Files
test/source/blender/gpu/GPU_material.hh
Clément Foucault 06d3627c43 EEVEE-Next: Make closure evaluation fully type agnostic
The goal of this task is to remove noise in the most common material
layering configuration.

Subsequently, this also split the evaluation of different closure to
their own buffer to avoid discontinuity when denoising them.

This commit does a few things:
- [x] Removes use of global for closure random number.
- [x] Refactor the forward evaluation to be closure type agnostic.
- [x] Refactor the gbuffer lib to be closure type agnostic.
- [x] Reduces the number of picked closure to 3 maximum or less.
- [x] Use GPU_MATFLAG_COAT to tag the use of multiple usage of glossy BSDF.
- [x] Use two closure bin for Glossy when more than one.
- [x] Set closure bin per type for best noise level for most materials.
- [x] Change the gbuffer header to put the closure at their bin index.
- [x] Add a method to get a closure from the gbuffer from a specific bin.
- [x] Split lighting passes per Closure.

Pull Request: https://projects.blender.org/blender/blender/pulls/118079
2024-02-24 00:00:11 +01:00

425 lines
14 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include <string>
#include "DNA_customdata_types.h" /* for eCustomDataType */
#include "DNA_image_types.h"
#include "DNA_listBase.h"
#include "BLI_sys_types.h" /* for bool */
#include "GPU_shader.h" /* for GPUShaderCreateInfo */
#include "GPU_texture.h" /* for GPUSamplerState */
struct GHash;
struct GPUMaterial;
struct GPUNode;
struct GPUNodeLink;
struct GPUNodeStack;
struct GPUPass;
struct GPUTexture;
struct GPUUniformBuf;
struct Image;
struct ImageUser;
struct ListBase;
struct Main;
struct Material;
struct Scene;
struct bNode;
struct bNodeTree;
/* Functions to create GPU Materials nodes. */
enum eGPUType {
/* Keep in sync with GPU_DATATYPE_STR */
/* The value indicates the number of elements in each type */
GPU_NONE = 0,
GPU_FLOAT = 1,
GPU_VEC2 = 2,
GPU_VEC3 = 3,
GPU_VEC4 = 4,
GPU_MAT3 = 9,
GPU_MAT4 = 16,
GPU_MAX_CONSTANT_DATA = GPU_MAT4,
/* Values not in GPU_DATATYPE_STR */
GPU_TEX1D_ARRAY = 1001,
GPU_TEX2D = 1002,
GPU_TEX2D_ARRAY = 1003,
GPU_TEX3D = 1004,
/* GLSL Struct types */
GPU_CLOSURE = 1007,
/* Opengl Attributes */
GPU_ATTR = 3001,
};
enum eGPUMaterialFlag {
GPU_MATFLAG_DIFFUSE = (1 << 0),
GPU_MATFLAG_SUBSURFACE = (1 << 1),
GPU_MATFLAG_GLOSSY = (1 << 2),
GPU_MATFLAG_REFRACT = (1 << 3),
GPU_MATFLAG_EMISSION = (1 << 4),
GPU_MATFLAG_TRANSPARENT = (1 << 5),
GPU_MATFLAG_HOLDOUT = (1 << 6),
GPU_MATFLAG_SHADER_TO_RGBA = (1 << 7),
GPU_MATFLAG_AO = (1 << 8),
/* Signals the presence of multiple reflection closures. */
GPU_MATFLAG_COAT = (1 << 9),
GPU_MATFLAG_TRANSLUCENT = (1 << 10),
GPU_MATFLAG_VOLUME_SCATTER = (1 << 16),
GPU_MATFLAG_VOLUME_ABSORPTION = (1 << 17),
GPU_MATFLAG_OBJECT_INFO = (1 << 18),
GPU_MATFLAG_AOV = (1 << 19),
GPU_MATFLAG_BARYCENTRIC = (1 << 20),
/* Optimization to only add the branches of the principled shader that are necessary. */
GPU_MATFLAG_PRINCIPLED_COAT = (1 << 21),
GPU_MATFLAG_PRINCIPLED_METALLIC = (1 << 22),
GPU_MATFLAG_PRINCIPLED_DIELECTRIC = (1 << 23),
GPU_MATFLAG_PRINCIPLED_GLASS = (1 << 24),
GPU_MATFLAG_PRINCIPLED_ANY = (1 << 25),
/* Tells the render engine the material was just compiled or updated. */
GPU_MATFLAG_UPDATED = (1 << 29),
/* HACK(fclem) Tells the environment texture node to not bail out if empty. */
GPU_MATFLAG_LOOKDEV_HACK = (1 << 30),
};
ENUM_OPERATORS(eGPUMaterialFlag, GPU_MATFLAG_LOOKDEV_HACK);
struct GPUNodeStack {
eGPUType type;
float vec[4];
GPUNodeLink *link;
bool hasinput;
bool hasoutput;
short sockettype;
bool end;
};
enum eGPUMaterialStatus {
GPU_MAT_FAILED = 0,
GPU_MAT_CREATED,
GPU_MAT_QUEUED,
GPU_MAT_SUCCESS,
};
/* GPU_MAT_OPTIMIZATION_SKIP for cases where we do not
* plan to perform optimization on a given material. */
enum eGPUMaterialOptimizationStatus {
GPU_MAT_OPTIMIZATION_SKIP = 0,
GPU_MAT_OPTIMIZATION_READY,
GPU_MAT_OPTIMIZATION_QUEUED,
GPU_MAT_OPTIMIZATION_SUCCESS,
};
enum eGPUDefaultValue {
GPU_DEFAULT_0 = 0,
GPU_DEFAULT_1,
};
struct GPUCodegenOutput {
std::string attr_load;
/* Node-tree functions calls. */
std::string displacement;
std::string surface;
std::string volume;
std::string thickness;
std::string composite;
std::string material_functions;
GPUShaderCreateInfo *create_info;
};
using GPUCodegenCallbackFn = void (*)(void *thunk, GPUMaterial *mat, GPUCodegenOutput *codegen);
GPUNodeLink *GPU_constant(const float *num);
GPUNodeLink *GPU_uniform(const float *num);
GPUNodeLink *GPU_attribute(GPUMaterial *mat, eCustomDataType type, const char *name);
/**
* Add a GPU attribute that refers to the default color attribute on a geometry.
* The name, type, and domain are unknown and do not depend on the material.
*/
GPUNodeLink *GPU_attribute_default_color(GPUMaterial *mat);
/**
* Add a GPU attribute that refers to the approximate length of curves/hairs.
*/
GPUNodeLink *GPU_attribute_hair_length(GPUMaterial *mat);
GPUNodeLink *GPU_attribute_with_default(GPUMaterial *mat,
eCustomDataType type,
const char *name,
eGPUDefaultValue default_value);
GPUNodeLink *GPU_uniform_attribute(GPUMaterial *mat,
const char *name,
bool use_dupli,
uint32_t *r_hash);
GPUNodeLink *GPU_layer_attribute(GPUMaterial *mat, const char *name);
GPUNodeLink *GPU_image(GPUMaterial *mat,
Image *ima,
ImageUser *iuser,
GPUSamplerState sampler_state);
void GPU_image_tiled(GPUMaterial *mat,
Image *ima,
ImageUser *iuser,
GPUSamplerState sampler_state,
GPUNodeLink **r_image_tiled_link,
GPUNodeLink **r_image_tiled_mapping_link);
GPUNodeLink *GPU_image_sky(GPUMaterial *mat,
int width,
int height,
const float *pixels,
float *layer,
GPUSamplerState sampler_state);
GPUNodeLink *GPU_color_band(GPUMaterial *mat, int size, float *pixels, float *row);
/**
* Create an implementation defined differential calculation of a float function.
* The given function should return a float.
* The result will be a vec2 containing dFdx and dFdy result of that function.
*/
GPUNodeLink *GPU_differentiate_float_function(const char *function_name);
bool GPU_link(GPUMaterial *mat, const char *name, ...);
bool GPU_stack_link(GPUMaterial *mat,
const bNode *node,
const char *name,
GPUNodeStack *in,
GPUNodeStack *out,
...);
void GPU_material_output_surface(GPUMaterial *material, GPUNodeLink *link);
void GPU_material_output_volume(GPUMaterial *material, GPUNodeLink *link);
void GPU_material_output_displacement(GPUMaterial *material, GPUNodeLink *link);
void GPU_material_output_thickness(GPUMaterial *material, GPUNodeLink *link);
void GPU_material_add_output_link_aov(GPUMaterial *material, GPUNodeLink *link, int hash);
void GPU_material_add_output_link_composite(GPUMaterial *material, GPUNodeLink *link);
/**
* Wrap a part of the material graph into a function. You need then need to call the function by
* using something like #GPU_differentiate_float_function.
* \note This replace the link by a constant to break the link with the main graph.
* \param return_type: sub function return type. Output is cast to this type.
* \param link: link to use as the sub function output.
* \return the name of the generated function.
*/
char *GPU_material_split_sub_function(GPUMaterial *material,
eGPUType return_type,
GPUNodeLink **link);
bool GPU_material_sss_profile_create(GPUMaterial *material, float radii[3]);
GPUUniformBuf *GPU_material_sss_profile_get(GPUMaterial *material,
int sample_len,
GPUTexture **tex_profile);
/**
* High level functions to create and use GPU materials.
*/
enum eGPUMaterialEngine {
GPU_MAT_EEVEE_LEGACY = 0,
GPU_MAT_EEVEE,
GPU_MAT_COMPOSITOR,
};
GPUMaterial *GPU_material_from_nodetree(Scene *scene,
Material *ma,
bNodeTree *ntree,
ListBase *gpumaterials,
const char *name,
eGPUMaterialEngine engine,
uint64_t shader_uuid,
bool is_volume_shader,
bool is_lookdev,
GPUCodegenCallbackFn callback,
void *thunk);
void GPU_material_compile(GPUMaterial *mat);
void GPU_material_free_single(GPUMaterial *material);
void GPU_material_free(ListBase *gpumaterial);
void GPU_material_acquire(GPUMaterial *mat);
void GPU_material_release(GPUMaterial *mat);
void GPU_materials_free(Main *bmain);
Scene *GPU_material_scene(GPUMaterial *material);
GPUPass *GPU_material_get_pass(GPUMaterial *material);
/** Return the most optimal shader configuration for the given material. */
GPUShader *GPU_material_get_shader(GPUMaterial *material);
/** Return the base un-optimized shader. */
GPUShader *GPU_material_get_shader_base(GPUMaterial *material);
const char *GPU_material_get_name(GPUMaterial *material);
/**
* Material Optimization.
* \note Compiles optimal version of shader graph, populating mat->optimized_pass.
* This operation should always be deferred until existing compilations have completed.
* Default un-optimized materials will still exist for interactive material editing performance.
*/
void GPU_material_optimize(GPUMaterial *mat);
/**
* Return can be NULL if it's a world material.
*/
Material *GPU_material_get_material(GPUMaterial *material);
/**
* Return true if the material compilation has not yet begin or begin.
*/
eGPUMaterialStatus GPU_material_status(GPUMaterial *mat);
void GPU_material_status_set(GPUMaterial *mat, eGPUMaterialStatus status);
/**
* Return status for asynchronous optimization jobs.
*/
eGPUMaterialOptimizationStatus GPU_material_optimization_status(GPUMaterial *mat);
void GPU_material_optimization_status_set(GPUMaterial *mat, eGPUMaterialOptimizationStatus status);
bool GPU_material_optimization_ready(GPUMaterial *mat);
/**
* Store reference to a similar default material for asynchronous PSO cache warming.
*
* This function expects `material` to have not yet been compiled and for `default_material` to be
* ready. When compiling `material` as part of an asynchronous shader compilation job, use existing
* PSO descriptors from `default_material`'s shader to also compile PSOs for this new material
* asynchronously, rather than at runtime.
*
* The default_material `options` should match this new materials options in order
* for PSO descriptors to match those needed by the new `material`.
*
* NOTE: `default_material` must exist when `GPU_material_compile(..)` is called for
* `material`.
*
* See `GPU_shader_warm_cache(..)` for more information.
*/
void GPU_material_set_default(GPUMaterial *material, GPUMaterial *default_material);
GPUUniformBuf *GPU_material_uniform_buffer_get(GPUMaterial *material);
/**
* Create dynamic UBO from parameters
*
* \param inputs: Items are #LinkData, data is #GPUInput (`BLI_genericNodeN(GPUInput)`).
*/
void GPU_material_uniform_buffer_create(GPUMaterial *material, ListBase *inputs);
GPUUniformBuf *GPU_material_create_sss_profile_ubo();
bool GPU_material_has_surface_output(GPUMaterial *mat);
bool GPU_material_has_volume_output(GPUMaterial *mat);
bool GPU_material_has_displacement_output(GPUMaterial *mat);
void GPU_material_flag_set(GPUMaterial *mat, eGPUMaterialFlag flag);
bool GPU_material_flag_get(const GPUMaterial *mat, eGPUMaterialFlag flag);
eGPUMaterialFlag GPU_material_flag(const GPUMaterial *mat);
bool GPU_material_recalc_flag_get(GPUMaterial *mat);
uint64_t GPU_material_uuid_get(GPUMaterial *mat);
void GPU_pass_cache_init();
void GPU_pass_cache_garbage_collect();
void GPU_pass_cache_free();
/* Requested Material Attributes and Textures */
struct GPUMaterialAttribute {
GPUMaterialAttribute *next, *prev;
int type; /* eCustomDataType */
char name[68]; /* MAX_CUSTOMDATA_LAYER_NAME */
char input_name[12 + 1]; /* GPU_MAX_SAFE_ATTR_NAME + 1 */
eGPUType gputype;
eGPUDefaultValue default_value; /* Only for volumes attributes. */
int id;
int users;
/**
* If true, the corresponding attribute is the specified default color attribute on the mesh,
* if it exists. In that case the type and name data can vary per geometry, so it will not be
* valid here.
*/
bool is_default_color;
/**
* If true, the attribute is the length of hair particles and curves.
*/
bool is_hair_length;
};
struct GPUMaterialTexture {
GPUMaterialTexture *next, *prev;
Image *ima;
ImageUser iuser;
bool iuser_available;
GPUTexture **colorband;
GPUTexture **sky;
char sampler_name[32]; /* Name of sampler in GLSL. */
char tiled_mapping_name[32]; /* Name of tile mapping sampler in GLSL. */
int users;
GPUSamplerState sampler_state;
};
ListBase GPU_material_attributes(const GPUMaterial *material);
ListBase GPU_material_textures(GPUMaterial *material);
struct GPUUniformAttr {
GPUUniformAttr *next, *prev;
/* Meaningful part of the attribute set key. */
char name[68]; /* MAX_CUSTOMDATA_LAYER_NAME */
/** Hash of name[68] + use_dupli. */
uint32_t hash_code;
bool use_dupli;
/* Helper fields used by code generation. */
short id;
int users;
};
struct GPUUniformAttrList {
ListBase list; /* GPUUniformAttr */
/* List length and hash code precomputed for fast lookup and comparison. */
unsigned int count, hash_code;
};
const GPUUniformAttrList *GPU_material_uniform_attributes(const GPUMaterial *material);
GHash *GPU_uniform_attr_list_hash_new(const char *info);
void GPU_uniform_attr_list_copy(GPUUniformAttrList *dest, const GPUUniformAttrList *src);
void GPU_uniform_attr_list_free(GPUUniformAttrList *set);
struct GPULayerAttr {
GPULayerAttr *next, *prev;
/* Meaningful part of the attribute set key. */
char name[68]; /* MAX_CUSTOMDATA_LAYER_NAME */
/** Hash of name[68]. */
uint32_t hash_code;
/* Helper fields used by code generation. */
int users;
};
const ListBase *GPU_material_layer_attributes(const GPUMaterial *material);
/* A callback passed to GPU_material_from_callbacks to construct the material graph by adding and
* linking the necessary GPU material nodes. */
using ConstructGPUMaterialFn = void (*)(void *thunk, GPUMaterial *material);
/* Construct a GPU material from a set of callbacks. See the callback types for more information.
* The given thunk will be passed as the first parameter of each callback. */
GPUMaterial *GPU_material_from_callbacks(eGPUMaterialEngine engine,
ConstructGPUMaterialFn construct_function_cb,
GPUCodegenCallbackFn generate_code_function_cb,
void *thunk);