Add sanitizer. I wanted to stay away from this because I think we should fix what causes NaNs in the first place. But there can be too much different factor causing NaNs and it can be because of user inputs.
The branching introduced by the uniform caused problems on mesa + AMD in the resolve stage.
This patch create one shader per sample count without branching.
This improves performance of a single ray per pixel case (3.0ms against 3.6ms in my testing)
This was cause by a fairly funky unitialize buffer (last frame) that was causing NANs during the SSR resolve stage.
They were then propagated to the whole image during the next swap.
Bypassing the SSR completly if no valid history exists fixes the problem. Also disabling SSR data output in this case so we can have correct reflection in the 1st history buffer.
You can now use a transparent shader as a completly transparent bsdf. And use whatever alpha mask in a mix shader between a transparent bsdf and another bsdf.
This is in order to use the same texture on multiple sampler.
Also texture counter is reset after each shading group. This mimics the previous behaviour.
- Replace poisson by concentric samples: Less variance. They are sorted by radius then by angle.
- Separate filtering into 2 blur. First blur is 3x3 box blur. Second is user dependant.
- Group fetches by group of 4.
This brings some data structure changes.
Shared shadow data are stored in ShadowData (in glsl) (aka EEVEE_Shadow in C).
This structure contains the array indices of the first shadow element of this shadow "object".
It also contains how many shadow to evaluate (to be used for Multiple shadow maps).
The filtering is noisy and needs improvement.
- Use only one 2d texture array to store all shadowmaps.
- Allow to change shadow maps resolution.
- Do not output radial distance when rendering shadowmaps. This will allow fast rendering of shadowmaps when we will drop the use of geometry shaders.
Basically since g_data was malloc'ed (instead of calloc'ed)
g_data->minzbuffer was never initialized.
So when running DRW_framebuffer_init after EEVEE_effects_init, the test
to *g_data->minzbuffer would lead to unpredictable results.
This was caught by valgrind, reported by Sergey Sharybin.
- NOCHECK -> ALL
- ALL -> MAYBE_ALL
Where 'MAYBE_ALL' checks to see if the mesh has changed.
This is clearer that `BKE_MESH_BATCH_DIRTY_ALL` is dirty and
going to be updated without any guess-work.
This means we have less overall noise for rendered image.
SSR, AO, and Refraction are affected by this change.
SSR still exhibit artifacts because the reconstruction pattern needs to change every frame (TODO).
It's purpose is to limit the amount of light that spread across the screen.
Not entierly sure if it's very usefull, but it sure help to avoid to drown the screen in bloom.
This function was called to recreate the lower mip level of the probe texture. But this is not it's usage and it introduced a stall.
This patch add cubemap mipmap level regeneration in eevee_effects.c
This includes big improvement:
- The horizon search is decoupled from the BSDF evaluation. This means using multiple BSDF nodes have a much lower impact when enbaling AO.
- The horizon search is optimized by splitting the search into 4 corners searching similar directions to help which GPU cache coherence.
- The AO options are now uniforms and do not trigger shader recompilation (aka. freeze UI).
- Include a quality slider similar to the SSR one.
- Add a switch for disabling bounce light approximation.
- Fix problem with Bent Normals when occlusion get very dark.
- Add a denoise option to that takes the neighbors pixel values via glsl derivatives. This reduces noise but exhibit 2x2 blocky artifacts.
The downside : Separating the horizon search uses more memory (~3MB for each samples on HD viewport). We could lower the bit depth to 4bit per horizon but it produce noticeable banding (might be fixed with some dithering).
Diffuse was not outputing the right normal. (this is not a problem with SSR actually)
Glass did not have proper ssr_id and was receiving environment lighting twice.
Also it did not have proper fresnel on lamps.
Use mesh batch cache for mesh selection.
Note that we could create the batches and free immediately
so they don't take up memory.
This resolves a problem where selection was limited
to immediate-mode buffer size.