Eevee: SSR: Optimise Texture fetches and solve noise issue.

There was some remaining issue caused by neighbor re-use. Randomizing them every _prime_number_ of iterations fixes this.
This commit is contained in:
Clément Foucault
2018-01-16 13:13:30 +01:00
parent 3cb2b2956b
commit 2221cdb517
4 changed files with 173 additions and 76 deletions

View File

@@ -497,6 +497,7 @@ typedef struct EEVEE_EffectsInfo {
bool use_ssr;
bool reflection_trace_full;
bool ssr_use_normalization;
int ssr_neighbor_ofs;
float ssr_firefly_fac;
float ssr_border_fac;
float ssr_max_roughness;

View File

@@ -249,6 +249,7 @@ void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
DRW_shgroup_uniform_buffer(grp, "planarDepth", &vedata->txl->planar_depth);
DRW_shgroup_uniform_buffer(grp, "hitBuffer", &vedata->txl->ssr_hit_output);
DRW_shgroup_uniform_buffer(grp, "pdfBuffer", &stl->g_data->ssr_pdf_output);
DRW_shgroup_uniform_int(grp, "neighborOffset", &effects->ssr_neighbor_ofs, 1);
DRW_shgroup_uniform_vec4(grp, "aoParameters[0]", &effects->ao_dist, 2);
if (effects->use_ao) {
@@ -305,6 +306,10 @@ void EEVEE_reflection_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v
EEVEE_downsample_buffer(vedata, fbl->downsample_fb, txl->color_double_buffer, 9);
/* Resolve at fullres */
int sample = (DRW_state_is_image_render()) ? effects->taa_render_sample : effects->taa_current_sample;
/* Doing a neighbor shift only after a few iteration. We wait for a prime number of cycles to avoid
* noise correlation. This reduces variance faster. */
effects->ssr_neighbor_ofs = ((sample / 5) % 8) * 4;
DRW_framebuffer_texture_detach(dtxl->depth);
DRW_framebuffer_texture_detach(txl->ssr_normal_input);
DRW_framebuffer_texture_detach(txl->ssr_specrough_input);

View File

@@ -125,6 +125,10 @@ float min_v3(vec3 v) { return min(v.x, min(v.y, v.z)); }
float max_v2(vec2 v) { return max(v.x, v.y); }
float max_v3(vec3 v) { return max(v.x, max(v.y, v.z)); }
float sum(vec2 v) { return dot(vec2(1.0), v); }
float sum(vec3 v) { return dot(vec3(1.0), v); }
float sum(vec4 v) { return dot(vec4(1.0), v); }
float saturate(float a) { return clamp(a, 0.0, 1.0); }
vec2 saturate(vec2 a) { return clamp(a, 0.0, 1.0); }
vec3 saturate(vec3 a) { return clamp(a, 0.0, 1.0); }

View File

@@ -129,7 +129,7 @@ void main()
float a2 = roughnessSquared * roughnessSquared;
if (roughness > maxRoughness + 0.2) {
hitData = ivec2(0);
hitData = encode_hit_data(vec2(0.5), false, false);
pdfData = 0.0;
return;
}
@@ -138,7 +138,7 @@ void main()
/* Gives *perfect* reflection for very small roughness */
if (roughness < 0.04) {
rand *= vec4(0.0, 1.0, 0.0, 0.0);
rand.xzw *= 0.0;
}
vec3 worldPosition = transform_point(ViewMatrixInverse, viewPosition);
@@ -180,6 +180,20 @@ uniform sampler2D pdfBuffer;
uniform int probe_count;
uniform int planar_count;
uniform int neighborOffset;
const ivec2 neighbors[32] = ivec2[32](
ivec2( 0, 0), ivec2( 1, 1), ivec2(-2, 0), ivec2( 0, -2),
ivec2( 0, 0), ivec2( 1, -1), ivec2(-2, 0), ivec2( 0, 2),
ivec2( 0, 0), ivec2(-1, -1), ivec2( 2, 0), ivec2( 0, 2),
ivec2( 0, 0), ivec2(-1, 1), ivec2( 2, 0), ivec2( 0, -2),
ivec2( 0, 0), ivec2( 2, 2), ivec2(-2, 2), ivec2( 0, -1),
ivec2( 0, 0), ivec2( 2, -2), ivec2(-2, -2), ivec2( 0, 1),
ivec2( 0, 0), ivec2(-2, -2), ivec2(-2, 2), ivec2( 1, 0),
ivec2( 0, 0), ivec2( 2, 2), ivec2( 2, -2), ivec2(-1, 0)
);
uniform mat4 PastViewProjectionMatrix;
out vec4 fragColor;
@@ -250,95 +264,174 @@ vec2 get_reprojected_reflection(vec3 hit, vec3 pos, vec3 N)
return project_point(PastViewProjectionMatrix, hit).xy * 0.5 + 0.5;
}
vec4 get_ssr_sample(
PlanarData pd, float planar_index, vec3 worldPosition, vec3 N, vec3 V,
float roughnessSquared, float cone_tan, vec2 source_uvs, vec2 texture_size, ivec2 target_texel,
inout float weight_acc)
float get_sample_depth(vec2 hit_co, bool is_planar, float planar_index)
{
float hit_pdf = texelFetch(pdfBuffer, target_texel, 0).r;
ivec2 hit_data = texelFetch(hitBuffer, target_texel, 0).rg;
bool is_planar, has_hit;
vec2 hit_co = decode_hit_data(hit_data, has_hit, is_planar);
/* Get precise depth of the hit. */
float hit_depth;
if (is_planar) {
hit_depth = textureLod(planarDepth, vec3(hit_co, planar_index), 0.0).r;
return textureLod(planarDepth, vec3(hit_co, planar_index), 0.0).r;
}
else {
hit_depth = textureLod(depthBuffer, hit_co, 0.0).r;
return textureLod(depthBuffer, hit_co, 0.0).r;
}
}
/* Hit position in view space. */
vec3 hit_view = get_view_space_from_depth(hit_co, hit_depth);
float homcoord = ProjectionMatrix[2][3] * hit_view.z + ProjectionMatrix[3][3];
/* Hit position in world space. */
vec3 hit_pos = transform_point(ViewMatrixInverse, hit_view.xyz);
vec2 ref_uvs;
vec3 get_hit_vector(
vec3 hit_pos, PlanarData pd, vec3 worldPosition, vec3 N, vec3 V, bool is_planar,
inout vec2 hit_co, inout float mask)
{
vec3 hit_vec;
float mask = 1.0;
if (is_planar) {
/* Reflect back the hit position to have it in non-reflected world space */
vec3 trace_pos = line_plane_intersect(worldPosition, V, pd.pl_plane_eq);
hit_vec = hit_pos - trace_pos;
hit_vec = reflect(hit_vec, pd.pl_normal);
ref_uvs = hit_co;
}
else {
/* Find hit position in previous frame. */
ref_uvs = get_reprojected_reflection(hit_pos, worldPosition, N);
mask = screen_border_mask(gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0)));
hit_co = get_reprojected_reflection(hit_pos, worldPosition, N);
hit_vec = hit_pos - worldPosition;
mask = screen_border_mask(gl_FragCoord.xy / texture_size);
}
mask = min(mask, screen_border_mask(ref_uvs));
float hit_dist = max(1e-8, length(hit_vec));
vec3 L = hit_vec / hit_dist;
mask = min(mask, screen_border_mask(hit_co));
return hit_vec;
}
float cone_footprint = hit_dist * cone_tan;
vec3 get_scene_color(vec2 ref_uvs, float mip, float planar_index, bool is_planar)
{
if (is_planar) {
return textureLod(probePlanars, vec3(ref_uvs, planar_index), min(mip, lodPlanarMax)).rgb;
}
else {
return textureLod(prevColorBuffer, ref_uvs, mip).rgb;
}
}
vec4 get_ssr_samples(
vec4 hit_pdf, ivec4 hit_data[2],
PlanarData pd, float planar_index, vec3 worldPosition, vec3 N, vec3 V,
float roughnessSquared, float cone_tan, vec2 source_uvs,
inout float weight_acc)
{
bvec4 is_planar, has_hit;
vec4 hit_co[2];
hit_co[0].xy = decode_hit_data(hit_data[0].xy, has_hit.x, is_planar.x);
hit_co[0].zw = decode_hit_data(hit_data[0].zw, has_hit.y, is_planar.y);
hit_co[1].xy = decode_hit_data(hit_data[1].xy, has_hit.z, is_planar.z);
hit_co[1].zw = decode_hit_data(hit_data[1].zw, has_hit.w, is_planar.w);
vec4 hit_depth;
hit_depth.x = get_sample_depth(hit_co[0].xy, is_planar.x, planar_index);
hit_depth.y = get_sample_depth(hit_co[0].zw, is_planar.y, planar_index);
hit_depth.z = get_sample_depth(hit_co[1].xy, is_planar.z, planar_index);
hit_depth.w = get_sample_depth(hit_co[1].zw, is_planar.w, planar_index);
/* Hit position in view space. */
vec3 hit_view[4];
hit_view[0] = get_view_space_from_depth(hit_co[0].xy, hit_depth.x);
hit_view[1] = get_view_space_from_depth(hit_co[0].zw, hit_depth.y);
hit_view[2] = get_view_space_from_depth(hit_co[1].xy, hit_depth.z);
hit_view[3] = get_view_space_from_depth(hit_co[1].zw, hit_depth.w);
vec4 homcoord = vec4(hit_view[0].z, hit_view[1].z, hit_view[2].z, hit_view[3].z);
homcoord = ProjectionMatrix[2][3] * homcoord + ProjectionMatrix[3][3];
/* Hit position in world space. */
vec3 hit_pos[4];
hit_pos[0] = transform_point(ViewMatrixInverse, hit_view[0]);
hit_pos[1] = transform_point(ViewMatrixInverse, hit_view[1]);
hit_pos[2] = transform_point(ViewMatrixInverse, hit_view[2]);
hit_pos[3] = transform_point(ViewMatrixInverse, hit_view[3]);
/* Get actual hit vector and hit coordinate (from last frame). */
vec4 mask = vec4(1.0);
hit_pos[0] = get_hit_vector(hit_pos[0], pd, worldPosition, N, V, is_planar.x, hit_co[0].xy, mask.x);
hit_pos[1] = get_hit_vector(hit_pos[1], pd, worldPosition, N, V, is_planar.y, hit_co[0].zw, mask.y);
hit_pos[2] = get_hit_vector(hit_pos[2], pd, worldPosition, N, V, is_planar.z, hit_co[1].xy, mask.z);
hit_pos[3] = get_hit_vector(hit_pos[3], pd, worldPosition, N, V, is_planar.w, hit_co[1].zw, mask.w);
vec4 hit_dist;
hit_dist.x = length(hit_pos[0]);
hit_dist.y = length(hit_pos[1]);
hit_dist.z = length(hit_pos[2]);
hit_dist.w = length(hit_pos[3]);
hit_dist = max(vec4(1e-8), hit_dist);
/* Normalize */
hit_pos[0] /= hit_dist.x;
hit_pos[1] /= hit_dist.y;
hit_pos[2] /= hit_dist.z;
hit_pos[3] /= hit_dist.w;
/* Compute cone footprint in screen space. */
vec4 cone_footprint = hit_dist * cone_tan;
cone_footprint = BRDF_BIAS * 0.5 * cone_footprint * max(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) / homcoord;
/* Estimate a cone footprint to sample a corresponding mipmap level. */
float mip = clamp(log2(cone_footprint * max(texture_size.x, texture_size.y)), 0.0, MAX_MIP);
vec4 mip = log2(cone_footprint * max_v2(vec2(textureSize(depthBuffer, 0))));
mip = clamp(mip, 0.0, MAX_MIP);
/* Correct UVs for mipmaping mis-alignment */
ref_uvs *= mip_ratio_interp(mip);
hit_co[0].xy *= mip_ratio_interp(mip.x);
hit_co[0].zw *= mip_ratio_interp(mip.y);
hit_co[1].xy *= mip_ratio_interp(mip.z);
hit_co[1].zw *= mip_ratio_interp(mip.w);
/* Slide 54 */
float bsdf = bsdf_ggx(N, L, V, roughnessSquared);
float weight = step(1e-8, hit_pdf) * bsdf / max(1e-8, hit_pdf);
weight_acc += weight;
vec4 bsdf;
bsdf.x = bsdf_ggx(N, hit_pos[0], V, roughnessSquared);
bsdf.y = bsdf_ggx(N, hit_pos[1], V, roughnessSquared);
bsdf.z = bsdf_ggx(N, hit_pos[2], V, roughnessSquared);
bsdf.w = bsdf_ggx(N, hit_pos[3], V, roughnessSquared);
vec3 sample;
if (is_planar) {
sample = textureLod(probePlanars, vec3(ref_uvs, planar_index), min(mip, lodPlanarMax)).rgb;
}
else {
sample = textureLod(prevColorBuffer, ref_uvs, mip).rgb;
}
vec4 weight = step(1e-8, hit_pdf) * bsdf / max(vec4(1e-8), hit_pdf);
vec3 sample[4];
sample[0] = get_scene_color(hit_co[0].xy, mip.x, planar_index, is_planar.x);
sample[1] = get_scene_color(hit_co[0].zw, mip.y, planar_index, is_planar.y);
sample[2] = get_scene_color(hit_co[1].xy, mip.z, planar_index, is_planar.z);
sample[3] = get_scene_color(hit_co[1].zw, mip.w, planar_index, is_planar.w);
/* Clamped brightness. */
float luma = max(1e-8, brightness(sample));
sample *= 1.0 - max(0.0, luma - fireflyFactor) / luma;
vec4 luma;
luma.x = brightness(sample[0]);
luma.y = brightness(sample[1]);
luma.z = brightness(sample[2]);
luma.w = brightness(sample[3]);
luma = max(vec4(1e-8), luma);
luma = 1.0 - max(vec4(0.0), luma - fireflyFactor) / luma;
sample[0] *= luma.x;
sample[1] *= luma.y;
sample[2] *= luma.z;
sample[3] *= luma.w;
/* Protection against NaNs in the history buffer.
* This could be removed if some previous pass has already
* sanitized the input. */
if (any(isnan(sample))) {
sample = vec3(0.0);
weight = 0.0;
if (any(isnan(sample[0]))) {
sample[0] = vec3(0.0); weight.x = 0.0;
}
if (any(isnan(sample[1]))) {
sample[1] = vec3(0.0); weight.y = 0.0;
}
if (any(isnan(sample[2]))) {
sample[2] = vec3(0.0); weight.z = 0.0;
}
if (any(isnan(sample[3]))) {
sample[3] = vec3(0.0); weight.w = 0.0;
}
/* Do not add light if ray has failed. */
return vec4(sample, mask) * weight * float(has_hit);
}
weight_acc += sum(weight);
#define NUM_NEIGHBORS 4
/* Do not add light if ray has failed. */
vec4 accum;
accum = vec4(sample[0], mask.x) * weight.x * float(has_hit.x);
accum += vec4(sample[1], mask.y) * weight.y * float(has_hit.y);
accum += vec4(sample[2], mask.z) * weight.z * float(has_hit.z);
accum += vec4(sample[3], mask.w) * weight.w * float(has_hit.w);
return accum;
}
void main()
{
@@ -348,8 +441,7 @@ void main()
#else
ivec2 halfres_texel = ivec2(gl_FragCoord.xy / 2.0);
#endif
vec2 texture_size = vec2(textureSize(depthBuffer, 0));
vec2 uvs = gl_FragCoord.xy / texture_size;
vec2 uvs = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0));
float depth = textureLod(depthBuffer, uvs, 0.0).r;
@@ -369,6 +461,20 @@ void main()
if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0)
discard;
/* TODO optimize with textureGather */
/* Doing these fetches early to hide latency. */
vec4 hit_pdf;
hit_pdf.x = texelFetch(pdfBuffer, halfres_texel + neighbors[0 + neighborOffset], 0).r;
hit_pdf.y = texelFetch(pdfBuffer, halfres_texel + neighbors[1 + neighborOffset], 0).r;
hit_pdf.z = texelFetch(pdfBuffer, halfres_texel + neighbors[2 + neighborOffset], 0).r;
hit_pdf.w = texelFetch(pdfBuffer, halfres_texel + neighbors[3 + neighborOffset], 0).r;
ivec4 hit_data[2];
hit_data[0].xy = texelFetch(hitBuffer, halfres_texel + neighbors[0 + neighborOffset], 0).rg;
hit_data[0].zw = texelFetch(hitBuffer, halfres_texel + neighbors[1 + neighborOffset], 0).rg;
hit_data[1].xy = texelFetch(hitBuffer, halfres_texel + neighbors[2 + neighborOffset], 0).rg;
hit_data[1].zw = texelFetch(hitBuffer, halfres_texel + neighbors[3 + neighborOffset], 0).rg;
/* Find Planar Reflections affecting this pixel */
PlanarData pd;
float planar_index;
@@ -397,29 +503,10 @@ void main()
vec4 ssr_accum = vec4(0.0);
float weight_acc = 0.0;
const ivec2 neighbors[9] = ivec2[9](
ivec2(0, 0),
ivec2(0, 1),
ivec2(-1, -1), ivec2(1, -1),
ivec2(-1, 1), ivec2(1, 1),
ivec2(0, -1),
ivec2(-1, 0), ivec2(1, 0)
);
ivec2 invert_neighbor;
invert_neighbor.x = ((fullres_texel.x & 0x1) == 0) ? 1 : -1;
invert_neighbor.y = ((fullres_texel.y & 0x1) == 0) ? 1 : -1;
if (roughness < maxRoughness + 0.2) {
for (int i = 0; i < NUM_NEIGHBORS; i++) {
ivec2 target_texel = halfres_texel + neighbors[i] * invert_neighbor;
ssr_accum += get_ssr_sample(pd, planar_index, worldPosition, N, V,
roughnessSquared, cone_tan, source_uvs,
texture_size, target_texel, weight_acc);
}
ssr_accum += get_ssr_samples(hit_pdf, hit_data, pd, planar_index, worldPosition, N, V,
roughnessSquared, cone_tan, source_uvs, weight_acc);
}
/* Compute SSR contribution */