Files
test2/source/blender/draw/engines/eevee/eevee_depth_of_field.cc
Campbell Barton 3933f45f52 Cleanup: move doc-strings to declarations
Move into headers or to the top of the function body for internal
implementation details, in some cases remove duplicate doc-strings.
2025-04-18 22:58:36 +10:00

770 lines
30 KiB
C++

/* SPDX-FileCopyrightText: 2021 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup eevee
*
* Depth of field post process effect.
*
* There are 2 methods to achieve this effect.
* - The first uses projection matrix offsetting and sample accumulation to give
* reference quality depth of field. But this needs many samples to hide the
* under-sampling.
* - The second one is a post-processing based one. It follows the
* implementation described in the presentation
* "Life of a Bokeh - SIGGRAPH 2018" from Guillaume Abadie.
* There are some difference with our actual implementation that prioritize quality.
*/
#include "DRW_render.hh"
#include "BKE_camera.h"
#include "DNA_camera_types.h"
#include "GPU_platform.hh"
#include "GPU_texture.hh"
#include "GPU_debug.hh"
#include "eevee_camera.hh"
#include "eevee_instance.hh"
#include "eevee_sampling.hh"
#include "eevee_shader.hh"
#include "eevee_shader_shared.hh"
#include "eevee_depth_of_field.hh"
namespace blender::eevee {
/* -------------------------------------------------------------------- */
/** \name Depth of field
* \{ */
void DepthOfField::init()
{
const SceneEEVEE &sce_eevee = inst_.scene->eevee;
const Object *camera_object_eval = inst_.camera_eval_object;
const ::Camera *camera = (camera_object_eval && camera_object_eval->type == OB_CAMERA) ?
reinterpret_cast<const ::Camera *>(camera_object_eval->data) :
nullptr;
if (camera == nullptr) {
/* Set to invalid value for update detection */
data_.scatter_color_threshold = -1.0f;
return;
}
/* Reminder: These are parameters not interpolated by motion blur. */
int sce_flag = sce_eevee.flag;
do_jitter_ = (sce_flag & SCE_EEVEE_DOF_JITTER) != 0;
user_overblur_ = sce_eevee.bokeh_overblur / 100.0f;
fx_max_coc_ = sce_eevee.bokeh_max_size;
data_.scatter_color_threshold = sce_eevee.bokeh_threshold;
data_.scatter_neighbor_max_color = sce_eevee.bokeh_neighbor_max;
data_.bokeh_blades = float(camera->dof.aperture_blades);
}
void DepthOfField::sync()
{
const Camera &camera = inst_.camera;
const Object *camera_object_eval = inst_.camera_eval_object;
const ::Camera *camera_data = (camera_object_eval && camera_object_eval->type == OB_CAMERA) ?
reinterpret_cast<const ::Camera *>(camera_object_eval->data) :
nullptr;
if (inst_.debug_mode == DEBUG_DOF_PLANES) {
/* Set debug message even if DOF is not enabled. */
inst_.info_append(
"Debug Mode: Depth Of Field Buffers\n"
" - Purple: Gap Fill\n"
" - Blue: Background\n"
" - Red: Slight Out Of Focus\n"
" - Yellow: In Focus\n"
" - Green: Foreground\n");
}
if (camera_data == nullptr || (camera_data->dof.flag & CAM_DOF_ENABLED) == 0) {
jitter_radius_ = 0.0f;
fx_radius_ = 0.0f;
return;
}
float2 anisotropic_scale = {clamp_f(1.0f / camera_data->dof.aperture_ratio, 1e-5f, 1.0f),
clamp_f(camera_data->dof.aperture_ratio, 1e-5f, 1.0f)};
data_.bokeh_anisotropic_scale = anisotropic_scale;
data_.bokeh_rotation = camera_data->dof.aperture_rotation;
focus_distance_ = BKE_camera_object_dof_distance(camera_object_eval);
data_.bokeh_anisotropic_scale_inv = 1.0f / data_.bokeh_anisotropic_scale;
float fstop = max_ff(camera_data->dof.aperture_fstop, 1e-5f);
float aperture = 1.0f / (2.0f * fstop);
if (camera.is_perspective()) {
aperture *= camera_data->lens * 1e-3f;
}
if (camera.is_orthographic()) {
/* FIXME: Why is this needed? Some kind of implicit unit conversion? */
aperture *= 0.04f;
}
if (camera.is_panoramic()) {
/* FIXME: Eyeballed. */
aperture *= 0.185f;
}
if (camera_data->dof.aperture_ratio < 1.0) {
/* If ratio is scaling the bokeh outwards, we scale the aperture so that
* the gather kernel size will encompass the maximum axis. */
aperture /= max_ff(camera_data->dof.aperture_ratio, 1e-5f);
}
float jitter_radius, fx_radius;
/* Balance blur radius between fx dof and jitter dof. */
if (do_jitter_ && (inst_.sampling.dof_ring_count_get() > 0) && !camera.is_panoramic() &&
!inst_.is_viewport())
{
/* Compute a minimal overblur radius to fill the gaps between the samples.
* This is just the simplified form of dividing the area of the bokeh by
* the number of samples. */
float minimal_overblur = 1.0f / sqrtf(inst_.sampling.dof_sample_count_get());
fx_radius = (minimal_overblur + user_overblur_) * aperture;
/* Avoid dilating the shape. Over-blur only soften. */
jitter_radius = max_ff(0.0f, aperture - fx_radius);
}
else {
jitter_radius = 0.0f;
fx_radius = aperture;
}
/* Disable post fx if result wouldn't be noticeable. */
if (fx_max_coc_ <= 0.5f) {
fx_radius = 0.0f;
}
jitter_radius_ = jitter_radius;
fx_radius_ = fx_radius;
if (fx_radius_ == 0.0f) {
return;
}
/* TODO(fclem): Once we render into multiple view, we will need to use the maximum resolution. */
int2 max_render_res = inst_.film.render_extent_get();
int2 half_res = math::divide_ceil(max_render_res, int2(2));
int2 reduce_size = math::ceil_to_multiple(half_res, int2(DOF_REDUCE_GROUP_SIZE));
data_.gather_uv_fac = 1.0f / float2(reduce_size);
/* Now that we know the maximum render resolution of every view, using depth of field, allocate
* the reduced buffers. Color needs to be signed format here. See note in shader for
* explanation. Do not use texture pool because of needs mipmaps. */
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_SHADER_READ | GPU_TEXTURE_USAGE_ATTACHMENT |
GPU_TEXTURE_USAGE_SHADER_WRITE;
reduced_color_tx_.ensure_2d(GPU_RGBA16F, reduce_size, usage, nullptr, DOF_MIP_COUNT);
reduced_coc_tx_.ensure_2d(GPU_R16F, reduce_size, usage, nullptr, DOF_MIP_COUNT);
reduced_color_tx_.ensure_mip_views();
reduced_coc_tx_.ensure_mip_views();
/* Resize the scatter list to contain enough entry to cover half the screen with sprites (which
* is unlikely due to local contrast test). */
data_.scatter_max_rect = (reduced_color_tx_.pixel_count() / 4) / 2;
scatter_fg_list_buf_.resize(data_.scatter_max_rect);
scatter_bg_list_buf_.resize(data_.scatter_max_rect);
bokeh_lut_pass_sync();
setup_pass_sync();
stabilize_pass_sync();
downsample_pass_sync();
reduce_pass_sync();
tiles_flatten_pass_sync();
tiles_dilate_pass_sync();
gather_pass_sync();
filter_pass_sync();
scatter_pass_sync();
hole_fill_pass_sync();
resolve_pass_sync();
}
void DepthOfField::jitter_apply(float4x4 &winmat, float4x4 &viewmat)
{
if (jitter_radius_ == 0.0f) {
return;
}
float radius, theta;
inst_.sampling.dof_disk_sample_get(&radius, &theta);
if (data_.bokeh_blades >= 3.0f) {
theta = circle_to_polygon_angle(data_.bokeh_blades, theta);
radius *= circle_to_polygon_radius(data_.bokeh_blades, theta);
}
radius *= jitter_radius_;
theta += data_.bokeh_rotation;
/* Sample in View Space. */
float2 sample = float2(radius * cosf(theta), radius * sinf(theta));
sample *= data_.bokeh_anisotropic_scale;
/* Convert to NDC Space. */
float3 jitter = float3(UNPACK2(sample), -focus_distance_);
float3 center = float3(0.0f, 0.0f, -focus_distance_);
mul_project_m4_v3(winmat.ptr(), jitter);
mul_project_m4_v3(winmat.ptr(), center);
const bool is_ortho = (winmat[2][3] != -1.0f);
if (is_ortho) {
sample *= focus_distance_;
}
/* Translate origin. */
sub_v2_v2(viewmat[3], sample);
/* Skew winmat Z axis. */
add_v2_v2(winmat[2], center - jitter);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Passes setup.
* \{ */
void DepthOfField::bokeh_lut_pass_sync()
{
const bool has_anisotropy = data_.bokeh_anisotropic_scale != float2(1.0f);
if (!has_anisotropy && (data_.bokeh_blades == 0.0)) {
/* No need for LUTs in these cases. */
use_bokeh_lut_ = false;
return;
}
use_bokeh_lut_ = true;
/* Precompute bokeh texture. */
bokeh_lut_ps_.init();
bokeh_lut_ps_.shader_set(inst_.shaders.static_shader_get(DOF_BOKEH_LUT));
bokeh_lut_ps_.bind_ubo("dof_buf", data_);
bokeh_lut_ps_.bind_image("out_gather_lut_img", &bokeh_gather_lut_tx_);
bokeh_lut_ps_.bind_image("out_scatter_lut_img", &bokeh_scatter_lut_tx_);
bokeh_lut_ps_.bind_image("out_resolve_lut_img", &bokeh_resolve_lut_tx_);
bokeh_lut_ps_.dispatch(int3(1, 1, 1));
}
void DepthOfField::setup_pass_sync()
{
RenderBuffers &render_buffers = inst_.render_buffers;
setup_ps_.init();
setup_ps_.shader_set(inst_.shaders.static_shader_get(DOF_SETUP));
setup_ps_.bind_texture("color_tx", &input_color_tx_, no_filter);
setup_ps_.bind_texture("depth_tx", &render_buffers.depth_tx, no_filter);
setup_ps_.bind_ubo("dof_buf", data_);
setup_ps_.bind_image("out_color_img", &setup_color_tx_);
setup_ps_.bind_image("out_coc_img", &setup_coc_tx_);
setup_ps_.dispatch(&dispatch_setup_size_);
setup_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH);
}
void DepthOfField::stabilize_pass_sync()
{
RenderBuffers &render_buffers = inst_.render_buffers;
VelocityModule &velocity = inst_.velocity;
stabilize_ps_.init();
stabilize_ps_.shader_set(inst_.shaders.static_shader_get(DOF_STABILIZE));
stabilize_ps_.bind_ubo("camera_prev", &(*velocity.camera_steps[STEP_PREVIOUS]));
stabilize_ps_.bind_ubo("camera_curr", &(*velocity.camera_steps[STEP_CURRENT]));
/* This is only for temporal stability. The next step is not needed. */
stabilize_ps_.bind_ubo("camera_next", &(*velocity.camera_steps[STEP_PREVIOUS]));
stabilize_ps_.bind_texture("coc_tx", &setup_coc_tx_, no_filter);
stabilize_ps_.bind_texture("color_tx", &setup_color_tx_, no_filter);
stabilize_ps_.bind_texture("velocity_tx", &render_buffers.vector_tx, no_filter);
stabilize_ps_.bind_texture("in_history_tx", &stabilize_input_, with_filter);
stabilize_ps_.bind_texture("depth_tx", &render_buffers.depth_tx, no_filter);
stabilize_ps_.bind_ubo("dof_buf", data_);
stabilize_ps_.push_constant("u_use_history", &stabilize_valid_history_, 1);
stabilize_ps_.bind_image("out_coc_img", reduced_coc_tx_.mip_view(0));
stabilize_ps_.bind_image("out_color_img", reduced_color_tx_.mip_view(0));
stabilize_ps_.bind_image("out_history_img", &stabilize_output_tx_);
stabilize_ps_.dispatch(&dispatch_stabilize_size_);
stabilize_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH | GPU_BARRIER_SHADER_IMAGE_ACCESS);
}
void DepthOfField::downsample_pass_sync()
{
downsample_ps_.init();
downsample_ps_.shader_set(inst_.shaders.static_shader_get(DOF_DOWNSAMPLE));
downsample_ps_.bind_texture("color_tx", reduced_color_tx_.mip_view(0), no_filter);
downsample_ps_.bind_texture("coc_tx", reduced_coc_tx_.mip_view(0), no_filter);
downsample_ps_.bind_image("out_color_img", &downsample_tx_);
downsample_ps_.dispatch(&dispatch_downsample_size_);
downsample_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH);
}
void DepthOfField::reduce_pass_sync()
{
reduce_ps_.init();
reduce_ps_.shader_set(inst_.shaders.static_shader_get(DOF_REDUCE));
reduce_ps_.bind_ubo("dof_buf", data_);
reduce_ps_.bind_texture("downsample_tx", &downsample_tx_, no_filter);
reduce_ps_.bind_ssbo("scatter_fg_list_buf", scatter_fg_list_buf_);
reduce_ps_.bind_ssbo("scatter_bg_list_buf", scatter_bg_list_buf_);
reduce_ps_.bind_ssbo("scatter_fg_indirect_buf", scatter_fg_indirect_buf_);
reduce_ps_.bind_ssbo("scatter_bg_indirect_buf", scatter_bg_indirect_buf_);
reduce_ps_.bind_image("inout_color_lod0_img", reduced_color_tx_.mip_view(0));
reduce_ps_.bind_image("out_color_lod1_img", reduced_color_tx_.mip_view(1));
reduce_ps_.bind_image("out_color_lod2_img", reduced_color_tx_.mip_view(2));
reduce_ps_.bind_image("out_color_lod3_img", reduced_color_tx_.mip_view(3));
reduce_ps_.bind_image("in_coc_lod0_img", reduced_coc_tx_.mip_view(0));
reduce_ps_.bind_image("out_coc_lod1_img", reduced_coc_tx_.mip_view(1));
reduce_ps_.bind_image("out_coc_lod2_img", reduced_coc_tx_.mip_view(2));
reduce_ps_.bind_image("out_coc_lod3_img", reduced_coc_tx_.mip_view(3));
reduce_ps_.dispatch(&dispatch_reduce_size_);
/* NOTE: Command buffer barrier is done automatically by the GPU backend. */
reduce_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH | GPU_BARRIER_SHADER_STORAGE);
}
void DepthOfField::tiles_flatten_pass_sync()
{
tiles_flatten_ps_.init();
tiles_flatten_ps_.shader_set(inst_.shaders.static_shader_get(DOF_TILES_FLATTEN));
/* NOTE(fclem): We should use the reduced_coc_tx_ as it is stable, but we need the slight focus
* flag from the setup pass. A better way would be to do the brute-force in focus gather without
* this. */
tiles_flatten_ps_.bind_texture("coc_tx", &setup_coc_tx_, no_filter);
tiles_flatten_ps_.bind_image("out_tiles_fg_img", &tiles_fg_tx_.current());
tiles_flatten_ps_.bind_image("out_tiles_bg_img", &tiles_bg_tx_.current());
tiles_flatten_ps_.dispatch(&dispatch_tiles_flatten_size_);
tiles_flatten_ps_.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS);
}
void DepthOfField::tiles_dilate_pass_sync()
{
for (int pass = 0; pass < 2; pass++) {
PassSimple &drw_pass = (pass == 0) ? tiles_dilate_minmax_ps_ : tiles_dilate_minabs_ps_;
eShaderType sh_type = (pass == 0) ? DOF_TILES_DILATE_MINMAX : DOF_TILES_DILATE_MINABS;
drw_pass.init();
drw_pass.shader_set(inst_.shaders.static_shader_get(sh_type));
drw_pass.bind_image("in_tiles_fg_img", &tiles_fg_tx_.previous());
drw_pass.bind_image("in_tiles_bg_img", &tiles_bg_tx_.previous());
drw_pass.bind_image("out_tiles_fg_img", &tiles_fg_tx_.current());
drw_pass.bind_image("out_tiles_bg_img", &tiles_bg_tx_.current());
drw_pass.push_constant("ring_count", &tiles_dilate_ring_count_, 1);
drw_pass.push_constant("ring_width_multiplier", &tiles_dilate_ring_width_mul_, 1);
drw_pass.dispatch(&dispatch_tiles_dilate_size_);
drw_pass.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS);
}
}
void DepthOfField::gather_pass_sync()
{
const GPUSamplerState gather_bilinear = {GPU_SAMPLER_FILTERING_MIPMAP |
GPU_SAMPLER_FILTERING_LINEAR};
const GPUSamplerState gather_nearest = {GPU_SAMPLER_FILTERING_MIPMAP};
for (int pass = 0; pass < 2; pass++) {
PassSimple &drw_pass = (pass == 0) ? gather_fg_ps_ : gather_bg_ps_;
SwapChain<TextureFromPool, 2> &color_chain = (pass == 0) ? color_fg_tx_ : color_bg_tx_;
SwapChain<TextureFromPool, 2> &weight_chain = (pass == 0) ? weight_fg_tx_ : weight_bg_tx_;
eShaderType sh_type = (pass == 0) ?
(use_bokeh_lut_ ? DOF_GATHER_FOREGROUND_LUT :
DOF_GATHER_FOREGROUND) :
(use_bokeh_lut_ ? DOF_GATHER_BACKGROUND_LUT : DOF_GATHER_BACKGROUND);
drw_pass.init();
drw_pass.bind_resources(inst_.sampling);
drw_pass.shader_set(inst_.shaders.static_shader_get(sh_type));
drw_pass.bind_ubo("dof_buf", data_);
drw_pass.bind_texture("color_bilinear_tx", reduced_color_tx_, gather_bilinear);
drw_pass.bind_texture("color_tx", reduced_color_tx_, gather_nearest);
drw_pass.bind_texture("coc_tx", reduced_coc_tx_, gather_nearest);
drw_pass.bind_image("in_tiles_fg_img", &tiles_fg_tx_.current());
drw_pass.bind_image("in_tiles_bg_img", &tiles_bg_tx_.current());
drw_pass.bind_image("out_color_img", &color_chain.current());
drw_pass.bind_image("out_weight_img", &weight_chain.current());
drw_pass.bind_image("out_occlusion_img", &occlusion_tx_);
drw_pass.bind_texture("bokeh_lut_tx", &bokeh_gather_lut_tx_);
drw_pass.dispatch(&dispatch_gather_size_);
drw_pass.barrier(GPU_BARRIER_TEXTURE_FETCH);
}
}
void DepthOfField::filter_pass_sync()
{
for (int pass = 0; pass < 2; pass++) {
PassSimple &drw_pass = (pass == 0) ? filter_fg_ps_ : filter_bg_ps_;
SwapChain<TextureFromPool, 2> &color_chain = (pass == 0) ? color_fg_tx_ : color_bg_tx_;
SwapChain<TextureFromPool, 2> &weight_chain = (pass == 0) ? weight_fg_tx_ : weight_bg_tx_;
drw_pass.init();
drw_pass.shader_set(inst_.shaders.static_shader_get(DOF_FILTER));
drw_pass.bind_texture("color_tx", &color_chain.previous());
drw_pass.bind_texture("weight_tx", &weight_chain.previous());
drw_pass.bind_image("out_color_img", &color_chain.current());
drw_pass.bind_image("out_weight_img", &weight_chain.current());
drw_pass.dispatch(&dispatch_filter_size_);
drw_pass.barrier(GPU_BARRIER_TEXTURE_FETCH);
}
}
void DepthOfField::scatter_pass_sync()
{
for (int pass = 0; pass < 2; pass++) {
PassSimple &drw_pass = (pass == 0) ? scatter_fg_ps_ : scatter_bg_ps_;
drw_pass.init();
drw_pass.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD_FULL);
drw_pass.shader_set(inst_.shaders.static_shader_get(DOF_SCATTER));
drw_pass.bind_ubo("dof_buf", data_);
drw_pass.push_constant("use_bokeh_lut", use_bokeh_lut_);
drw_pass.bind_texture("bokeh_lut_tx", &bokeh_scatter_lut_tx_);
drw_pass.bind_texture("occlusion_tx", &occlusion_tx_);
if (pass == 0) {
drw_pass.bind_ssbo("scatter_list_buf", scatter_fg_list_buf_);
drw_pass.draw_procedural_indirect(GPU_PRIM_TRI_STRIP, scatter_fg_indirect_buf_);
/* Avoid background gather pass writing to the occlusion_tx mid pass. */
drw_pass.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS);
}
else {
drw_pass.bind_ssbo("scatter_list_buf", scatter_bg_list_buf_);
drw_pass.draw_procedural_indirect(GPU_PRIM_TRI_STRIP, scatter_bg_indirect_buf_);
}
}
}
void DepthOfField::hole_fill_pass_sync()
{
const GPUSamplerState gather_bilinear = {GPU_SAMPLER_FILTERING_MIPMAP |
GPU_SAMPLER_FILTERING_LINEAR};
const GPUSamplerState gather_nearest = {GPU_SAMPLER_FILTERING_MIPMAP};
hole_fill_ps_.init();
hole_fill_ps_.bind_resources(inst_.sampling);
hole_fill_ps_.shader_set(inst_.shaders.static_shader_get(DOF_GATHER_HOLE_FILL));
hole_fill_ps_.bind_ubo("dof_buf", data_);
hole_fill_ps_.bind_texture("color_bilinear_tx", reduced_color_tx_, gather_bilinear);
hole_fill_ps_.bind_texture("color_tx", reduced_color_tx_, gather_nearest);
hole_fill_ps_.bind_texture("coc_tx", reduced_coc_tx_, gather_nearest);
hole_fill_ps_.bind_image("in_tiles_fg_img", &tiles_fg_tx_.current());
hole_fill_ps_.bind_image("in_tiles_bg_img", &tiles_bg_tx_.current());
hole_fill_ps_.bind_image("out_color_img", &hole_fill_color_tx_);
hole_fill_ps_.bind_image("out_weight_img", &hole_fill_weight_tx_);
hole_fill_ps_.dispatch(&dispatch_gather_size_);
hole_fill_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH);
}
void DepthOfField::resolve_pass_sync()
{
GPUSamplerState with_filter = {GPU_SAMPLER_FILTERING_LINEAR};
RenderBuffers &render_buffers = inst_.render_buffers;
GPUShader *sh = inst_.shaders.static_shader_get(use_bokeh_lut_ ? DOF_RESOLVE_LUT : DOF_RESOLVE);
resolve_ps_.init();
resolve_ps_.specialize_constant(sh, "do_debug_color", inst_.debug_mode == DEBUG_DOF_PLANES);
resolve_ps_.shader_set(sh);
resolve_ps_.bind_ubo("dof_buf", data_);
resolve_ps_.bind_texture("depth_tx", &render_buffers.depth_tx, no_filter);
resolve_ps_.bind_texture("color_tx", &input_color_tx_, no_filter);
resolve_ps_.bind_texture("stable_color_tx", &resolve_stable_color_tx_, no_filter);
resolve_ps_.bind_texture("color_bg_tx", &color_bg_tx_.current(), with_filter);
resolve_ps_.bind_texture("color_fg_tx", &color_fg_tx_.current(), with_filter);
resolve_ps_.bind_image("in_tiles_fg_img", &tiles_fg_tx_.current());
resolve_ps_.bind_image("in_tiles_bg_img", &tiles_bg_tx_.current());
resolve_ps_.bind_texture("weight_bg_tx", &weight_bg_tx_.current());
resolve_ps_.bind_texture("weight_fg_tx", &weight_fg_tx_.current());
resolve_ps_.bind_texture("color_hole_fill_tx", &hole_fill_color_tx_);
resolve_ps_.bind_texture("weight_hole_fill_tx", &hole_fill_weight_tx_);
resolve_ps_.bind_texture("bokeh_lut_tx", &bokeh_resolve_lut_tx_);
resolve_ps_.bind_image("out_color_img", &output_color_tx_);
resolve_ps_.bind_resources(inst_.sampling);
resolve_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH);
resolve_ps_.dispatch(&dispatch_resolve_size_);
resolve_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Post-FX Rendering.
* \{ */
void DepthOfField::update_sample_table()
{
float2 subpixel_offset = inst_.film.pixel_jitter_get();
/* Since the film jitter is in full-screen res, divide by 2 to get the jitter in half res. */
subpixel_offset *= 0.5;
/* Same offsets as in dof_spatial_filtering(). */
const std::array<int2, 4> plus_offsets = {int2(-1, 0), int2(0, -1), int2(1, 0), int2(0, 1)};
const float radius = 1.5f;
int i = 0;
for (int2 offset : plus_offsets) {
float2 pixel_ofs = float2(offset) - subpixel_offset;
data_.filter_samples_weight[i++] = film_filter_weight(radius, math::length_squared(pixel_ofs));
}
data_.filter_center_weight = film_filter_weight(radius, math::length_squared(subpixel_offset));
}
void DepthOfField::render(View &view,
GPUTexture **input_tx,
GPUTexture **output_tx,
DepthOfFieldBuffer &dof_buffer)
{
if (fx_radius_ == 0.0f) {
return;
}
input_color_tx_ = *input_tx;
output_color_tx_ = *output_tx;
extent_ = {GPU_texture_width(input_color_tx_), GPU_texture_height(input_color_tx_)};
{
const CameraData &cam_data = inst_.camera.data_get();
data_.camera_type = cam_data.type;
/* OPTI(fclem) Could be optimized. */
float3 jitter = float3(fx_radius_, 0.0f, -focus_distance_);
float3 center = float3(0.0f, 0.0f, -focus_distance_);
mul_project_m4_v3(cam_data.winmat.ptr(), jitter);
mul_project_m4_v3(cam_data.winmat.ptr(), center);
/* Simplify CoC calculation to a simple MADD. */
if (inst_.camera.is_orthographic()) {
data_.coc_mul = (center[0] - jitter[0]) * 0.5f * extent_[0];
data_.coc_bias = focus_distance_ * data_.coc_mul;
}
else {
data_.coc_bias = -(center[0] - jitter[0]) * 0.5f * extent_[0];
data_.coc_mul = focus_distance_ * data_.coc_bias;
}
float min_fg_coc = coc_radius_from_camera_depth(data_, -cam_data.clip_near);
float max_bg_coc = coc_radius_from_camera_depth(data_, -cam_data.clip_far);
if (data_.camera_type != CAMERA_ORTHO) {
/* Background is at infinity so maximum CoC is the limit of coc_radius_from_camera_depth
* at -inf. We only do this for perspective camera since orthographic coc limit is inf. */
max_bg_coc = data_.coc_bias;
}
/* Clamp with user defined max. */
data_.coc_abs_max = min_ff(max_ff(fabsf(min_fg_coc), fabsf(max_bg_coc)), fx_max_coc_);
/* TODO(fclem): Make this dependent of the quality of the gather pass. */
data_.scatter_coc_threshold = 4.0f;
update_sample_table();
data_.push_update();
}
int2 half_res = math::divide_ceil(extent_, int2(2));
int2 quarter_res = math::divide_ceil(extent_, int2(4));
int2 tile_res = math::divide_ceil(half_res, int2(DOF_TILES_SIZE));
dispatch_setup_size_ = int3(math::divide_ceil(half_res, int2(DOF_DEFAULT_GROUP_SIZE)), 1);
dispatch_stabilize_size_ = int3(math::divide_ceil(half_res, int2(DOF_STABILIZE_GROUP_SIZE)), 1);
dispatch_downsample_size_ = int3(math::divide_ceil(quarter_res, int2(DOF_DEFAULT_GROUP_SIZE)),
1);
dispatch_reduce_size_ = int3(math::divide_ceil(half_res, int2(DOF_REDUCE_GROUP_SIZE)), 1);
dispatch_tiles_flatten_size_ = int3(math::divide_ceil(half_res, int2(DOF_TILES_SIZE)), 1);
dispatch_tiles_dilate_size_ = int3(
math::divide_ceil(tile_res, int2(DOF_TILES_DILATE_GROUP_SIZE)), 1);
dispatch_gather_size_ = int3(math::divide_ceil(half_res, int2(DOF_GATHER_GROUP_SIZE)), 1);
dispatch_filter_size_ = int3(math::divide_ceil(half_res, int2(DOF_FILTER_GROUP_SIZE)), 1);
dispatch_resolve_size_ = int3(math::divide_ceil(extent_, int2(DOF_RESOLVE_GROUP_SIZE)), 1);
if (GPU_type_matches_ex(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_ANY, GPU_BACKEND_OPENGL)) {
/* On Mesa, there is a sync bug which can make a portion of the main pass (usually one shader)
* leave blocks of un-initialized memory. Doing a flush seems to alleviate the issue. */
GPU_flush();
}
GPU_debug_group_begin("Depth of Field");
Manager &drw = *inst_.manager;
constexpr eGPUTextureUsage usage_readwrite = GPU_TEXTURE_USAGE_SHADER_READ |
GPU_TEXTURE_USAGE_SHADER_WRITE;
constexpr eGPUTextureUsage usage_readwrite_attach = usage_readwrite |
GPU_TEXTURE_USAGE_ATTACHMENT;
{
GPU_debug_group_begin("Setup");
{
bokeh_gather_lut_tx_.acquire(int2(DOF_BOKEH_LUT_SIZE), GPU_RG16F);
bokeh_scatter_lut_tx_.acquire(int2(DOF_BOKEH_LUT_SIZE), GPU_R16F);
bokeh_resolve_lut_tx_.acquire(int2(DOF_MAX_SLIGHT_FOCUS_RADIUS * 2 + 1), GPU_R16F);
if (use_bokeh_lut_) {
drw.submit(bokeh_lut_ps_, view);
}
}
{
setup_color_tx_.acquire(half_res, GPU_RGBA16F, usage_readwrite);
setup_coc_tx_.acquire(half_res, GPU_R16F);
drw.submit(setup_ps_, view);
}
{
stabilize_output_tx_.acquire(half_res, GPU_RGBA16F);
stabilize_valid_history_ = !dof_buffer.stabilize_history_tx_.ensure_2d(GPU_RGBA16F,
half_res);
if (stabilize_valid_history_ == false) {
/* Avoid uninitialized memory that can contain NaNs. */
dof_buffer.stabilize_history_tx_.clear(float4(0.0f));
}
stabilize_input_ = dof_buffer.stabilize_history_tx_;
/* Outputs to reduced_*_tx_ mip 0. */
drw.submit(stabilize_ps_, view);
/* WATCH(fclem): Swap Texture an TextureFromPool internal GPUTexture in order to reuse
* the one that we just consumed. */
TextureFromPool::swap(stabilize_output_tx_, dof_buffer.stabilize_history_tx_);
/* Used by stabilize pass. */
stabilize_output_tx_.release();
setup_color_tx_.release();
}
{
GPU_debug_group_begin("Tile Prepare");
/* WARNING: If format changes, make sure dof_tile_* GLSL constants are properly encoded. */
tiles_fg_tx_.previous().acquire(tile_res, GPU_R11F_G11F_B10F, usage_readwrite);
tiles_bg_tx_.previous().acquire(tile_res, GPU_R11F_G11F_B10F, usage_readwrite);
tiles_fg_tx_.current().acquire(tile_res, GPU_R11F_G11F_B10F, usage_readwrite);
tiles_bg_tx_.current().acquire(tile_res, GPU_R11F_G11F_B10F, usage_readwrite);
drw.submit(tiles_flatten_ps_, view);
/* Used by tile_flatten and stabilize_ps pass. */
setup_coc_tx_.release();
/* Error introduced by gather center jittering. */
const float error_multiplier = 1.0f + 1.0f / (DOF_GATHER_RING_COUNT + 0.5f);
int dilation_end_radius = ceilf((fx_max_coc_ * error_multiplier) / (DOF_TILES_SIZE * 2));
/* Run dilation twice. One for minmax and one for minabs. */
for (int pass = 0; pass < 2; pass++) {
/* This algorithm produce the exact dilation radius by dividing it in multiple passes. */
int dilation_radius = 0;
while (dilation_radius < dilation_end_radius) {
int remainder = dilation_end_radius - dilation_radius;
/* Do not step over any unvisited tile. */
int max_multiplier = dilation_radius + 1;
int ring_count = min_ii(DOF_DILATE_RING_COUNT, ceilf(remainder / float(max_multiplier)));
int multiplier = min_ii(max_multiplier, floorf(remainder / float(ring_count)));
dilation_radius += ring_count * multiplier;
tiles_dilate_ring_count_ = ring_count;
tiles_dilate_ring_width_mul_ = multiplier;
tiles_fg_tx_.swap();
tiles_bg_tx_.swap();
drw.submit((pass == 0) ? tiles_dilate_minmax_ps_ : tiles_dilate_minabs_ps_, view);
}
}
tiles_fg_tx_.previous().release();
tiles_bg_tx_.previous().release();
GPU_debug_group_end();
}
downsample_tx_.acquire(quarter_res, GPU_RGBA16F, usage_readwrite);
drw.submit(downsample_ps_, view);
scatter_fg_indirect_buf_.clear_to_zero();
scatter_bg_indirect_buf_.clear_to_zero();
drw.submit(reduce_ps_, view);
/* Used by reduce pass. */
downsample_tx_.release();
GPU_debug_group_end();
}
for (int is_background = 0; is_background < 2; is_background++) {
GPU_debug_group_begin(is_background ? "Background Convolution" : "Foreground Convolution");
SwapChain<TextureFromPool, 2> &color_tx = is_background ? color_bg_tx_ : color_fg_tx_;
SwapChain<TextureFromPool, 2> &weight_tx = is_background ? weight_bg_tx_ : weight_fg_tx_;
Framebuffer &scatter_fb = is_background ? scatter_bg_fb_ : scatter_fg_fb_;
PassSimple &gather_ps = is_background ? gather_bg_ps_ : gather_fg_ps_;
PassSimple &filter_ps = is_background ? filter_bg_ps_ : filter_fg_ps_;
PassSimple &scatter_ps = is_background ? scatter_bg_ps_ : scatter_fg_ps_;
color_tx.current().acquire(half_res, GPU_RGBA16F, usage_readwrite_attach);
weight_tx.current().acquire(half_res, GPU_R16F, usage_readwrite);
occlusion_tx_.acquire(half_res, GPU_RG16F);
drw.submit(gather_ps, view);
{
/* Filtering pass. */
color_tx.swap();
weight_tx.swap();
color_tx.current().acquire(half_res, GPU_RGBA16F, usage_readwrite_attach);
weight_tx.current().acquire(half_res, GPU_R16F, usage_readwrite);
drw.submit(filter_ps, view);
color_tx.previous().release();
weight_tx.previous().release();
}
GPU_memory_barrier(GPU_BARRIER_FRAMEBUFFER);
scatter_fb.ensure(GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(color_tx.current()));
GPU_framebuffer_bind(scatter_fb);
drw.submit(scatter_ps, view);
/* Used by scatter pass. */
occlusion_tx_.release();
GPU_debug_group_end();
}
{
GPU_debug_group_begin("Hole Fill");
bokeh_gather_lut_tx_.release();
bokeh_scatter_lut_tx_.release();
hole_fill_color_tx_.acquire(half_res, GPU_RGBA16F, usage_readwrite);
hole_fill_weight_tx_.acquire(half_res, GPU_R16F, usage_readwrite);
drw.submit(hole_fill_ps_, view);
/* NOTE: We do not filter the hole-fill pass as effect is likely to not be noticeable. */
GPU_debug_group_end();
}
{
GPU_debug_group_begin("Resolve");
resolve_stable_color_tx_ = dof_buffer.stabilize_history_tx_;
drw.submit(resolve_ps_, view);
color_bg_tx_.current().release();
color_fg_tx_.current().release();
weight_bg_tx_.current().release();
weight_fg_tx_.current().release();
tiles_fg_tx_.current().release();
tiles_bg_tx_.current().release();
hole_fill_color_tx_.release();
hole_fill_weight_tx_.release();
bokeh_resolve_lut_tx_.release();
GPU_debug_group_end();
}
GPU_debug_group_end();
/* Swap buffers so that next effect has the right input. */
std::swap(*input_tx, *output_tx);
}
/** \} */
} // namespace blender::eevee