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test/source/blender/draw/engines/eevee_next/eevee_hizbuffer.hh
2023-10-12 12:19:41 +02:00

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/* SPDX-FileCopyrightText: 2021 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup eevee
*
* The Hierarchical-Z buffer is texture containing a copy of the depth buffer with mipmaps.
* Each mip contains the maximum depth of each 4 pixels on the upper level.
* The size of the texture is padded to avoid messing with the mipmap pixels alignments.
*/
#pragma once
#include "DRW_render.h"
#include "eevee_shader_shared.hh"
namespace blender::eevee {
class Instance;
/* -------------------------------------------------------------------- */
/** \name Hierarchical-Z buffer
* \{ */
class HiZBuffer {
private:
Instance &inst_;
/** The texture containing the hiz mip chain. */
Texture hiz_tx_ = {"hiz_tx_"};
/**
* Atomic counter counting the number of tile that have finished down-sampling.
* The last one will process the last few mip level.
*/
draw::StorageBuffer<uint4, true> atomic_tile_counter_ = {"atomic_tile_counter"};
/** Single pass recursive down-sample. */
PassSimple hiz_update_ps_ = {"HizUpdate"};
/** Single pass recursive down-sample for layered depth buffer. Only downsample 1 layer. */
PassSimple hiz_update_layer_ps_ = {"HizUpdate.Layer"};
int layer_id_ = -1;
/** Debug pass. */
PassSimple debug_draw_ps_ = {"HizUpdate.Debug"};
/** Dirty flag to check if the update is necessary. */
bool is_dirty_ = true;
/** Reference to the depth texture to downsample. */
GPUTexture *src_tx_;
GPUTexture **src_tx_ptr_;
HiZData &data_;
public:
HiZBuffer(Instance &inst, HiZData &data) : inst_(inst), data_(data)
{
atomic_tile_counter_.clear_to_zero();
};
void sync();
/**
* Set source texture for the hiz downsampling.
*/
void set_source(GPUTexture **texture, int layer = -1)
{
src_tx_ptr_ = texture;
layer_id_ = layer;
}
/**
* Tag the buffer for update if needed.
*/
void set_dirty()
{
is_dirty_ = true;
}
/**
* Update the content of the HiZ buffer with the depth render target.
* Noop if the buffer has not been tagged as dirty.
* Should be called before each passes that needs to read the hiz buffer.
*/
void update();
void debug_draw(View &view, GPUFrameBuffer *view_fb);
void bind_resources(DRWShadingGroup *grp)
{
DRW_shgroup_uniform_texture_ref(grp, "hiz_tx", &hiz_tx_);
}
template<typename PassType> void bind_resources(PassType &pass)
{
pass.bind_texture(HIZ_TEX_SLOT, &hiz_tx_);
}
};
/** \} */
} // namespace blender::eevee