Blender V4.5
eevee_depth_of_field.cc
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1/* SPDX-FileCopyrightText: 2021 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
4
19
20#include "DRW_render.hh"
21
22#include "BKE_camera.h"
23#include "DNA_camera_types.h"
24
25#include "GPU_platform.hh"
26#include "GPU_texture.hh"
27
28#include "GPU_debug.hh"
29
30#include "eevee_camera.hh"
31#include "eevee_instance.hh"
32#include "eevee_sampling.hh"
33#include "eevee_shader.hh"
35
37
38namespace blender::eevee {
39
40/* -------------------------------------------------------------------- */
43
45{
46 const SceneEEVEE &sce_eevee = inst_.scene->eevee;
47 const Object *camera_object_eval = inst_.camera_eval_object;
48 const ::Camera *camera = (camera_object_eval && camera_object_eval->type == OB_CAMERA) ?
49 reinterpret_cast<const ::Camera *>(camera_object_eval->data) :
50 nullptr;
51
52 enabled_ = camera && (camera->dof.flag & CAM_DOF_ENABLED) != 0;
53
54 if (enabled_ == false) {
55 /* Set to invalid value for update detection */
56 data_.scatter_color_threshold = -1.0f;
57 return;
58 }
59 /* Reminder: These are parameters not interpolated by motion blur. */
60 int sce_flag = sce_eevee.flag;
61 do_jitter_ = (sce_flag & SCE_EEVEE_DOF_JITTER) != 0;
62 user_overblur_ = sce_eevee.bokeh_overblur / 100.0f;
63 fx_max_coc_ = sce_eevee.bokeh_max_size;
64 data_.scatter_color_threshold = sce_eevee.bokeh_threshold;
65 data_.scatter_neighbor_max_color = sce_eevee.bokeh_neighbor_max;
66 data_.bokeh_blades = float(camera->dof.aperture_blades);
67}
68
70{
71 const Camera &camera = inst_.camera;
72 const Object *camera_object_eval = inst_.camera_eval_object;
73 const ::Camera *camera_data = (camera_object_eval && camera_object_eval->type == OB_CAMERA) ?
74 reinterpret_cast<const ::Camera *>(camera_object_eval->data) :
75 nullptr;
76
77 if (inst_.debug_mode == DEBUG_DOF_PLANES) {
78 /* Set debug message even if DOF is not enabled. */
79 inst_.info_append(
80 "Debug Mode: Depth Of Field Buffers\n"
81 " - Purple: Gap Fill\n"
82 " - Blue: Background\n"
83 " - Red: Slight Out Of Focus\n"
84 " - Yellow: In Focus\n"
85 " - Green: Foreground\n");
86 }
87
88 if (enabled_ == false) {
89 jitter_radius_ = 0.0f;
90 fx_radius_ = 0.0f;
91 return;
92 }
93
94 float2 anisotropic_scale = {clamp_f(1.0f / camera_data->dof.aperture_ratio, 1e-5f, 1.0f),
95 clamp_f(camera_data->dof.aperture_ratio, 1e-5f, 1.0f)};
96 data_.bokeh_anisotropic_scale = anisotropic_scale;
97 data_.bokeh_rotation = camera_data->dof.aperture_rotation;
98 focus_distance_ = BKE_camera_object_dof_distance(camera_object_eval);
99 data_.bokeh_anisotropic_scale_inv = 1.0f / data_.bokeh_anisotropic_scale;
100
101 float fstop = max_ff(camera_data->dof.aperture_fstop, 1e-5f);
102
103 float aperture = 1.0f / (2.0f * fstop);
104 if (camera.is_perspective()) {
105 aperture *= camera_data->lens * 1e-3f;
106 }
107
108 if (camera.is_orthographic()) {
109 /* FIXME: Why is this needed? Some kind of implicit unit conversion? */
110 aperture *= 0.04f;
111 }
112
113 if (camera.is_panoramic()) {
114 /* FIXME: Eyeballed. */
115 aperture *= 0.185f;
116 }
117
118 if (camera_data->dof.aperture_ratio < 1.0) {
119 /* If ratio is scaling the bokeh outwards, we scale the aperture so that
120 * the gather kernel size will encompass the maximum axis. */
121 aperture /= max_ff(camera_data->dof.aperture_ratio, 1e-5f);
122 }
123
124 float jitter_radius, fx_radius;
125
126 /* Balance blur radius between fx dof and jitter dof. */
127 if (do_jitter_ && (inst_.sampling.dof_ring_count_get() > 0) && !camera.is_panoramic() &&
128 !inst_.is_viewport())
129 {
130 /* Compute a minimal overblur radius to fill the gaps between the samples.
131 * This is just the simplified form of dividing the area of the bokeh by
132 * the number of samples. */
133 float minimal_overblur = 1.0f / sqrtf(inst_.sampling.dof_sample_count_get());
134
135 fx_radius = (minimal_overblur + user_overblur_) * aperture;
136 /* Avoid dilating the shape. Over-blur only soften. */
137 jitter_radius = max_ff(0.0f, aperture - fx_radius);
138 }
139 else {
140 jitter_radius = 0.0f;
141 fx_radius = aperture;
142 }
143
144 /* Disable post fx if result wouldn't be noticeable. */
145 if (fx_max_coc_ <= 0.5f) {
146 fx_radius = 0.0f;
147 }
148
149 jitter_radius_ = jitter_radius;
150 fx_radius_ = fx_radius;
151
152 if (fx_radius_ == 0.0f) {
153 return;
154 }
155
156 /* TODO(fclem): Once we render into multiple view, we will need to use the maximum resolution. */
157 int2 max_render_res = inst_.film.render_extent_get();
158 int2 half_res = math::divide_ceil(max_render_res, int2(2));
159 int2 reduce_size = math::ceil_to_multiple(half_res, int2(DOF_REDUCE_GROUP_SIZE));
160
161 data_.gather_uv_fac = 1.0f / float2(reduce_size);
162
163 /* Now that we know the maximum render resolution of every view, using depth of field, allocate
164 * the reduced buffers. Color needs to be signed format here. See note in shader for
165 * explanation. Do not use texture pool because of needs mipmaps. */
168 reduced_color_tx_.ensure_2d(GPU_RGBA16F, reduce_size, usage, nullptr, DOF_MIP_COUNT);
169 reduced_coc_tx_.ensure_2d(GPU_R16F, reduce_size, usage, nullptr, DOF_MIP_COUNT);
170 reduced_color_tx_.ensure_mip_views();
171 reduced_coc_tx_.ensure_mip_views();
172
173 /* Resize the scatter list to contain enough entry to cover half the screen with sprites (which
174 * is unlikely due to local contrast test). */
175 data_.scatter_max_rect = (reduced_color_tx_.pixel_count() / 4) / 2;
176 scatter_fg_list_buf_.resize(data_.scatter_max_rect);
177 scatter_bg_list_buf_.resize(data_.scatter_max_rect);
178
179 bokeh_lut_pass_sync();
180 setup_pass_sync();
181 stabilize_pass_sync();
182 downsample_pass_sync();
183 reduce_pass_sync();
184 tiles_flatten_pass_sync();
185 tiles_dilate_pass_sync();
186 gather_pass_sync();
187 filter_pass_sync();
188 scatter_pass_sync();
189 hole_fill_pass_sync();
190 resolve_pass_sync();
191}
192
194{
195 if (jitter_radius_ == 0.0f) {
196 return;
197 }
198
199 float radius, theta;
200 inst_.sampling.dof_disk_sample_get(&radius, &theta);
201
202 if (data_.bokeh_blades >= 3.0f) {
203 theta = circle_to_polygon_angle(data_.bokeh_blades, theta);
204 radius *= circle_to_polygon_radius(data_.bokeh_blades, theta);
205 }
206 radius *= jitter_radius_;
207 theta += data_.bokeh_rotation;
208
209 /* Sample in View Space. */
210 float2 sample = float2(radius * cosf(theta), radius * sinf(theta));
211 sample *= data_.bokeh_anisotropic_scale;
212 /* Convert to NDC Space. */
213 float3 jitter = float3(UNPACK2(sample), -focus_distance_);
214 float3 center = float3(0.0f, 0.0f, -focus_distance_);
215 mul_project_m4_v3(winmat.ptr(), jitter);
216 mul_project_m4_v3(winmat.ptr(), center);
217
218 const bool is_ortho = (winmat[2][3] != -1.0f);
219 if (is_ortho) {
220 sample *= focus_distance_;
221 }
222 /* Translate origin. */
223 sub_v2_v2(viewmat[3], sample);
224 /* Skew winmat Z axis. */
225 add_v2_v2(winmat[2], center - jitter);
226}
227
229
230/* -------------------------------------------------------------------- */
233
234void DepthOfField::bokeh_lut_pass_sync()
235{
236 const bool has_anisotropy = data_.bokeh_anisotropic_scale != float2(1.0f);
237 if (!has_anisotropy && (data_.bokeh_blades == 0.0)) {
238 /* No need for LUTs in these cases. */
239 use_bokeh_lut_ = false;
240 return;
241 }
242 use_bokeh_lut_ = true;
243
244 /* Precompute bokeh texture. */
245 bokeh_lut_ps_.init();
247 bokeh_lut_ps_.bind_ubo("dof_buf", data_);
248 bokeh_lut_ps_.bind_image("out_gather_lut_img", &bokeh_gather_lut_tx_);
249 bokeh_lut_ps_.bind_image("out_scatter_lut_img", &bokeh_scatter_lut_tx_);
250 bokeh_lut_ps_.bind_image("out_resolve_lut_img", &bokeh_resolve_lut_tx_);
251 bokeh_lut_ps_.dispatch(int3(1, 1, 1));
252}
253
254void DepthOfField::setup_pass_sync()
255{
256 RenderBuffers &render_buffers = inst_.render_buffers;
257
258 setup_ps_.init();
260 setup_ps_.bind_texture("color_tx", &input_color_tx_, no_filter);
261 setup_ps_.bind_texture("depth_tx", &render_buffers.depth_tx, no_filter);
262 setup_ps_.bind_ubo("dof_buf", data_);
263 setup_ps_.bind_image("out_color_img", &setup_color_tx_);
264 setup_ps_.bind_image("out_coc_img", &setup_coc_tx_);
265 setup_ps_.dispatch(&dispatch_setup_size_);
267}
268
269void DepthOfField::stabilize_pass_sync()
270{
271 RenderBuffers &render_buffers = inst_.render_buffers;
272 VelocityModule &velocity = inst_.velocity;
273
274 stabilize_ps_.init();
275 stabilize_ps_.shader_set(inst_.shaders.static_shader_get(DOF_STABILIZE));
276 stabilize_ps_.bind_ubo("camera_prev", &(*velocity.camera_steps[STEP_PREVIOUS]));
277 stabilize_ps_.bind_ubo("camera_curr", &(*velocity.camera_steps[STEP_CURRENT]));
278 /* This is only for temporal stability. The next step is not needed. */
279 stabilize_ps_.bind_ubo("camera_next", &(*velocity.camera_steps[STEP_PREVIOUS]));
280 stabilize_ps_.bind_texture("coc_tx", &setup_coc_tx_, no_filter);
281 stabilize_ps_.bind_texture("color_tx", &setup_color_tx_, no_filter);
282 stabilize_ps_.bind_texture("velocity_tx", &render_buffers.vector_tx, no_filter);
283 stabilize_ps_.bind_texture("in_history_tx", &stabilize_input_, with_filter);
284 stabilize_ps_.bind_texture("depth_tx", &render_buffers.depth_tx, no_filter);
285 stabilize_ps_.bind_ubo("dof_buf", data_);
286 stabilize_ps_.push_constant("u_use_history", &stabilize_valid_history_, 1);
287 stabilize_ps_.bind_image("out_coc_img", reduced_coc_tx_.mip_view(0));
288 stabilize_ps_.bind_image("out_color_img", reduced_color_tx_.mip_view(0));
289 stabilize_ps_.bind_image("out_history_img", &stabilize_output_tx_);
290 stabilize_ps_.dispatch(&dispatch_stabilize_size_);
292}
293
294void DepthOfField::downsample_pass_sync()
295{
296 downsample_ps_.init();
297 downsample_ps_.shader_set(inst_.shaders.static_shader_get(DOF_DOWNSAMPLE));
298 downsample_ps_.bind_texture("color_tx", reduced_color_tx_.mip_view(0), no_filter);
299 downsample_ps_.bind_texture("coc_tx", reduced_coc_tx_.mip_view(0), no_filter);
300 downsample_ps_.bind_image("out_color_img", &downsample_tx_);
301 downsample_ps_.dispatch(&dispatch_downsample_size_);
302 downsample_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH);
303}
304
305void DepthOfField::reduce_pass_sync()
306{
307 reduce_ps_.init();
308 reduce_ps_.shader_set(inst_.shaders.static_shader_get(DOF_REDUCE));
309 reduce_ps_.bind_ubo("dof_buf", data_);
310 reduce_ps_.bind_texture("downsample_tx", &downsample_tx_, no_filter);
311 reduce_ps_.bind_ssbo("scatter_fg_list_buf", scatter_fg_list_buf_);
312 reduce_ps_.bind_ssbo("scatter_bg_list_buf", scatter_bg_list_buf_);
313 reduce_ps_.bind_ssbo("scatter_fg_indirect_buf", scatter_fg_indirect_buf_);
314 reduce_ps_.bind_ssbo("scatter_bg_indirect_buf", scatter_bg_indirect_buf_);
315 reduce_ps_.bind_image("inout_color_lod0_img", reduced_color_tx_.mip_view(0));
316 reduce_ps_.bind_image("out_color_lod1_img", reduced_color_tx_.mip_view(1));
317 reduce_ps_.bind_image("out_color_lod2_img", reduced_color_tx_.mip_view(2));
318 reduce_ps_.bind_image("out_color_lod3_img", reduced_color_tx_.mip_view(3));
319 reduce_ps_.bind_image("in_coc_lod0_img", reduced_coc_tx_.mip_view(0));
320 reduce_ps_.bind_image("out_coc_lod1_img", reduced_coc_tx_.mip_view(1));
321 reduce_ps_.bind_image("out_coc_lod2_img", reduced_coc_tx_.mip_view(2));
322 reduce_ps_.bind_image("out_coc_lod3_img", reduced_coc_tx_.mip_view(3));
323 reduce_ps_.dispatch(&dispatch_reduce_size_);
324 /* NOTE: Command buffer barrier is done automatically by the GPU backend. */
326}
327
328void DepthOfField::tiles_flatten_pass_sync()
329{
330 tiles_flatten_ps_.init();
331 tiles_flatten_ps_.shader_set(inst_.shaders.static_shader_get(DOF_TILES_FLATTEN));
332 /* NOTE(fclem): We should use the reduced_coc_tx_ as it is stable, but we need the slight focus
333 * flag from the setup pass. A better way would be to do the brute-force in focus gather without
334 * this. */
335 tiles_flatten_ps_.bind_texture("coc_tx", &setup_coc_tx_, no_filter);
336 tiles_flatten_ps_.bind_image("out_tiles_fg_img", &tiles_fg_tx_.current());
337 tiles_flatten_ps_.bind_image("out_tiles_bg_img", &tiles_bg_tx_.current());
338 tiles_flatten_ps_.dispatch(&dispatch_tiles_flatten_size_);
339 tiles_flatten_ps_.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS);
340}
341
342void DepthOfField::tiles_dilate_pass_sync()
343{
344 for (int pass = 0; pass < 2; pass++) {
345 PassSimple &drw_pass = (pass == 0) ? tiles_dilate_minmax_ps_ : tiles_dilate_minabs_ps_;
347 drw_pass.init();
348 drw_pass.shader_set(inst_.shaders.static_shader_get(sh_type));
349 drw_pass.bind_image("in_tiles_fg_img", &tiles_fg_tx_.previous());
350 drw_pass.bind_image("in_tiles_bg_img", &tiles_bg_tx_.previous());
351 drw_pass.bind_image("out_tiles_fg_img", &tiles_fg_tx_.current());
352 drw_pass.bind_image("out_tiles_bg_img", &tiles_bg_tx_.current());
353 drw_pass.push_constant("ring_count", &tiles_dilate_ring_count_, 1);
354 drw_pass.push_constant("ring_width_multiplier", &tiles_dilate_ring_width_mul_, 1);
355 drw_pass.dispatch(&dispatch_tiles_dilate_size_);
356 drw_pass.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS);
357 }
358}
359
360void DepthOfField::gather_pass_sync()
361{
362 const GPUSamplerState gather_bilinear = {GPU_SAMPLER_FILTERING_MIPMAP |
364 const GPUSamplerState gather_nearest = {GPU_SAMPLER_FILTERING_MIPMAP};
365
366 for (int pass = 0; pass < 2; pass++) {
367 PassSimple &drw_pass = (pass == 0) ? gather_fg_ps_ : gather_bg_ps_;
368 SwapChain<TextureFromPool, 2> &color_chain = (pass == 0) ? color_fg_tx_ : color_bg_tx_;
369 SwapChain<TextureFromPool, 2> &weight_chain = (pass == 0) ? weight_fg_tx_ : weight_bg_tx_;
370 eShaderType sh_type = (pass == 0) ?
371 (use_bokeh_lut_ ? DOF_GATHER_FOREGROUND_LUT :
374 drw_pass.init();
375 drw_pass.bind_resources(inst_.sampling);
376 drw_pass.shader_set(inst_.shaders.static_shader_get(sh_type));
377 drw_pass.bind_ubo("dof_buf", data_);
378 drw_pass.bind_texture("color_bilinear_tx", reduced_color_tx_, gather_bilinear);
379 drw_pass.bind_texture("color_tx", reduced_color_tx_, gather_nearest);
380 drw_pass.bind_texture("coc_tx", reduced_coc_tx_, gather_nearest);
381 drw_pass.bind_image("in_tiles_fg_img", &tiles_fg_tx_.current());
382 drw_pass.bind_image("in_tiles_bg_img", &tiles_bg_tx_.current());
383 drw_pass.bind_image("out_color_img", &color_chain.current());
384 drw_pass.bind_image("out_weight_img", &weight_chain.current());
385 drw_pass.bind_image("out_occlusion_img", &occlusion_tx_);
386 drw_pass.bind_texture("bokeh_lut_tx", &bokeh_gather_lut_tx_);
387 drw_pass.dispatch(&dispatch_gather_size_);
388 drw_pass.barrier(GPU_BARRIER_TEXTURE_FETCH);
389 }
390}
391
392void DepthOfField::filter_pass_sync()
393{
394 for (int pass = 0; pass < 2; pass++) {
395 PassSimple &drw_pass = (pass == 0) ? filter_fg_ps_ : filter_bg_ps_;
396 SwapChain<TextureFromPool, 2> &color_chain = (pass == 0) ? color_fg_tx_ : color_bg_tx_;
397 SwapChain<TextureFromPool, 2> &weight_chain = (pass == 0) ? weight_fg_tx_ : weight_bg_tx_;
398 drw_pass.init();
399 drw_pass.shader_set(inst_.shaders.static_shader_get(DOF_FILTER));
400 drw_pass.bind_texture("color_tx", &color_chain.previous());
401 drw_pass.bind_texture("weight_tx", &weight_chain.previous());
402 drw_pass.bind_image("out_color_img", &color_chain.current());
403 drw_pass.bind_image("out_weight_img", &weight_chain.current());
404 drw_pass.dispatch(&dispatch_filter_size_);
405 drw_pass.barrier(GPU_BARRIER_TEXTURE_FETCH);
406 }
407}
408
409void DepthOfField::scatter_pass_sync()
410{
411 for (int pass = 0; pass < 2; pass++) {
412 PassSimple &drw_pass = (pass == 0) ? scatter_fg_ps_ : scatter_bg_ps_;
413 drw_pass.init();
415 drw_pass.shader_set(inst_.shaders.static_shader_get(DOF_SCATTER));
416 drw_pass.bind_ubo("dof_buf", data_);
417 drw_pass.push_constant("use_bokeh_lut", use_bokeh_lut_);
418 drw_pass.bind_texture("bokeh_lut_tx", &bokeh_scatter_lut_tx_);
419 drw_pass.bind_texture("occlusion_tx", &occlusion_tx_);
420 if (pass == 0) {
421 drw_pass.bind_ssbo("scatter_list_buf", scatter_fg_list_buf_);
422 drw_pass.draw_procedural_indirect(GPU_PRIM_TRI_STRIP, scatter_fg_indirect_buf_);
423 /* Avoid background gather pass writing to the occlusion_tx mid pass. */
424 drw_pass.barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS);
425 }
426 else {
427 drw_pass.bind_ssbo("scatter_list_buf", scatter_bg_list_buf_);
428 drw_pass.draw_procedural_indirect(GPU_PRIM_TRI_STRIP, scatter_bg_indirect_buf_);
429 }
430 }
431}
432
433void DepthOfField::hole_fill_pass_sync()
434{
435 const GPUSamplerState gather_bilinear = {GPU_SAMPLER_FILTERING_MIPMAP |
437 const GPUSamplerState gather_nearest = {GPU_SAMPLER_FILTERING_MIPMAP};
438
439 hole_fill_ps_.init();
440 hole_fill_ps_.bind_resources(inst_.sampling);
441 hole_fill_ps_.shader_set(inst_.shaders.static_shader_get(DOF_GATHER_HOLE_FILL));
442 hole_fill_ps_.bind_ubo("dof_buf", data_);
443 hole_fill_ps_.bind_texture("color_bilinear_tx", reduced_color_tx_, gather_bilinear);
444 hole_fill_ps_.bind_texture("color_tx", reduced_color_tx_, gather_nearest);
445 hole_fill_ps_.bind_texture("coc_tx", reduced_coc_tx_, gather_nearest);
446 hole_fill_ps_.bind_image("in_tiles_fg_img", &tiles_fg_tx_.current());
447 hole_fill_ps_.bind_image("in_tiles_bg_img", &tiles_bg_tx_.current());
448 hole_fill_ps_.bind_image("out_color_img", &hole_fill_color_tx_);
449 hole_fill_ps_.bind_image("out_weight_img", &hole_fill_weight_tx_);
450 hole_fill_ps_.dispatch(&dispatch_gather_size_);
451 hole_fill_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH);
452}
453
454void DepthOfField::resolve_pass_sync()
455{
456 GPUSamplerState with_filter = {GPU_SAMPLER_FILTERING_LINEAR};
457 RenderBuffers &render_buffers = inst_.render_buffers;
458 GPUShader *sh = inst_.shaders.static_shader_get(use_bokeh_lut_ ? DOF_RESOLVE_LUT : DOF_RESOLVE);
459
460 resolve_ps_.init();
461 resolve_ps_.specialize_constant(sh, "do_debug_color", inst_.debug_mode == DEBUG_DOF_PLANES);
462 resolve_ps_.shader_set(sh);
463 resolve_ps_.bind_ubo("dof_buf", data_);
464 resolve_ps_.bind_texture("depth_tx", &render_buffers.depth_tx, no_filter);
465 resolve_ps_.bind_texture("color_tx", &input_color_tx_, no_filter);
466 resolve_ps_.bind_texture("stable_color_tx", &resolve_stable_color_tx_, no_filter);
467 resolve_ps_.bind_texture("color_bg_tx", &color_bg_tx_.current(), with_filter);
468 resolve_ps_.bind_texture("color_fg_tx", &color_fg_tx_.current(), with_filter);
469 resolve_ps_.bind_image("in_tiles_fg_img", &tiles_fg_tx_.current());
470 resolve_ps_.bind_image("in_tiles_bg_img", &tiles_bg_tx_.current());
471 resolve_ps_.bind_texture("weight_bg_tx", &weight_bg_tx_.current());
472 resolve_ps_.bind_texture("weight_fg_tx", &weight_fg_tx_.current());
473 resolve_ps_.bind_texture("color_hole_fill_tx", &hole_fill_color_tx_);
474 resolve_ps_.bind_texture("weight_hole_fill_tx", &hole_fill_weight_tx_);
475 resolve_ps_.bind_texture("bokeh_lut_tx", &bokeh_resolve_lut_tx_);
476 resolve_ps_.bind_image("out_color_img", &output_color_tx_);
477 resolve_ps_.bind_resources(inst_.sampling);
478 resolve_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH);
479 resolve_ps_.dispatch(&dispatch_resolve_size_);
480 resolve_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH);
481}
482
484
485/* -------------------------------------------------------------------- */
488
489void DepthOfField::update_sample_table()
490{
491 float2 subpixel_offset = inst_.film.pixel_jitter_get();
492 /* Since the film jitter is in full-screen res, divide by 2 to get the jitter in half res. */
493 subpixel_offset *= 0.5;
494
495 /* Same offsets as in dof_spatial_filtering(). */
496 const std::array<int2, 4> plus_offsets = {int2(-1, 0), int2(0, -1), int2(1, 0), int2(0, 1)};
497
498 const float radius = 1.5f;
499 int i = 0;
500 for (int2 offset : plus_offsets) {
501 float2 pixel_ofs = float2(offset) - subpixel_offset;
502 data_.filter_samples_weight[i++] = film_filter_weight(radius, math::length_squared(pixel_ofs));
503 }
504 data_.filter_center_weight = film_filter_weight(radius, math::length_squared(subpixel_offset));
505}
506
508 GPUTexture **input_tx,
509 GPUTexture **output_tx,
510 DepthOfFieldBuffer &dof_buffer)
511{
512 if (fx_radius_ == 0.0f) {
513 return;
514 }
515
516 input_color_tx_ = *input_tx;
517 output_color_tx_ = *output_tx;
518 extent_ = {GPU_texture_width(input_color_tx_), GPU_texture_height(input_color_tx_)};
519
520 {
521 const CameraData &cam_data = inst_.camera.data_get();
522 data_.camera_type = cam_data.type;
523 /* OPTI(fclem) Could be optimized. */
524 float3 jitter = float3(fx_radius_, 0.0f, -focus_distance_);
525 float3 center = float3(0.0f, 0.0f, -focus_distance_);
526 mul_project_m4_v3(cam_data.winmat.ptr(), jitter);
527 mul_project_m4_v3(cam_data.winmat.ptr(), center);
528 /* Simplify CoC calculation to a simple MADD. */
529 if (inst_.camera.is_orthographic()) {
530 data_.coc_mul = (center[0] - jitter[0]) * 0.5f * extent_[0];
531 data_.coc_bias = focus_distance_ * data_.coc_mul;
532 }
533 else {
534 data_.coc_bias = -(center[0] - jitter[0]) * 0.5f * extent_[0];
535 data_.coc_mul = focus_distance_ * data_.coc_bias;
536 }
537
538 float min_fg_coc = coc_radius_from_camera_depth(data_, -cam_data.clip_near);
539 float max_bg_coc = coc_radius_from_camera_depth(data_, -cam_data.clip_far);
540 if (data_.camera_type != CAMERA_ORTHO) {
541 /* Background is at infinity so maximum CoC is the limit of coc_radius_from_camera_depth
542 * at -inf. We only do this for perspective camera since orthographic coc limit is inf. */
543 max_bg_coc = data_.coc_bias;
544 }
545 /* Clamp with user defined max. */
546 data_.coc_abs_max = min_ff(max_ff(fabsf(min_fg_coc), fabsf(max_bg_coc)), fx_max_coc_);
547 /* TODO(fclem): Make this dependent of the quality of the gather pass. */
548 data_.scatter_coc_threshold = 4.0f;
549
550 update_sample_table();
551
552 data_.push_update();
553 }
554
555 int2 half_res = math::divide_ceil(extent_, int2(2));
556 int2 quarter_res = math::divide_ceil(extent_, int2(4));
557 int2 tile_res = math::divide_ceil(half_res, int2(DOF_TILES_SIZE));
558
559 dispatch_setup_size_ = int3(math::divide_ceil(half_res, int2(DOF_DEFAULT_GROUP_SIZE)), 1);
560 dispatch_stabilize_size_ = int3(math::divide_ceil(half_res, int2(DOF_STABILIZE_GROUP_SIZE)), 1);
561 dispatch_downsample_size_ = int3(math::divide_ceil(quarter_res, int2(DOF_DEFAULT_GROUP_SIZE)),
562 1);
563 dispatch_reduce_size_ = int3(math::divide_ceil(half_res, int2(DOF_REDUCE_GROUP_SIZE)), 1);
564 dispatch_tiles_flatten_size_ = int3(math::divide_ceil(half_res, int2(DOF_TILES_SIZE)), 1);
565 dispatch_tiles_dilate_size_ = int3(
567 dispatch_gather_size_ = int3(math::divide_ceil(half_res, int2(DOF_GATHER_GROUP_SIZE)), 1);
568 dispatch_filter_size_ = int3(math::divide_ceil(half_res, int2(DOF_FILTER_GROUP_SIZE)), 1);
569 dispatch_resolve_size_ = int3(math::divide_ceil(extent_, int2(DOF_RESOLVE_GROUP_SIZE)), 1);
570
572 /* On Mesa, there is a sync bug which can make a portion of the main pass (usually one shader)
573 * leave blocks of un-initialized memory. Doing a flush seems to alleviate the issue. */
574 GPU_flush();
575 }
576
577 GPU_debug_group_begin("Depth of Field");
578
579 Manager &drw = *inst_.manager;
580
581 constexpr eGPUTextureUsage usage_readwrite = GPU_TEXTURE_USAGE_SHADER_READ |
583 constexpr eGPUTextureUsage usage_readwrite_attach = usage_readwrite |
585 {
586 GPU_debug_group_begin("Setup");
587 {
588 bokeh_gather_lut_tx_.acquire(int2(DOF_BOKEH_LUT_SIZE), GPU_RG16F);
589 bokeh_scatter_lut_tx_.acquire(int2(DOF_BOKEH_LUT_SIZE), GPU_R16F);
590 bokeh_resolve_lut_tx_.acquire(int2(DOF_MAX_SLIGHT_FOCUS_RADIUS * 2 + 1), GPU_R16F);
591
592 if (use_bokeh_lut_) {
593 drw.submit(bokeh_lut_ps_, view);
594 }
595 }
596 {
597 setup_color_tx_.acquire(half_res, GPU_RGBA16F, usage_readwrite);
598 setup_coc_tx_.acquire(half_res, GPU_R16F);
599
600 drw.submit(setup_ps_, view);
601 }
602 {
603 stabilize_output_tx_.acquire(half_res, GPU_RGBA16F);
604 stabilize_valid_history_ = !dof_buffer.stabilize_history_tx_.ensure_2d(GPU_RGBA16F,
605 half_res);
606
607 if (stabilize_valid_history_ == false) {
608 /* Avoid uninitialized memory that can contain NaNs. */
609 dof_buffer.stabilize_history_tx_.clear(float4(0.0f));
610 }
611
612 stabilize_input_ = dof_buffer.stabilize_history_tx_;
613 /* Outputs to reduced_*_tx_ mip 0. */
614 drw.submit(stabilize_ps_, view);
615
616 /* WATCH(fclem): Swap Texture an TextureFromPool internal GPUTexture in order to reuse
617 * the one that we just consumed. */
618 TextureFromPool::swap(stabilize_output_tx_, dof_buffer.stabilize_history_tx_);
619
620 /* Used by stabilize pass. */
621 stabilize_output_tx_.release();
622 setup_color_tx_.release();
623 }
624 {
625 GPU_debug_group_begin("Tile Prepare");
626
627 /* WARNING: If format changes, make sure dof_tile_* GLSL constants are properly encoded. */
628 tiles_fg_tx_.previous().acquire(tile_res, GPU_R11F_G11F_B10F, usage_readwrite);
629 tiles_bg_tx_.previous().acquire(tile_res, GPU_R11F_G11F_B10F, usage_readwrite);
630 tiles_fg_tx_.current().acquire(tile_res, GPU_R11F_G11F_B10F, usage_readwrite);
631 tiles_bg_tx_.current().acquire(tile_res, GPU_R11F_G11F_B10F, usage_readwrite);
632
633 drw.submit(tiles_flatten_ps_, view);
634
635 /* Used by tile_flatten and stabilize_ps pass. */
636 setup_coc_tx_.release();
637
638 /* Error introduced by gather center jittering. */
639 const float error_multiplier = 1.0f + 1.0f / (DOF_GATHER_RING_COUNT + 0.5f);
640 int dilation_end_radius = ceilf((fx_max_coc_ * error_multiplier) / (DOF_TILES_SIZE * 2));
641
642 /* Run dilation twice. One for minmax and one for minabs. */
643 for (int pass = 0; pass < 2; pass++) {
644 /* This algorithm produce the exact dilation radius by dividing it in multiple passes. */
645 int dilation_radius = 0;
646 while (dilation_radius < dilation_end_radius) {
647 int remainder = dilation_end_radius - dilation_radius;
648 /* Do not step over any unvisited tile. */
649 int max_multiplier = dilation_radius + 1;
650
651 int ring_count = min_ii(DOF_DILATE_RING_COUNT, ceilf(remainder / float(max_multiplier)));
652 int multiplier = min_ii(max_multiplier, floorf(remainder / float(ring_count)));
653
654 dilation_radius += ring_count * multiplier;
655
656 tiles_dilate_ring_count_ = ring_count;
657 tiles_dilate_ring_width_mul_ = multiplier;
658
659 tiles_fg_tx_.swap();
660 tiles_bg_tx_.swap();
661
662 drw.submit((pass == 0) ? tiles_dilate_minmax_ps_ : tiles_dilate_minabs_ps_, view);
663 }
664 }
665
666 tiles_fg_tx_.previous().release();
667 tiles_bg_tx_.previous().release();
668
670 }
671
672 downsample_tx_.acquire(quarter_res, GPU_RGBA16F, usage_readwrite);
673
674 drw.submit(downsample_ps_, view);
675
676 scatter_fg_indirect_buf_.clear_to_zero();
677 scatter_bg_indirect_buf_.clear_to_zero();
678
679 drw.submit(reduce_ps_, view);
680
681 /* Used by reduce pass. */
682 downsample_tx_.release();
683
685 }
686
687 for (int is_background = 0; is_background < 2; is_background++) {
688 GPU_debug_group_begin(is_background ? "Background Convolution" : "Foreground Convolution");
689
690 SwapChain<TextureFromPool, 2> &color_tx = is_background ? color_bg_tx_ : color_fg_tx_;
691 SwapChain<TextureFromPool, 2> &weight_tx = is_background ? weight_bg_tx_ : weight_fg_tx_;
692 Framebuffer &scatter_fb = is_background ? scatter_bg_fb_ : scatter_fg_fb_;
693 PassSimple &gather_ps = is_background ? gather_bg_ps_ : gather_fg_ps_;
694 PassSimple &filter_ps = is_background ? filter_bg_ps_ : filter_fg_ps_;
695 PassSimple &scatter_ps = is_background ? scatter_bg_ps_ : scatter_fg_ps_;
696
697 color_tx.current().acquire(half_res, GPU_RGBA16F, usage_readwrite_attach);
698 weight_tx.current().acquire(half_res, GPU_R16F, usage_readwrite);
699 occlusion_tx_.acquire(half_res, GPU_RG16F);
700
701 drw.submit(gather_ps, view);
702
703 {
704 /* Filtering pass. */
705 color_tx.swap();
706 weight_tx.swap();
707
708 color_tx.current().acquire(half_res, GPU_RGBA16F, usage_readwrite_attach);
709 weight_tx.current().acquire(half_res, GPU_R16F, usage_readwrite);
710
711 drw.submit(filter_ps, view);
712
713 color_tx.previous().release();
714 weight_tx.previous().release();
715 }
716
718
720
721 GPU_framebuffer_bind(scatter_fb);
722 drw.submit(scatter_ps, view);
723
724 /* Used by scatter pass. */
725 occlusion_tx_.release();
726
728 }
729 {
730 GPU_debug_group_begin("Hole Fill");
731
732 bokeh_gather_lut_tx_.release();
733 bokeh_scatter_lut_tx_.release();
734
735 hole_fill_color_tx_.acquire(half_res, GPU_RGBA16F, usage_readwrite);
736 hole_fill_weight_tx_.acquire(half_res, GPU_R16F, usage_readwrite);
737
738 drw.submit(hole_fill_ps_, view);
739
740 /* NOTE: We do not filter the hole-fill pass as effect is likely to not be noticeable. */
741
743 }
744 {
745 GPU_debug_group_begin("Resolve");
746
747 resolve_stable_color_tx_ = dof_buffer.stabilize_history_tx_;
748
749 drw.submit(resolve_ps_, view);
750
751 color_bg_tx_.current().release();
752 color_fg_tx_.current().release();
753 weight_bg_tx_.current().release();
754 weight_fg_tx_.current().release();
755 tiles_fg_tx_.current().release();
756 tiles_bg_tx_.current().release();
757 hole_fill_color_tx_.release();
758 hole_fill_weight_tx_.release();
759 bokeh_resolve_lut_tx_.release();
760
762 }
763
765
766 /* Swap buffers so that next effect has the right input. */
767 std::swap(*input_tx, *output_tx);
768}
769
771
772} // namespace blender::eevee
Camera data-block and utility functions.
float BKE_camera_object_dof_distance(const struct Object *ob)
MINLINE float max_ff(float a, float b)
MINLINE int min_ii(int a, int b)
MINLINE float clamp_f(float value, float min, float max)
MINLINE float min_ff(float a, float b)
void mul_project_m4_v3(const float mat[4][4], float vec[3])
MINLINE void sub_v2_v2(float r[2], const float a[2])
MINLINE void add_v2_v2(float r[2], const float a[2])
#define UNPACK2(a)
@ CAM_DOF_ENABLED
@ OB_CAMERA
@ SCE_EEVEE_DOF_JITTER
static AppView * view
void GPU_debug_group_end()
Definition gpu_debug.cc:33
void GPU_debug_group_begin(const char *name)
Definition gpu_debug.cc:22
#define GPU_ATTACHMENT_TEXTURE(_texture)
#define GPU_ATTACHMENT_NONE
void GPU_framebuffer_bind(GPUFrameBuffer *fb)
@ GPU_DRIVER_ANY
bool GPU_type_matches_ex(eGPUDeviceType device, eGPUOSType os, eGPUDriverType driver, eGPUBackendType backend)
@ GPU_OS_UNIX
@ GPU_DEVICE_ATI
@ GPU_PRIM_TRI_STRIP
void GPU_memory_barrier(eGPUBarrier barrier)
Definition gpu_state.cc:385
void GPU_flush()
Definition gpu_state.cc:305
@ GPU_BARRIER_SHADER_STORAGE
Definition GPU_state.hh:48
@ GPU_BARRIER_TEXTURE_FETCH
Definition GPU_state.hh:37
@ GPU_BARRIER_SHADER_IMAGE_ACCESS
Definition GPU_state.hh:35
@ GPU_BARRIER_FRAMEBUFFER
Definition GPU_state.hh:33
int GPU_texture_height(const GPUTexture *texture)
int GPU_texture_width(const GPUTexture *texture)
eGPUTextureUsage
@ GPU_TEXTURE_USAGE_SHADER_READ
@ GPU_TEXTURE_USAGE_SHADER_WRITE
@ GPU_TEXTURE_USAGE_ATTACHMENT
@ GPU_RG16F
@ GPU_R16F
@ GPU_RGBA16F
@ GPU_R11F_G11F_B10F
@ GPU_SAMPLER_FILTERING_MIPMAP
@ GPU_SAMPLER_FILTERING_LINEAR
void ensure(GPUAttachment depth=GPU_ATTACHMENT_NONE, GPUAttachment color1=GPU_ATTACHMENT_NONE, GPUAttachment color2=GPU_ATTACHMENT_NONE, GPUAttachment color3=GPU_ATTACHMENT_NONE, GPUAttachment color4=GPU_ATTACHMENT_NONE, GPUAttachment color5=GPU_ATTACHMENT_NONE, GPUAttachment color6=GPU_ATTACHMENT_NONE, GPUAttachment color7=GPU_ATTACHMENT_NONE, GPUAttachment color8=GPU_ATTACHMENT_NONE)
void submit(PassSimple &pass, View &view)
static void swap(TextureFromPool &a, Texture &b)
void clear(float4 values)
bool ensure_2d(eGPUTextureFormat format, int2 extent, eGPUTextureUsage usage=GPU_TEXTURE_USAGE_GENERAL, const float *data=nullptr, int mip_len=1)
void bind_texture(const char *name, GPUTexture *texture, GPUSamplerState state=sampler_auto)
void bind_image(const char *name, GPUTexture *image)
void dispatch(int group_len)
Definition draw_pass.hh:994
void barrier(eGPUBarrier type)
void bind_ubo(const char *name, GPUUniformBuf *buffer)
void shader_set(GPUShader *shader)
bool is_orthographic() const
bool is_perspective() const
void render(View &view, GPUTexture **input_tx, GPUTexture **output_tx, DepthOfFieldBuffer &dof_buffer)
void jitter_apply(float4x4 &winmat, float4x4 &viewmat)
GPUShader * static_shader_get(eShaderType shader_type)
#define sinf(x)
#define cosf(x)
#define ceilf(x)
#define floorf(x)
#define fabsf(x)
#define sqrtf(x)
@ DRW_STATE_BLEND_ADD_FULL
Definition draw_state.hh:53
@ DRW_STATE_WRITE_COLOR
Definition draw_state.hh:30
#define DOF_DEFAULT_GROUP_SIZE
#define DOF_REDUCE_GROUP_SIZE
#define DOF_TILES_DILATE_GROUP_SIZE
#define DOF_MIP_COUNT
#define DOF_FILTER_GROUP_SIZE
#define DOF_STABILIZE_GROUP_SIZE
#define DOF_BOKEH_LUT_SIZE
#define DOF_GATHER_GROUP_SIZE
#define DOF_TILES_SIZE
#define DOF_RESOLVE_GROUP_SIZE
#define DOF_MAX_SLIGHT_FOCUS_RADIUS
#define DOF_DILATE_RING_COUNT
#define DOF_GATHER_RING_COUNT
detail::Pass< command::DrawCommandBuf > PassSimple
constexpr GPUSamplerState no_filter
static float film_filter_weight(float filter_radius, float sample_distance_sqr)
constexpr GPUSamplerState with_filter
static float circle_to_polygon_angle(float sides_count, float theta)
static float coc_radius_from_camera_depth(DepthOfFieldData dof, float depth)
static float circle_to_polygon_radius(float sides_count, float theta)
T length_squared(const VecBase< T, Size > &a)
VecBase< T, Size > divide_ceil(const VecBase< T, Size > &a, const VecBase< T, Size > &b)
VecBase< T, Size > ceil_to_multiple(const VecBase< T, Size > &a, const VecBase< T, Size > &b)
MatBase< float, 4, 4 > float4x4
VecBase< float, 4 > float4
VecBase< int32_t, 2 > int2
VecBase< float, 2 > float2
VecBase< int32_t, 3 > int3
VecBase< float, 3 > float3
float bokeh_neighbor_max
const c_style_mat & ptr() const
i
Definition text_draw.cc:230