 0, 0);
- DRW_framebuffer_bind(fbl->minmaxz_fb);
- DRW_draw_pass(psl->minmaxz_downdepth);
- DRW_framebuffer_texture_detach(stl->g_data->minmaxz);
+ /* Copy depth buffer to min texture top level */
+ DRW_framebuffer_texture_attach(fbl->downsample_fb, stl->g_data->minzbuffer, 0, 0);
+ DRW_framebuffer_bind(fbl->downsample_fb);
+ DRW_draw_pass(psl->minz_downdepth_ps);
+ DRW_framebuffer_texture_detach(stl->g_data->minzbuffer);
+
+ /* Create lower levels */
+ DRW_framebuffer_recursive_downsample(fbl->downsample_fb, stl->g_data->minzbuffer, 8, &min_downsample_cb, vedata);
+
+ /* Copy depth buffer to max texture top level */
+ DRW_framebuffer_texture_attach(fbl->downsample_fb, txl->maxzbuffer, 0, 0);
+ DRW_framebuffer_bind(fbl->downsample_fb);
+ DRW_draw_pass(psl->maxz_downdepth_ps);
+ DRW_framebuffer_texture_detach(txl->maxzbuffer);
/* Create lower levels */
- DRW_framebuffer_recursive_downsample(fbl->minmaxz_fb, stl->g_data->minmaxz, 6, &minmax_downsample_cb, vedata);
+ DRW_framebuffer_recursive_downsample(fbl->downsample_fb, txl->maxzbuffer, 8, &max_downsample_cb, vedata);
}
/**
@@ -933,7 +984,7 @@ void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *veda
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
if (stl->g_data->valid_double_buffer) {
- EEVEE_downsample_buffer(vedata, fbl->minmaxz_fb, txl->color_double_buffer, 9);
+ EEVEE_downsample_buffer(vedata, fbl->downsample_fb, txl->color_double_buffer, 9);
/* Raytrace at halfres. */
e_data.depth_src = dtxl->depth;
@@ -1108,11 +1159,34 @@ void EEVEE_draw_effects(EEVEE_Data *vedata)
/* If no post processes is enabled, buffers are still not swapped, do it now. */
SWAP_DOUBLE_BUFFERS();
- if (!stl->g_data->valid_double_buffer) {
+ if (!stl->g_data->valid_double_buffer && ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0)) {
/* If history buffer is not valid request another frame.
* This fix black reflections on area resize. */
DRW_viewport_request_redraw();
}
+
+ /* Debug : Ouput buffer to view. */
+
@@ Diff output truncated at 10240 characters. @@
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