Eevee: Make Ogl render sampling more correct

Result is less noisy ogl renders.

What this patch does:
- the draw loops gets accumulated into the output buffer.
- disable TXAA persmat jittering in ogl render since ogl render already does that.
- make noise texture update correct accross all draw loops. Previously it was reset between each FSAA samples.
This commit is contained in:
Clément Foucault 2018-01-05 10:25:00 +01:00
parent 9a00d57371
commit d73f74793e
Notes: blender-bot 2023-02-14 11:28:39 +01:00
Referenced by issue #53320, contact shadows are grainy in opengl render
3 changed files with 85 additions and 51 deletions

View File

@ -73,7 +73,7 @@ static void eevee_engine_init(void *ved)
EEVEE_lights_init(sldata);
EEVEE_lightprobes_init(sldata, vedata);
if (stl->effects->taa_current_sample > 1) {
if ((stl->effects->taa_current_sample > 1) && !DRW_state_is_image_render()) {
/* XXX otherwise it would break the other engines. */
DRW_viewport_matrix_override_unset(DRW_MAT_PERS);
DRW_viewport_matrix_override_unset(DRW_MAT_PERSINV);
@ -177,27 +177,26 @@ static void eevee_draw_background(void *vedata)
* when using opengl render. */
int loop_ct = DRW_state_is_image_render() ? 4 : 1;
static float rand = 0.0f;
/* XXX temp for denoising render. TODO plug number of samples here */
if (DRW_state_is_image_render()) {
rand += 1.0f / 16.0f;
rand = rand - floorf(rand);
/* Set jitter offset */
EEVEE_update_util_texture(rand);
}
else if (((stl->effects->enabled_effects & EFFECT_TAA) != 0) && (stl->effects->taa_current_sample > 1)) {
double r;
BLI_halton_1D(2, 0.0, stl->effects->taa_current_sample - 1, &r);
/* Set jitter offset */
/* PERF This is killing perf ! */
EEVEE_update_util_texture((float)r);
}
while (loop_ct--) {
/* XXX temp for denoising render. TODO plug number of samples here */
if (DRW_state_is_image_render()) {
double r;
BLI_halton_1D(2, 0.0, stl->effects->taa_current_sample - 1, &r);
/* Set jitter offset */
/* PERF This is killing perf ! */
EEVEE_update_util_texture((float)r);
}
else if (((stl->effects->enabled_effects & EFFECT_TAA) != 0) && (stl->effects->taa_current_sample > 1)) {
double r;
BLI_halton_1D(2, 0.0, stl->effects->taa_current_sample - 1, &r);
/* Set jitter offset */
/* PERF This is killing perf ! */
EEVEE_update_util_texture((float)r);
}
/* Refresh Probes */
DRW_stats_group_start("Probes Refresh");
EEVEE_lightprobes_refresh(sldata, vedata);
@ -221,7 +220,10 @@ static void eevee_draw_background(void *vedata)
DRW_framebuffer_clear(true, true, true, clear_col, 1.0f);
}
if (((stl->effects->enabled_effects & EFFECT_TAA) != 0) && stl->effects->taa_current_sample > 1) {
if (((stl->effects->enabled_effects & EFFECT_TAA) != 0) &&
(stl->effects->taa_current_sample > 1) &&
!DRW_state_is_image_render())
{
DRW_viewport_matrix_override_set(stl->effects->overide_persmat, DRW_MAT_PERS);
DRW_viewport_matrix_override_set(stl->effects->overide_persinv, DRW_MAT_PERSINV);
DRW_viewport_matrix_override_set(stl->effects->overide_winmat, DRW_MAT_WIN);
@ -278,7 +280,7 @@ static void eevee_draw_background(void *vedata)
EEVEE_draw_effects(vedata);
DRW_stats_group_end();
if (stl->effects->taa_current_sample > 1) {
if ((stl->effects->taa_current_sample > 1) && !DRW_state_is_image_render()) {
DRW_viewport_matrix_override_unset(DRW_MAT_PERS);
DRW_viewport_matrix_override_unset(DRW_MAT_PERSINV);
DRW_viewport_matrix_override_unset(DRW_MAT_WIN);

View File

@ -465,6 +465,7 @@ typedef struct EEVEE_EffectsInfo {
/* Temporal Anti Aliasing */
int taa_current_sample;
int taa_render_sample;
int taa_total_sample;
float taa_alpha;
bool prev_drw_support;

View File

@ -51,14 +51,21 @@ int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects = stl->effects;
/* Reset for each "redraw". When rendering using ogl render,
* we accumulate the redraw inside the drawing loop in eevee_draw_background().
* But we do NOT accumulate between "redraw" (as in full draw manager drawloop)
* because the opengl render already does that. */
effects->taa_render_sample = 1;
const DRWContextState *draw_ctx = DRW_context_state_get();
ViewLayer *view_layer = draw_ctx->view_layer;
IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
if (BKE_collection_engine_property_value_get_int(props, "taa_samples") != 1 &&
if ((BKE_collection_engine_property_value_get_int(props, "taa_samples") != 1 &&
/* FIXME the motion blur camera evaluation is tagging view_updated
* thus making the TAA always reset and never stopping rendering. */
(effects->enabled_effects & EFFECT_MOTION_BLUR) == 0)
(effects->enabled_effects & EFFECT_MOTION_BLUR) == 0) ||
DRW_state_is_image_render())
{
const float *viewport_size = DRW_viewport_size_get();
float persmat[4][4], viewmat[4][4];
@ -79,40 +86,48 @@ int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data
DRW_viewport_matrix_get(persmat, DRW_MAT_PERS);
DRW_viewport_matrix_get(viewmat, DRW_MAT_VIEW);
DRW_viewport_matrix_get(effects->overide_winmat, DRW_MAT_WIN);
view_is_valid = view_is_valid && compare_m4m4(persmat, effects->prev_drw_persmat, FLT_MIN);
copy_m4_m4(effects->prev_drw_persmat, persmat);
/* The view is jittered by the oglrenderer. So avoid testing in this case. */
if (!DRW_state_is_image_render()) {
view_is_valid = view_is_valid && compare_m4m4(persmat, effects->prev_drw_persmat, FLT_MIN);
copy_m4_m4(effects->prev_drw_persmat, persmat);
}
/* Prevent ghosting from probe data. */
view_is_valid = view_is_valid && (effects->prev_drw_support == DRW_state_draw_support());
effects->prev_drw_support = DRW_state_draw_support();
if (view_is_valid &&
((effects->taa_total_sample == 0) ||
(effects->taa_current_sample < effects->taa_total_sample)))
if (((effects->taa_total_sample == 0) || (effects->taa_current_sample < effects->taa_total_sample)) ||
DRW_state_is_image_render())
{
effects->taa_current_sample += 1;
if (view_is_valid) {
/* OGL render already jitter the camera. */
if (!DRW_state_is_image_render()) {
effects->taa_current_sample += 1;
effects->taa_alpha = 1.0f / (float)(effects->taa_current_sample);
double ht_point[2];
double ht_offset[2] = {0.0, 0.0};
unsigned int ht_primes[2] = {2, 3};
double ht_point[2];
double ht_offset[2] = {0.0, 0.0};
unsigned int ht_primes[2] = {2, 3};
BLI_halton_2D(ht_primes, ht_offset, effects->taa_current_sample - 1, ht_point);
BLI_halton_2D(ht_primes, ht_offset, effects->taa_current_sample - 1, ht_point);
window_translate_m4(
effects->overide_winmat, persmat,
((float)(ht_point[0]) * 2.0f - 1.0f) / viewport_size[0],
((float)(ht_point[1]) * 2.0f - 1.0f) / viewport_size[1]);
window_translate_m4(
effects->overide_winmat, persmat,
((float)(ht_point[0]) * 2.0f - 1.0f) / viewport_size[0],
((float)(ht_point[1]) * 2.0f - 1.0f) / viewport_size[1]);
mul_m4_m4m4(effects->overide_persmat, effects->overide_winmat, viewmat);
invert_m4_m4(effects->overide_persinv, effects->overide_persmat);
invert_m4_m4(effects->overide_wininv, effects->overide_winmat);
mul_m4_m4m4(effects->overide_persmat, effects->overide_winmat, viewmat);
invert_m4_m4(effects->overide_persinv, effects->overide_persmat);
invert_m4_m4(effects->overide_wininv, effects->overide_winmat);
DRW_viewport_matrix_override_set(effects->overide_persmat, DRW_MAT_PERS);
DRW_viewport_matrix_override_set(effects->overide_persinv, DRW_MAT_PERSINV);
DRW_viewport_matrix_override_set(effects->overide_winmat, DRW_MAT_WIN);
DRW_viewport_matrix_override_set(effects->overide_wininv, DRW_MAT_WININV);
DRW_viewport_matrix_override_set(effects->overide_persmat, DRW_MAT_PERS);
DRW_viewport_matrix_override_set(effects->overide_persinv, DRW_MAT_PERSINV);
DRW_viewport_matrix_override_set(effects->overide_winmat, DRW_MAT_WIN);
DRW_viewport_matrix_override_set(effects->overide_wininv, DRW_MAT_WININV);
}
}
else {
effects->taa_current_sample = 1;
}
}
else {
effects->taa_current_sample = 1;
@ -162,6 +177,14 @@ void EEVEE_temporal_sampling_draw(EEVEE_Data *vedata)
if ((effects->enabled_effects & EFFECT_TAA) != 0) {
if (effects->taa_current_sample != 1) {
if (DRW_state_is_image_render()) {
/* See EEVEE_temporal_sampling_init() for more details. */
effects->taa_alpha = 1.0f / (float)(effects->taa_render_sample);
}
else {
effects->taa_alpha = 1.0f / (float)(effects->taa_current_sample);
}
DRW_framebuffer_bind(fbl->effect_fb);
DRW_draw_pass(psl->taa_resolve);
@ -182,12 +205,20 @@ void EEVEE_temporal_sampling_draw(EEVEE_Data *vedata)
DRW_framebuffer_blit(fbl->main, fbl->depth_double_buffer_fb, true, false);
}
if ((effects->taa_total_sample == 0) ||
(effects->taa_current_sample < effects->taa_total_sample))
{
DRW_viewport_request_redraw();
/* Make each loop count when doing a render. */
if (DRW_state_is_image_render()) {
effects->taa_render_sample += 1;
effects->taa_current_sample += 1;
}
else {
if ((effects->taa_total_sample == 0) ||
(effects->taa_current_sample < effects->taa_total_sample))
{
DRW_viewport_request_redraw();
}
}
}
}
void EEVEE_temporal_sampling_free(void)