Eevee: DOF: Optimization: Move some operations out of the shader

This commit is contained in:
Clément Foucault 2019-03-15 22:17:07 +01:00
parent fe40e184a6
commit 66225e84cf
3 changed files with 11 additions and 11 deletions

View File

@ -153,9 +153,10 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v
sensor_scaled *= rv3d->viewcamtexcofac[0];
}
effects->dof_params[0] = aperture * fabsf(focal_len_scaled / (focus_dist - focal_len_scaled));
effects->dof_params[1] = -focus_dist;
effects->dof_params[2] = viewport_size[0] / sensor_scaled;
effects->dof_params[1] = aperture * fabsf(focal_len_scaled / (focus_dist - focal_len_scaled));
effects->dof_params[1] *= viewport_size[0] / sensor_scaled;
effects->dof_params[0] = -focus_dist * effects->dof_params[1];
effects->dof_bokeh[0] = rotation;
effects->dof_bokeh[1] = ratio;
effects->dof_bokeh[2] = scene_eval->eevee.bokeh_max_size;
@ -204,7 +205,7 @@ void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_
DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_vec2(grp, "nearFar", effects->dof_near_far, 1);
DRW_shgroup_uniform_vec3(grp, "dofParams", effects->dof_params, 1);
DRW_shgroup_uniform_vec2(grp, "dofParams", effects->dof_params, 1);
DRW_shgroup_call_add(grp, quad, NULL);
psl->dof_scatter = DRW_pass_create("DoF Scatter", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE_FULL);
@ -226,7 +227,7 @@ void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_
DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &effects->source_buffer);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_vec2(grp, "nearFar", effects->dof_near_far, 1);
DRW_shgroup_uniform_vec3(grp, "dofParams", effects->dof_params, 1);
DRW_shgroup_uniform_vec2(grp, "dofParams", effects->dof_params, 1);
DRW_shgroup_call_add(grp, quad, NULL);
if (use_alpha) {

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@ -574,7 +574,7 @@ typedef struct EEVEE_EffectsInfo {
struct GPUTexture *velocity_tx; /* Texture from pool */
/* Depth Of Field */
float dof_near_far[2];
float dof_params[3];
float dof_params[2];
float dof_bokeh[4];
float dof_bokeh_sides[4];
int dof_target_size[2];

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@ -4,11 +4,10 @@ uniform mat4 ProjectionMatrix;
uniform sampler2D colorBuffer;
uniform sampler2D depthBuffer;
uniform vec3 dofParams;
uniform vec2 dofParams;
#define dof_aperturesize dofParams.x
#define dof_distance dofParams.y
#define dof_invsensorsize dofParams.z
#define dof_mul dofParams.x /* distance * aperturesize * invsensorsize */
#define dof_bias dofParams.y /* aperturesize * invsensorsize */
uniform vec4 bokehParams[2];
@ -25,7 +24,7 @@ uniform vec2 nearFar; /* Near & far view depths values */
/* -------------- Utils ------------- */
/* divide by sensor size to get the normalized size */
#define calculate_coc(zdepth) (dof_aperturesize * (dof_distance / zdepth - 1.0) * dof_invsensorsize)
#define calculate_coc(zdepth) (dof_mul / zdepth - dof_bias)
#define linear_depth(z) ((ProjectionMatrix[3][3] == 0.0) \
? (nearFar.x * nearFar.y) / (z * (nearFar.x - nearFar.y) + nearFar.y) \