Workbench: Support Odd Number Of AA Samples

Workbench render engine did not work when an odd number of AA samples
were used. A user could enter these values by disabling AA or set the
number of AA samples in the Render/Film panel to an odd number.

This commit will not perform TAA passes when AA is disabled.
For supporting the setting of 5 or 11 samples the bitmask was replaced
by an if statement as this was making the odd number not render
correctly.

As extra introduce the jitter samples of 5 and 11 so the images will
be more clean. a jitter sample of 11 used to read outside the allocated
space of the jitter samples.

Fix T60820

Reviewed By: fclem

Maniphest Tasks: T60820

Differential Revision: https://developer.blender.org/D4546
This commit is contained in:
Jeroen Bakker 2019-03-19 12:51:19 +01:00
parent 109cbdf2e1
commit 84fe4cdcb3
Notes: blender-bot 2023-02-14 11:28:43 +01:00
Referenced by issue #60820, Render artifacts; NoAA or 5, 11 Samples viewport render
2 changed files with 13 additions and 3 deletions

View File

@ -26,7 +26,9 @@
static struct {
struct GPUShader *effect_taa_sh;
float jitter_5[5][2];
float jitter_8[8][2];
float jitter_11[11][2];
float jitter_16[16][2];
float jitter_32[32][2];
} e_data = {NULL};
@ -79,7 +81,9 @@ static void workbench_taa_jitter_init_order(float (*table)[2], int num)
static void workbench_taa_jitter_init(void)
{
workbench_taa_jitter_init_order(e_data.jitter_5, 5);
workbench_taa_jitter_init_order(e_data.jitter_8, 8);
workbench_taa_jitter_init_order(e_data.jitter_11, 11);
workbench_taa_jitter_init_order(e_data.jitter_16, 16);
workbench_taa_jitter_init_order(e_data.jitter_32, 32);
}
@ -212,9 +216,15 @@ void workbench_taa_draw_scene_start(WORKBENCH_Data *vedata)
num_samples = workbench_taa_calculate_num_iterations(vedata);
switch (num_samples) {
default:
case 5:
samples = e_data.jitter_5;
break;
case 8:
samples = e_data.jitter_8;
break;
case 11:
samples = e_data.jitter_11;
break;
case 16:
samples = e_data.jitter_16;
break;
@ -225,10 +235,9 @@ void workbench_taa_draw_scene_start(WORKBENCH_Data *vedata)
mix_factor = 1.0f / (effect_info->jitter_index + 1);
const int bitmask = num_samples - 1;
const int jitter_index = effect_info->jitter_index;
const float *transform_offset = samples[jitter_index];
effect_info->jitter_index = (jitter_index + 1) & bitmask;
effect_info->jitter_index = (jitter_index + 1) % num_samples;
/* construct new matrices from transform delta */
float viewmat[4][4];

View File

@ -62,7 +62,8 @@
#define FXAA_ENABLED(wpd) ((!DRW_state_is_opengl_render()) && \
(IN_RANGE(wpd->preferences->gpu_viewport_quality, GPU_VIEWPORT_QUALITY_FXAA, GPU_VIEWPORT_QUALITY_TAA8) || \
((IS_NAVIGATING(wpd) || wpd->is_playback) && (wpd->preferences->gpu_viewport_quality >= GPU_VIEWPORT_QUALITY_TAA8))))
#define TAA_ENABLED(wpd) (DRW_state_is_image_render() || (wpd->preferences->gpu_viewport_quality >= GPU_VIEWPORT_QUALITY_TAA8 && !IS_NAVIGATING(wpd) && !wpd->is_playback))
#define TAA_ENABLED(wpd) ((DRW_state_is_image_render() && DRW_context_state_get()->scene->r.mode & R_OSA) || \
(DRW_state_is_opengl_render() && wpd->preferences->gpu_viewport_quality >= GPU_VIEWPORT_QUALITY_TAA8 && !IS_NAVIGATING(wpd) && !wpd->is_playback))
#define SPECULAR_HIGHLIGHT_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT) && (!STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)))
#define OBJECT_OUTLINE_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE)
#define OBJECT_ID_PASS_ENABLED(wpd) (OBJECT_OUTLINE_ENABLED(wpd) || CURVATURE_ENABLED(wpd))