Blender V4.3
eevee_shadow.cc
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1/* SPDX-FileCopyrightText: 2022 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
4
11#include "BKE_global.hh"
12#include "BLI_math_matrix.hh"
13#include "GPU_compute.hh"
14
15#include "eevee_instance.hh"
16
17#include "draw_debug.hh"
18#include <iostream>
19
20namespace blender::eevee {
21
23
24/* -------------------------------------------------------------------- */
30 int2 origin_offset,
31 int clipmap_level,
32 eShadowProjectionType projection_type_,
33 uint2 shadow_set_membership_)
34{
35 if ((projection_type != projection_type_) || (level != clipmap_level) ||
36 (shadow_set_membership_ != shadow_set_membership))
37 {
38 set_dirty();
39 }
40 projection_type = projection_type_;
41 level = clipmap_level;
43 shadow_set_membership = shadow_set_membership_;
44
45 grid_shift = origin_offset - grid_offset;
46 grid_offset = origin_offset;
47
48 if (!equals_m4m4(object_mat.ptr(), object_mat_.ptr())) {
49 object_mat = object_mat_;
50 set_dirty();
51 }
52
53 float tile_size = ShadowDirectional::tile_size_get(level);
54
55 /* object_mat is a rotation matrix. Reduce imprecision by taking the transpose which is also the
56 * inverse in this particular case. */
58
60 center_offset = float2(grid_offset) * tile_size;
61
66 /* Near/far is computed on GPU using casters bounds. */
67 -1.0f,
68 1.0f);
69}
70
72 const float4x4 &object_mat_,
73 float near_,
74 float far_,
75 eCubeFace face,
76 uint2 shadow_set_membership_)
77{
79 (shadow_set_membership_ != shadow_set_membership))
80 {
81 set_dirty();
82 }
84 cubeface = face;
85 grid_offset = int2(0);
86 light_type = light_type_;
87 shadow_set_membership = shadow_set_membership_;
88
89 if ((clip_near != near_) || (clip_far != far_)) {
90 set_dirty();
91 }
92
93 clip_near = near_;
94 half_size = near_;
95 clip_far = far_;
96 center_offset = float2(0.0f);
97
98 if (!equals_m4m4(object_mat.ptr(), object_mat_.ptr())) {
99 object_mat = object_mat_;
100 set_dirty();
101 }
102
106
107 /* Same thing as inversion but avoid precision issues. */
109 /* Update corners. */
110 corners[0] = float4(viewinv.location(), 0.0f);
111 corners[1] = float4(math::transform_point(viewinv, float3(-far_, -far_, -far_)), 0.0f);
112 corners[2] = float4(math::transform_point(viewinv, float3(far_, -far_, -far_)), 0.0f);
113 corners[3] = float4(math::transform_point(viewinv, float3(-far_, far_, -far_)), 0.0f);
114 /* Store deltas. */
115 corners[2] = (corners[2] - corners[1]) / float(SHADOW_TILEMAP_RES);
116 corners[3] = (corners[3] - corners[1]) / float(SHADOW_TILEMAP_RES);
117}
118
120{
122 const float4 debug_color[6] = {
123 {1.0f, 0.1f, 0.1f, 1.0f},
124 {0.1f, 1.0f, 0.1f, 1.0f},
125 {0.0f, 0.2f, 1.0f, 1.0f},
126 {1.0f, 1.0f, 0.3f, 1.0f},
127 {0.1f, 0.1f, 0.1f, 1.0f},
128 {1.0f, 1.0f, 1.0f, 1.0f},
129 };
130 float4 color = debug_color
132
133 float4x4 persinv = winmat * viewmat;
134 drw_debug_matrix_as_bbox(math::invert(persinv), color);
135}
136
139/* -------------------------------------------------------------------- */
145{
147 /* Reverse order to help debugging (first allocated tile-map will get 0). */
148 for (int i = SHADOW_MAX_TILEMAP - 1; i >= 0; i--) {
150 }
151
152 int2 extent;
155
158 tilemap_tx.ensure_2d(GPU_R32UI, extent, usage);
160}
161
163{
164 if (free_indices.is_empty()) {
165 /* Grow the tile-map buffer. See `end_sync`. */
168 }
169 }
170 int index = free_indices.pop_last();
171 return &tilemap_pool.construct(ShadowTileMap(index));
172}
173
175{
176 for (ShadowTileMap *map : free_list) {
177 free_indices.append(map->tiles_index);
178 tilemap_pool.destruct(*map);
179 }
180}
181
183{
185
186 uint needed_tilemap_capacity = (free_indices.size() + tilemap_pool.size());
187 if (needed_tilemap_capacity != (tiles_data.size() / SHADOW_TILEDATA_PER_TILEMAP)) {
188 tiles_data.resize(needed_tilemap_capacity * SHADOW_TILEDATA_PER_TILEMAP);
189 tilemaps_clip.resize(needed_tilemap_capacity);
190 /* We reallocated the tile-map buffer, discarding all the data it contained.
191 * We need to re-initialize the page heaps. */
192 module.do_full_update_ = true;
193 }
194
196 int64_t newly_unused_count = free_indices.size() - last_free_len;
197 if (newly_unused_count > 0) {
198 /* Upload tile-map indices which pages needs to be pushed back to the free page heap. */
199 Span<uint> newly_unused_indices = free_indices.as_span().slice(last_free_len,
200 newly_unused_count);
201 for (uint index : newly_unused_indices) {
202 /* Push a dummy tile-map to a unused tile-map buffer. It is then processed through the some
203 * of the setup steps to release the pages. */
204 ShadowTileMapData tilemap_data = {};
205 tilemap_data.tiles_index = index;
206 tilemap_data.clip_data_index = -1;
207 tilemap_data.grid_shift = int2(SHADOW_TILEMAP_RES);
209
210 tilemaps_unused.append(tilemap_data);
211 }
213 }
214
216}
217
220/* -------------------------------------------------------------------- */
226{
227 int tilemaps_needed = light_local_tilemap_count(light);
228 if (tilemaps_.size() <= tilemaps_needed) {
229 return;
230 }
231 auto span = tilemaps_.as_span();
232 shadows_.tilemap_pool.release(span.drop_front(tilemaps_needed));
233 tilemaps_ = span.take_front(tilemaps_needed);
234}
235
237{
238 ShadowTileMapPool &tilemap_pool = shadows_.tilemap_pool;
239
240 float4x4 object_to_world = light.object_to_world;
241
242 /* Acquire missing tile-maps. */
243 int tilemaps_needed = light_local_tilemap_count(light);
244 while (tilemaps_.size() < tilemaps_needed) {
245 tilemaps_.append(tilemap_pool.acquire());
246 }
247
248 float near = int_as_float(light.clip_near);
249 float far = int_as_float(light.clip_far);
250 for (int i : tilemaps_.index_range()) {
251 eCubeFace face = eCubeFace(Z_NEG + i);
252 tilemaps_[face]->sync_cubeface(
253 light.type, object_to_world, near, far, face, light.shadow_set_membership);
254 }
255
256 light.local.tilemaps_count = tilemaps_needed;
257 light.tilemap_index = tilemap_pool.tilemaps_data.size();
258 for (ShadowTileMap *tilemap : tilemaps_) {
259 /* Add shadow tile-maps grouped by lights to the GPU buffer. */
260 tilemap_pool.tilemaps_data.append(*tilemap);
261 tilemap->set_updated();
262 }
263}
264
267/* -------------------------------------------------------------------- */
284eShadowProjectionType ShadowDirectional::directional_distribution_type_get(const Camera &camera)
285{
286 /* TODO(fclem): Enable the cascade projection if the FOV is tiny in perspective mode. */
287 return camera.is_perspective() ? SHADOW_PROJECTION_CLIPMAP : SHADOW_PROJECTION_CASCADE;
288}
289
290/************************************************************************
291 * Cascade Distribution *
292 ************************************************************************/
293
294void ShadowDirectional::cascade_tilemaps_distribution_near_far_points(const Camera &camera,
295 const Light &light,
296 float3 &near_point,
297 float3 &far_point)
298{
299 const CameraData &cam_data = camera.data_get();
300 /* Ideally we should only take the intersection with the scene bounds. */
302 light.object_to_world, camera.position() - camera.forward() * cam_data.clip_far);
304 light.object_to_world, camera.position() - camera.forward() * cam_data.clip_near);
305}
306
307IndexRange ShadowDirectional::cascade_level_range(const Light &light, const Camera &camera)
308{
309 /* NOTE: All tile-maps are meant to have the same LOD
310 * but we still return a range starting at the unique LOD. */
311
312 using namespace blender::math;
313
314 /* 16 is arbitrary. To avoid too much tile-map per directional lights. */
315 const int max_tilemap_per_shadows = 16;
316 const CameraData &cam_data = camera.data_get();
317
318 float3 near_point, far_point;
319 cascade_tilemaps_distribution_near_far_points(camera, light, near_point, far_point);
320
321 /* This gives the maximum resolution in depth we can have with a fixed set of tile-maps. Gives
322 * the best results when view direction is orthogonal to the light direction. */
323 float depth_range_in_shadow_space = distance(far_point.xy(), near_point.xy());
324 float min_depth_tilemap_size = 2 * (depth_range_in_shadow_space / max_tilemap_per_shadows);
325 /* This allow coverage of the whole view with a single tile-map if camera forward is colinear
326 * with the light direction. */
327 float min_diagonal_tilemap_size = cam_data.screen_diagonal_length;
328
329 if (camera.is_perspective()) {
330 /* Use the far plane diagonal if using perspective. */
331 min_diagonal_tilemap_size *= cam_data.clip_far / cam_data.clip_near;
332 }
333
334 /* Level of detail (or size) of every tile-maps of this light. */
335 /* TODO(fclem): Add support for lod bias from light. */
336 int lod_level = ceil(log2(max_ff(min_depth_tilemap_size, min_diagonal_tilemap_size)) + 0.5);
337
338 /* Tile-maps "rotate" around the first one so their effective range is only half their size. */
339 float per_tilemap_coverage = ShadowDirectional::coverage_get(lod_level) * 0.5f;
340 /* Number of tile-maps needed to cover the whole view. */
341 /* NOTE: floor + 0.5 to avoid 0 when parallel. */
342 int tilemap_len = ceil(0.5f + depth_range_in_shadow_space / per_tilemap_coverage);
343 return IndexRange(lod_level, tilemap_len);
344}
345
346void ShadowDirectional::cascade_tilemaps_distribution(Light &light, const Camera &camera)
347{
348 using namespace blender::math;
349
350 float4x4 object_mat = light.object_to_world;
351 object_mat.location() = float3(0.0f);
352
353 /* All tile-maps use the first level size. */
354 float half_size = ShadowDirectional::coverage_get(levels_range.first()) / 2.0f;
355 float tile_size = ShadowDirectional::tile_size_get(levels_range.first());
356
357 float3 near_point, far_point;
358 cascade_tilemaps_distribution_near_far_points(camera, light, near_point, far_point);
359
360 float2 local_view_direction = normalize(far_point.xy() - near_point.xy());
361 float2 farthest_tilemap_center = local_view_direction * half_size * (levels_range.size() - 1);
362
363 /* Offset for smooth level transitions. */
364 light.object_to_world.x.w = near_point.x;
365 light.object_to_world.y.w = near_point.y;
366 light.object_to_world.z.w = near_point.z;
367
368 /* Offset in tiles from the scene origin to the center of the first tile-maps. */
369 int2 origin_offset = int2(round(float2(near_point) / tile_size));
370 /* Offset in tiles between the first and the last tile-maps. */
371 int2 offset_vector = int2(round(farthest_tilemap_center / tile_size));
372
373 light.sun.clipmap_base_offset_neg = int2(0); /* Unused. */
374 light.sun.clipmap_base_offset_pos = (offset_vector * (1 << 16)) /
375 max_ii(levels_range.size() - 1, 1);
376
377 /* \note cascade_level_range starts the range at the unique LOD to apply to all tile-maps. */
378 int level = levels_range.first();
379 for (int i : IndexRange(levels_range.size())) {
380 ShadowTileMap *tilemap = tilemaps_[i];
381
382 /* Equal spacing between cascades layers since we want uniform shadow density. */
383 int2 level_offset = origin_offset +
384 shadow_cascade_grid_offset(light.sun.clipmap_base_offset_pos, i);
385 tilemap->sync_orthographic(
386 object_mat, level_offset, level, SHADOW_PROJECTION_CASCADE, light.shadow_set_membership);
387
388 /* Add shadow tile-maps grouped by lights to the GPU buffer. */
389 shadows_.tilemap_pool.tilemaps_data.append(*tilemap);
390 tilemap->set_updated();
391 }
392
393 light.sun.clipmap_origin = float2(origin_offset) * tile_size;
394
395 light.type = LIGHT_SUN_ORTHO;
396
397 /* Not really clip-maps, but this is in order to make #light_tilemap_max_get() work and determine
398 * the scaling. */
399 light.sun.clipmap_lod_min = levels_range.first();
400 light.sun.clipmap_lod_max = levels_range.last();
401}
402
403/************************************************************************
404 * Clip-map Distribution *
405 ************************************************************************/
406
407IndexRange ShadowDirectional::clipmap_level_range(const Camera &cam)
408{
409 using namespace blender::math;
410 /* Covers the closest points of the view. */
411 /* FIXME: IndexRange does not support negative indices. Clamp to 0 for now. */
412 int min_level = max(0.0f, floor(log2(abs(cam.data_get().clip_near))));
413 /* Covers the farthest points of the view. */
414 int max_level = ceil(log2(cam.bound_radius() + distance(cam.bound_center(), cam.position())));
415 /* We actually need to cover a bit more because of clipmap origin snapping. */
416 max_level = max(min_level, max_level) + 1;
417 IndexRange range(min_level, max_level - min_level + 1);
418 /* 32 to be able to pack offset into a single int2.
419 * The maximum level count is bounded by the mantissa of a 32bit float. */
420 const int max_tilemap_per_shadows = 24;
421 /* Take top-most level to still cover the whole view. */
422 range = range.take_back(max_tilemap_per_shadows);
423
424 return range;
425}
426
427void ShadowDirectional::clipmap_tilemaps_distribution(Light &light, const Camera &camera)
428{
429 float4x4 object_mat = light.object_to_world;
430 object_mat.location() = float3(0.0f);
431
432 for (int lod : IndexRange(levels_range.size())) {
433 ShadowTileMap *tilemap = tilemaps_[lod];
434
435 int level = levels_range.first() + lod;
436 /* Compute full offset from world origin to the smallest clipmap tile centered around the
437 * camera position. The offset is computed in smallest tile unit. */
438 float tile_size = ShadowDirectional::tile_size_get(level);
439 /* Moving to light space by multiplying by the transpose (which is the inverse). */
440 float2 light_space_camera_position = camera.position() * float2x3(object_mat.view<2, 3>());
441 int2 level_offset = int2(math::round(light_space_camera_position / tile_size));
442
443 tilemap->sync_orthographic(
444 object_mat, level_offset, level, SHADOW_PROJECTION_CLIPMAP, light.shadow_set_membership);
445
446 /* Add shadow tile-maps grouped by lights to the GPU buffer. */
447 shadows_.tilemap_pool.tilemaps_data.append(*tilemap);
448 tilemap->set_updated();
449 }
450
451 int2 pos_offset = int2(0);
452 int2 neg_offset = int2(0);
453 for (int lod : IndexRange(levels_range.size() - 1)) {
454 /* Since offset can only differ by one tile from the higher level, we can compress that as a
455 * single integer where one bit contains offset between 2 levels. Then a single bit shift in
456 * the shader gives the number of tile to offset in the given tile-map space. However we need
457 * also the sign of the offset for each level offset. To this end, we split the negative
458 * offsets to a separate int. */
459 int2 lvl_offset_next = tilemaps_[lod + 1]->grid_offset;
460 int2 lvl_offset = tilemaps_[lod]->grid_offset;
461 int2 lvl_delta = lvl_offset - (lvl_offset_next * 2);
462 BLI_assert(math::abs(lvl_delta.x) <= 1 && math::abs(lvl_delta.y) <= 1);
463 pos_offset |= math::max(lvl_delta, int2(0)) << lod;
464 neg_offset |= math::max(-lvl_delta, int2(0)) << lod;
465 }
466
467 /* Number of levels is limited to 32 by `clipmap_level_range()` for this reason. */
468 light.sun.clipmap_base_offset_pos = pos_offset;
469 light.sun.clipmap_base_offset_neg = neg_offset;
470
471 float tile_size_max = ShadowDirectional::tile_size_get(levels_range.last());
472 int2 level_offset_max = tilemaps_[levels_range.size() - 1]->grid_offset;
473
474 light.type = LIGHT_SUN;
475
476 /* Used for selecting the clipmap level. */
477 float3 location = transform_direction_transposed(light.object_to_world, camera.position());
478 /* Offset for smooth level transitions. */
479 light.object_to_world.x.w = location.x;
480 light.object_to_world.y.w = location.y;
481 light.object_to_world.z.w = location.z;
482 /* Used as origin for the clipmap_base_offset trick. */
483 light.sun.clipmap_origin = float2(level_offset_max * tile_size_max);
484
485 light.sun.clipmap_lod_min = levels_range.first();
486 light.sun.clipmap_lod_max = levels_range.last();
487}
488
490{
491 IndexRange levels_new = directional_distribution_type_get(camera) == SHADOW_PROJECTION_CASCADE ?
492 cascade_level_range(light, camera) :
493 clipmap_level_range(camera);
494
495 if (levels_range == levels_new) {
496 return;
497 }
498
499 IndexRange isect_range = levels_range.intersect(levels_new);
500 IndexRange before_range(levels_range.start(), isect_range.start() - levels_range.start());
501 IndexRange after_range(isect_range.one_after_last(),
502 levels_range.one_after_last() - isect_range.one_after_last());
503
504 auto span = tilemaps_.as_span();
505 shadows_.tilemap_pool.release(span.slice(before_range.shift(-levels_range.start())));
506 shadows_.tilemap_pool.release(span.slice(after_range.shift(-levels_range.start())));
507 tilemaps_ = span.slice(isect_range.shift(-levels_range.start()));
508 levels_range = isect_range;
509}
510
511void ShadowDirectional::end_sync(Light &light, const Camera &camera)
512{
513 ShadowTileMapPool &tilemap_pool = shadows_.tilemap_pool;
514 IndexRange levels_new = directional_distribution_type_get(camera) == SHADOW_PROJECTION_CASCADE ?
515 cascade_level_range(light, camera) :
516 clipmap_level_range(camera);
517
518 if (levels_range != levels_new) {
519 /* Acquire missing tile-maps. */
520 IndexRange isect_range = levels_new.intersect(levels_range);
521 int64_t before_range = isect_range.start() - levels_new.start();
522 int64_t after_range = levels_new.one_after_last() - isect_range.one_after_last();
523
524 Vector<ShadowTileMap *> cached_tilemaps = tilemaps_;
525 tilemaps_.clear();
526 for (int64_t i = 0; i < before_range; i++) {
527 tilemaps_.append(tilemap_pool.acquire());
528 }
529 /* Keep cached LOD's. */
530 tilemaps_.extend(cached_tilemaps);
531 for (int64_t i = 0; i < after_range; i++) {
532 tilemaps_.append(tilemap_pool.acquire());
533 }
534 levels_range = levels_new;
535 }
536
537 light.tilemap_index = tilemap_pool.tilemaps_data.size();
538 light.clip_near = 0x7F7FFFFF; /* floatBitsToOrderedInt(FLT_MAX) */
539 light.clip_far = int(0xFF7FFFFFu ^ 0x7FFFFFFFu); /* floatBitsToOrderedInt(-FLT_MAX) */
540
541 if (directional_distribution_type_get(camera) == SHADOW_PROJECTION_CASCADE) {
542 cascade_tilemaps_distribution(light, camera);
543 }
544 else {
545 clipmap_tilemaps_distribution(light, camera);
546 }
547}
548
551/* -------------------------------------------------------------------- */
556ShadowModule::ShadowModule(Instance &inst, ShadowSceneData &data) : inst_(inst), data_(data)
557{
558 for (int i = 0; i < statistics_buf_.size(); i++) {
559 UNUSED_VARS(i);
560 statistics_buf_.current().clear_to_zero();
561 statistics_buf_.swap();
562 }
563}
564
566{
567 /* Temp: Disable TILE_COPY path while efficient solution for parameter buffer overflow is
568 * identified. This path can be re-enabled in future. */
569#if 0
570 /* Determine shadow update technique and atlas format.
571 * NOTE(Metal): Metal utilizes a tile-optimized approach for Apple Silicon's architecture. */
572 const bool is_metal_backend = (GPU_backend_get_type() == GPU_BACKEND_METAL);
573 const bool is_tile_based_arch = (GPU_platform_architecture() == GPU_ARCHITECTURE_TBDR);
574 if (is_metal_backend && is_tile_based_arch) {
576 }
577 else
578#endif
579 {
581 }
582
583 ::Scene &scene = *inst_.scene;
584
585 global_lod_bias_ = (1.0f - scene.eevee.shadow_resolution_scale) * SHADOW_TILEMAP_LOD;
586
587 bool update_lights = false;
588 bool enable_shadow = (scene.eevee.flag & SCE_EEVEE_SHADOW_ENABLED) != 0;
589 bool use_jitter = enable_shadow &&
590 (inst_.is_image_render() ||
591 (!inst_.is_navigating() && !inst_.is_transforming() && !inst_.is_playback() &&
592 (scene.eevee.flag & SCE_EEVEE_SHADOW_JITTERED_VIEWPORT)));
593 update_lights |= assign_if_different(enabled_, enable_shadow);
594 update_lights |= assign_if_different(data_.use_jitter, bool32_t(use_jitter));
595 if (update_lights) {
596 /* Force light reset. */
597 for (Light &light : inst_.lights.light_map_.values()) {
598 light.initialized = false;
599 }
600 }
601
602 data_.ray_count = clamp_i(scene.eevee.shadow_ray_count, 1, SHADOW_MAX_RAY);
603 data_.step_count = clamp_i(scene.eevee.shadow_step_count, 1, SHADOW_MAX_STEP);
604
605 /* Pool size is in MBytes. */
606 const size_t pool_byte_size = enabled_ ? scene.eevee.shadow_pool_size * square_i(1024) : 1;
607 const size_t page_byte_size = square_i(shadow_page_size_) * sizeof(int);
608 shadow_page_len_ = int(divide_ceil_ul(pool_byte_size, page_byte_size));
609 shadow_page_len_ = min_ii(shadow_page_len_, SHADOW_MAX_PAGE);
610
611 const int2 atlas_extent = shadow_page_size_ * int2(SHADOW_PAGE_PER_ROW);
612 const int atlas_layers = divide_ceil_u(shadow_page_len_, SHADOW_PAGE_PER_LAYER);
613
616 tex_usage |= GPU_TEXTURE_USAGE_ATOMIC;
617 }
618 if (atlas_tx_.ensure_2d_array(atlas_type, atlas_extent, atlas_layers, tex_usage)) {
619 /* Global update. */
620 do_full_update_ = true;
621 }
622
623 /* Make allocation safe. Avoids crash later on. */
624 if (!atlas_tx_.is_valid()) {
625 atlas_tx_.ensure_2d_array(ShadowModule::atlas_type, int2(1), 1);
626 inst_.info_append_i18n(
627 "Error: Could not allocate shadow atlas. Most likely out of GPU memory.");
628 }
629
630 /* Read end of the swap-chain to avoid stall. */
631 if (inst_.is_viewport()) {
632 if (inst_.sampling.finished_viewport()) {
633 /* Swap enough to read the last one. */
634 for (int i = 0; i < statistics_buf_.size(); i++) {
635 statistics_buf_.swap();
636 }
637 }
638 else {
639 statistics_buf_.swap();
640 }
641 statistics_buf_.current().read();
642 ShadowStatistics stats = statistics_buf_.current();
643
644 if (stats.page_used_count > shadow_page_len_ && enabled_) {
645 inst_.info_append_i18n(
646 "Error: Shadow buffer full, may result in missing shadows and lower "
647 "performance. ({} / {})",
648 stats.page_used_count,
649 shadow_page_len_);
650 }
651 if (stats.view_needed_count > SHADOW_VIEW_MAX && enabled_) {
652 inst_.info_append_i18n("Error: Too many shadow updates, some shadows might be incorrect.");
653 }
654 }
655
656 atlas_tx_.filter_mode(false);
657
658 /* Create different viewport to support different update region size. The most fitting viewport
659 * is then selected during the tilemap finalize stage in `viewport_select`. */
660 for (int i = 0; i < multi_viewports_.size(); i++) {
663 int size_in_tile = min_ii(1 << i, SHADOW_TILEMAP_RES);
664 multi_viewports_[i][0] = 0;
665 multi_viewports_[i][1] = 0;
666 multi_viewports_[i][2] = size_in_tile * shadow_page_size_;
667 multi_viewports_[i][3] = size_in_tile * shadow_page_size_;
668 }
669}
670
672{
673 past_casters_updated_.clear();
674 curr_casters_updated_.clear();
675 curr_casters_.clear();
676 jittered_transparent_casters_.clear();
677 update_casters_ = true;
678
679 {
680 Manager &manager = *inst_.manager;
681
682 PassMain &pass = tilemap_usage_ps_;
683 pass.init();
684
685 if (inst_.is_baking()) {
686 SurfelBuf &surfels_buf = inst_.volume_probes.bake.surfels_buf_;
687 CaptureInfoBuf &capture_info_buf = inst_.volume_probes.bake.capture_info_buf_;
688 float surfel_coverage_area = inst_.volume_probes.bake.surfel_density_;
689
690 /* Directional shadows. */
692 int directional_level = std::max(0, int(std::ceil(log2(surfel_coverage_area / texel_size))));
693
694 PassMain::Sub &sub = pass.sub("Surfels");
696 sub.bind_ssbo("tilemaps_buf", &tilemap_pool.tilemaps_data);
697 sub.bind_ssbo("tiles_buf", &tilemap_pool.tiles_data);
698 sub.bind_ssbo("surfel_buf", &surfels_buf);
699 sub.bind_ssbo("capture_info_buf", &capture_info_buf);
700 sub.push_constant("directional_level", directional_level);
701 sub.bind_resources(inst_.uniform_data);
702 sub.bind_resources(inst_.lights);
703 sub.dispatch(&inst_.volume_probes.bake.dispatch_per_surfel_);
704
705 /* Skip opaque and transparent tagging for light baking. */
706 return;
707 }
708
709 {
710 /* Use depth buffer to tag needed shadow pages for opaque geometry. */
711 PassMain::Sub &sub = pass.sub("Opaque");
713 sub.bind_ssbo("tilemaps_buf", &tilemap_pool.tilemaps_data);
714 sub.bind_ssbo("tiles_buf", &tilemap_pool.tiles_data);
715 sub.bind_texture("depth_tx", &src_depth_tx_);
716 sub.push_constant("input_depth_extent", &input_depth_extent_);
717 sub.bind_resources(inst_.lights);
718 sub.bind_resources(inst_.uniform_data);
720 sub.dispatch(&dispatch_depth_scan_size_);
721 }
722 {
723 /* Use bounding boxes for transparent geometry. */
724 PassMain::Sub &sub = pass.sub("Transparent");
725 /* WORKAROUND: The DRW_STATE_WRITE_STENCIL is here only to avoid enabling the rasterizer
726 * discard inside draw manager. */
728 sub.state_stencil(0, 0, 0);
729 sub.framebuffer_set(&usage_tag_fb);
731 sub.bind_ssbo("tilemaps_buf", &tilemap_pool.tilemaps_data);
732 sub.bind_ssbo("tiles_buf", &tilemap_pool.tiles_data);
733 sub.bind_ssbo("bounds_buf", &manager.bounds_buf.current());
734 sub.push_constant("fb_resolution", &usage_tag_fb_resolution_);
735 sub.push_constant("fb_lod", &usage_tag_fb_lod_);
736 sub.bind_resources(inst_.uniform_data);
738 sub.bind_resources(inst_.lights);
739
740 box_batch_ = DRW_cache_cube_get();
741 tilemap_usage_transparent_ps_ = &sub;
742 }
743 }
744}
745
747 const ObjectHandle &handle,
748 const ResourceHandle &resource_handle,
749 bool is_alpha_blend,
750 bool has_transparent_shadows)
751{
752 bool is_shadow_caster = !(ob->visibility_flag & OB_HIDE_SHADOW);
753 if (!is_shadow_caster && !is_alpha_blend) {
754 return;
755 }
756
757 ShadowObject &shadow_ob = objects_.lookup_or_add_default(handle.object_key);
758 shadow_ob.used = true;
759 const bool is_initialized = shadow_ob.resource_handle.raw != 0;
760 const bool has_jittered_transparency = has_transparent_shadows && data_.use_jitter;
761 if (is_shadow_caster && (handle.recalc || !is_initialized || has_jittered_transparency)) {
762 if (handle.recalc && is_initialized) {
763 past_casters_updated_.append(shadow_ob.resource_handle.raw);
764 }
765
766 if (has_jittered_transparency) {
767 jittered_transparent_casters_.append(resource_handle.raw);
768 }
769 else {
770 curr_casters_updated_.append(resource_handle.raw);
771 }
772 }
773 shadow_ob.resource_handle = resource_handle;
774
775 if (is_shadow_caster) {
776 curr_casters_.append(resource_handle.raw);
777 }
778
779 if (is_alpha_blend && !inst_.is_baking()) {
780 tilemap_usage_transparent_ps_->draw(box_batch_, resource_handle);
781 }
782}
783
785{
786 /* Delete unused shadows first to release tile-maps that could be reused for new lights. */
787 for (Light &light : inst_.lights.light_map_.values()) {
788 /* Do not discard lights in baking mode. See WORKAROUND in `surfels_create`. */
789 if ((!light.used || !enabled_) && !inst_.is_baking()) {
790 light.shadow_discard_safe(*this);
791 }
792 else if (light.directional != nullptr) {
793 light.directional->release_excess_tilemaps(light, inst_.camera);
794 }
795 else if (light.punctual != nullptr) {
796 light.punctual->release_excess_tilemaps(light);
797 }
798 }
799
800 /* Allocate new tile-maps and fill shadow data of the lights. */
802 for (Light &light : inst_.lights.light_map_.values()) {
803 if (enabled_ == false) {
804 light.tilemap_index = LIGHT_NO_SHADOW;
805 }
806 else if (light.directional != nullptr) {
807 light.directional->end_sync(light, inst_.camera);
808 }
809 else if (light.punctual != nullptr) {
810 light.punctual->end_sync(light);
811 }
812 else {
813 light.tilemap_index = LIGHT_NO_SHADOW;
814 }
815 }
816 tilemap_pool.end_sync(*this);
817
818 /* Search for deleted or updated shadow casters */
819 auto it_end = objects_.items().end();
820 for (auto it = objects_.items().begin(); it != it_end; ++it) {
821 ShadowObject &shadow_ob = (*it).value;
822 /* Do not discard casters in baking mode. See WORKAROUND in `surfels_create`. */
823 if (!shadow_ob.used && !inst_.is_baking()) {
824 /* May not be a caster, but it does not matter, be conservative. */
825 past_casters_updated_.append(shadow_ob.resource_handle.raw);
826 objects_.remove(it);
827 }
828 else {
829 /* Clear for next sync. */
830 shadow_ob.used = false;
831 }
832 }
833 past_casters_updated_.push_update();
834 curr_casters_updated_.push_update();
835 jittered_transparent_casters_.push_update();
836
837 curr_casters_.push_update();
838
839 if (do_full_update_) {
840 do_full_update_ = false;
841 /* Put all pages in the free heap. */
842 for (uint i : IndexRange(shadow_page_len_)) {
843 uint3 page = {i % SHADOW_PAGE_PER_ROW,
846 pages_free_data_[i] = shadow_page_pack(page);
847 }
848 for (uint i : IndexRange(shadow_page_len_, SHADOW_MAX_PAGE - shadow_page_len_)) {
849 pages_free_data_[i] = 0xFFFFFFFFu;
850 }
851 pages_free_data_.push_update();
852
853 /* Clear tiles to not reference any page. */
856
857 /* Clear cached page buffer. */
858 GPU_storagebuf_clear(pages_cached_data_, -1);
859
860 /* Reset info to match new state. */
861 pages_infos_data_.page_free_count = shadow_page_len_;
862 pages_infos_data_.page_alloc_count = 0;
863 pages_infos_data_.page_cached_next = 0u;
864 pages_infos_data_.page_cached_start = 0u;
865 pages_infos_data_.page_cached_end = 0u;
866 pages_infos_data_.push_update();
867 }
868
869 {
870 Manager &manager = *inst_.manager;
871
872 {
873 PassSimple &pass = tilemap_setup_ps_;
874 pass.init();
875
876 {
877 /* Clear tile-map clip buffer. */
878 PassSimple::Sub &sub = pass.sub("ClearClipmap");
880 sub.bind_ssbo("tilemaps_clip_buf", tilemap_pool.tilemaps_clip);
881 sub.push_constant("tilemaps_clip_buf_len", int(tilemap_pool.tilemaps_clip.size()));
882 sub.dispatch(int3(
885 }
886
887 {
888 /* Compute near/far clip distances for directional shadows based on casters bounds. */
889 PassSimple::Sub &sub = pass.sub("DirectionalBounds");
891 sub.bind_ssbo("tilemaps_buf", tilemap_pool.tilemaps_data);
892 sub.bind_ssbo("tilemaps_clip_buf", tilemap_pool.tilemaps_clip);
893 sub.bind_ssbo("casters_id_buf", curr_casters_);
894 sub.bind_ssbo("bounds_buf", &manager.bounds_buf.current());
895 sub.push_constant("resource_len", int(curr_casters_.size()));
896 sub.bind_resources(inst_.lights);
897 sub.dispatch(int3(
898 divide_ceil_u(std::max(curr_casters_.size(), int64_t(1)), SHADOW_BOUNDS_GROUP_SIZE),
899 1,
900 1));
902 }
903 {
904 /* Clear usage bits. Tag update from the tile-map for sun shadow clip-maps shifting. */
905 PassSimple::Sub &sub = pass.sub("Init");
907 sub.bind_ssbo("tilemaps_buf", tilemap_pool.tilemaps_data);
908 sub.bind_ssbo("tilemaps_clip_buf", tilemap_pool.tilemaps_clip);
909 sub.bind_ssbo("tiles_buf", tilemap_pool.tiles_data);
910 sub.bind_ssbo("pages_cached_buf", pages_cached_data_);
912 /* Free unused tiles from tile-maps not used by any shadow. */
914 sub.bind_ssbo("tilemaps_buf", tilemap_pool.tilemaps_unused);
916 }
918 }
919 }
920
921 {
922 /* Mark for update all shadow pages touching an updated shadow caster. */
923 PassSimple &pass = caster_update_ps_;
924 pass.init();
926 pass.bind_ssbo("tilemaps_buf", tilemap_pool.tilemaps_data);
927 pass.bind_ssbo("tiles_buf", tilemap_pool.tiles_data);
928 /* Past caster transforms. */
929 if (past_casters_updated_.size() > 0) {
930 pass.bind_ssbo("bounds_buf", &manager.bounds_buf.previous());
931 pass.bind_ssbo("resource_ids_buf", past_casters_updated_);
932 pass.dispatch(int3(past_casters_updated_.size(), 1, tilemap_pool.tilemaps_data.size()));
933 }
934 /* Current caster transforms. */
935 if (curr_casters_updated_.size() > 0) {
936 pass.bind_ssbo("bounds_buf", &manager.bounds_buf.current());
937 pass.bind_ssbo("resource_ids_buf", curr_casters_updated_);
938 pass.dispatch(int3(curr_casters_updated_.size(), 1, tilemap_pool.tilemaps_data.size()));
939 }
940 pass.barrier(GPU_BARRIER_SHADER_STORAGE);
941 }
942
943 {
944 /* Mark for update all shadow pages touching a jittered transparency shadow caster. */
945 PassSimple &pass = jittered_transparent_caster_update_ps_;
946 pass.init();
947 if (jittered_transparent_casters_.size() > 0) {
949 pass.bind_ssbo("tilemaps_buf", tilemap_pool.tilemaps_data);
950 pass.bind_ssbo("tiles_buf", tilemap_pool.tiles_data);
951 pass.bind_ssbo("bounds_buf", &manager.bounds_buf.current());
952 pass.bind_ssbo("resource_ids_buf", jittered_transparent_casters_);
953 pass.dispatch(
954 int3(jittered_transparent_casters_.size(), 1, tilemap_pool.tilemaps_data.size()));
955 pass.barrier(GPU_BARRIER_SHADER_STORAGE);
956 }
957 }
958
959 /* Non volume usage tagging happens between these two steps.
960 * (Setup at begin_sync) */
961
962 if (inst_.volume.needs_shadow_tagging() && !inst_.is_baking()) {
963 PassMain::Sub &sub = tilemap_usage_ps_.sub("World Volume");
965 sub.bind_ssbo("tilemaps_buf", &tilemap_pool.tilemaps_data);
966 sub.bind_ssbo("tiles_buf", &tilemap_pool.tiles_data);
967 sub.bind_resources(inst_.uniform_data);
969 sub.bind_resources(inst_.sampling);
970 sub.bind_resources(inst_.lights);
972 sub.bind_resources(inst_.volume.result);
975 }
976
977 {
978 PassSimple &pass = tilemap_update_ps_;
979 pass.init();
980 {
981 /* Mark tiles that are redundant in the mipmap chain as unused. */
982 PassSimple::Sub &sub = pass.sub("MaskLod");
984 sub.push_constant("max_view_per_tilemap", &max_view_per_tilemap_);
985 sub.bind_ssbo("tilemaps_buf", tilemap_pool.tilemaps_data);
986 sub.bind_ssbo("tiles_buf", tilemap_pool.tiles_data);
989 }
990 {
991 /* Free unused pages & Reclaim cached pages. */
992 PassSimple::Sub &sub = pass.sub("Free");
994 sub.bind_ssbo("tilemaps_buf", tilemap_pool.tilemaps_data);
995 sub.bind_ssbo("tiles_buf", tilemap_pool.tiles_data);
996 sub.bind_ssbo("pages_infos_buf", pages_infos_data_);
997 sub.bind_ssbo("pages_free_buf", pages_free_data_);
998 sub.bind_ssbo("pages_cached_buf", pages_cached_data_);
1000 /* Free unused tiles from tile-maps not used by any shadow. */
1001 if (tilemap_pool.tilemaps_unused.size() > 0) {
1002 sub.bind_ssbo("tilemaps_buf", tilemap_pool.tilemaps_unused);
1004 }
1006 }
1007 {
1008 /* De-fragment the free page heap after cache reuse phase which can leave hole. */
1009 PassSimple::Sub &sub = pass.sub("Defrag");
1011 sub.bind_ssbo("pages_infos_buf", pages_infos_data_);
1012 sub.bind_ssbo("pages_free_buf", pages_free_data_);
1013 sub.bind_ssbo("pages_cached_buf", pages_cached_data_);
1014 sub.bind_ssbo("statistics_buf", statistics_buf_.current());
1015 sub.bind_ssbo("clear_dispatch_buf", clear_dispatch_buf_);
1016 sub.bind_ssbo("tile_draw_buf", tile_draw_buf_);
1017 sub.dispatch(int3(1, 1, 1));
1019 }
1020 {
1021 /* Assign pages to tiles that have been marked as used but possess no page. */
1022 PassSimple::Sub &sub = pass.sub("AllocatePages");
1024 sub.bind_ssbo("tilemaps_buf", tilemap_pool.tilemaps_data);
1025 sub.bind_ssbo("tiles_buf", tilemap_pool.tiles_data);
1026 sub.bind_ssbo("statistics_buf", statistics_buf_.current());
1027 sub.bind_ssbo("pages_infos_buf", pages_infos_data_);
1028 sub.bind_ssbo("pages_free_buf", pages_free_data_);
1029 sub.bind_ssbo("pages_cached_buf", pages_cached_data_);
1032 }
1033 {
1034 /* Convert the unordered tiles into a texture used during shading. Creates views. */
1035 PassSimple::Sub &sub = pass.sub("Finalize");
1037 sub.bind_ssbo("tilemaps_buf", &tilemap_pool.tilemaps_data);
1038 sub.bind_ssbo("tiles_buf", &tilemap_pool.tiles_data);
1039 sub.bind_ssbo("pages_infos_buf", &pages_infos_data_);
1040 sub.bind_ssbo("statistics_buf", &statistics_buf_.current());
1041 sub.bind_ssbo("view_infos_buf", &shadow_multi_view_.matrices_ubo_get());
1042 sub.bind_ssbo("render_view_buf", &render_view_buf_);
1043 sub.bind_ssbo("tilemaps_clip_buf", &tilemap_pool.tilemaps_clip);
1044 sub.bind_image("tilemaps_img", &tilemap_pool.tilemap_tx);
1048 }
1049 {
1050 /* Convert the unordered tiles into a texture used during shading. Creates views. */
1051 PassSimple::Sub &sub = pass.sub("RenderMap");
1053 sub.bind_ssbo("statistics_buf", &statistics_buf_.current());
1054 sub.bind_ssbo("render_view_buf", &render_view_buf_);
1055 sub.bind_ssbo("tiles_buf", &tilemap_pool.tiles_data);
1056 sub.bind_ssbo("clear_dispatch_buf", &clear_dispatch_buf_);
1057 sub.bind_ssbo("tile_draw_buf", &tile_draw_buf_);
1058 sub.bind_ssbo("dst_coord_buf", &dst_coord_buf_);
1059 sub.bind_ssbo("src_coord_buf", &src_coord_buf_);
1060 sub.bind_ssbo("render_map_buf", &render_map_buf_);
1061 sub.dispatch(int3(1, 1, SHADOW_VIEW_MAX));
1063 }
1064 {
1065 /* Amend tilemap_tx content to support clipmap LODs. */
1066 PassSimple::Sub &sub = pass.sub("Amend");
1068 sub.bind_image("tilemaps_img", tilemap_pool.tilemap_tx);
1069 sub.bind_ssbo("tilemaps_buf", tilemap_pool.tilemaps_data);
1070 sub.bind_resources(inst_.lights);
1071 sub.dispatch(int3(1));
1073 }
1074
1075 /* NOTE: We do not need to run the clear pass when using the TBDR update variant, as tiles
1076 * will be fully cleared as part of the shadow raster step. */
1079 PassSimple::Sub &sub = pass.sub("RenderClear");
1080 sub.framebuffer_set(&render_fb_);
1083 sub.bind_ssbo("pages_infos_buf", pages_infos_data_);
1084 sub.bind_ssbo("dst_coord_buf", dst_coord_buf_);
1085 sub.bind_image("shadow_atlas_img", atlas_tx_);
1086 sub.dispatch(clear_dispatch_buf_);
1088 }
1089 }
1090 }
1091
1093}
1094
1096{
1097 if (!ELEM(inst_.debug_mode,
1102 {
1103 return;
1104 }
1105
1106 /* Init but not filled if no active object. */
1107 debug_draw_ps_.init();
1108
1109 Object *object_active = DRW_context_state_get()->obact;
1110 if (object_active == nullptr) {
1111 return;
1112 }
1113
1114 ObjectKey object_key(DEG_get_original_object(object_active));
1115
1116 if (inst_.lights.light_map_.contains(object_key) == false) {
1117 return;
1118 }
1119
1120 Light &light = inst_.lights.light_map_.lookup(object_key);
1121
1122 if (light.tilemap_index >= SHADOW_MAX_TILEMAP) {
1123 return;
1124 }
1125
1128
1129 debug_draw_ps_.state_set(state);
1130 debug_draw_ps_.shader_set(inst_.shaders.static_shader_get(SHADOW_DEBUG));
1131 debug_draw_ps_.push_constant("debug_mode", int(inst_.debug_mode));
1132 debug_draw_ps_.push_constant("debug_tilemap_index", light.tilemap_index);
1133 debug_draw_ps_.bind_ssbo("tilemaps_buf", &tilemap_pool.tilemaps_data);
1134 debug_draw_ps_.bind_ssbo("tiles_buf", &tilemap_pool.tiles_data);
1135 debug_draw_ps_.bind_resources(inst_.uniform_data);
1136 debug_draw_ps_.bind_resources(inst_.hiz_buffer.front);
1137 debug_draw_ps_.bind_resources(inst_.lights);
1138 debug_draw_ps_.bind_resources(inst_.shadows);
1139 debug_draw_ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3);
1140}
1141
1143 bool is_perspective,
1144 const int2 &extent)
1145{
1146 float min_dim = float(min_ii(extent.x, extent.y));
1147 float3 p0 = float3(-1.0f, -1.0f, 0.0f);
1148 float3 p1 = float3(float2(min_dim / extent) * 2.0f - 1.0f, 0.0f);
1149 p0 = math::project_point(wininv, p0);
1150 p1 = math::project_point(wininv, p1);
1151 /* Compute radius at unit plane from the camera. This is NOT the perspective division. */
1152 if (is_perspective) {
1153 p0 = p0 / p0.z;
1154 p1 = p1 / p1.z;
1155 }
1156 return math::distance(p0, p1) / min_dim;
1157}
1158
1159bool ShadowModule::shadow_update_finished(int loop_count)
1160{
1161 if (loop_count >= (SHADOW_MAX_TILEMAP * SHADOW_TILEMAP_LOD) / SHADOW_VIEW_MAX) {
1162 /* We have reach the maximum theoretical number of updates.
1163 * This can indicate a problem in the statistic buffer read-back or update tagging. */
1164 inst_.info_append_i18n("Error: Reached max shadow updates.");
1165 return true;
1166 }
1167
1168 if (!inst_.is_image_render()) {
1169 /* For viewport, only run the shadow update once per redraw.
1170 * This avoids the stall from the read-back and freezes from long shadow update. */
1171 return true;
1172 }
1173
1174 int max_updated_view_count = tilemap_pool.tilemaps_data.size() * SHADOW_TILEMAP_LOD;
1175 if (max_updated_view_count <= SHADOW_VIEW_MAX) {
1176 /* There is enough shadow views to cover all tile-map updates.
1177 * No read-back needed as it is guaranteed that all of them will be updated. */
1178 return true;
1179 }
1180
1181 /* Read back and check if there is still tile-map to update. */
1182 statistics_buf_.current().async_flush_to_host();
1183 statistics_buf_.current().read();
1184 ShadowStatistics stats = statistics_buf_.current();
1185
1186 if (stats.page_used_count > shadow_page_len_) {
1187 inst_.info_append_i18n(
1188 "Error: Shadow buffer full, may result in missing shadows and lower "
1189 "performance. ({} / {})",
1190 stats.page_used_count,
1191 shadow_page_len_);
1192 }
1193
1194 /* Rendering is finished if we rendered all the remaining pages. */
1195 return stats.view_needed_count <= SHADOW_VIEW_MAX;
1196}
1197
1198int ShadowModule::max_view_per_tilemap()
1199{
1200 if (inst_.is_image_render()) {
1201 /* No need to limit updates per lights as we ensure all lights levels will be rendered.
1202 * is_image_render. */
1203 return SHADOW_TILEMAP_LOD;
1204 }
1205 /* For now very simple heuristic. Can be improved later by taking into consideration how many
1206 * tile-maps are updating, but we cannot know the ones updated by casters. */
1207 int potential_view_count = 0;
1208 for (auto i : IndexRange(tilemap_pool.tilemaps_data.size())) {
1209 if (tilemap_pool.tilemaps_data[i].projection_type == SHADOW_PROJECTION_CUBEFACE) {
1210 potential_view_count += SHADOW_TILEMAP_LOD;
1211 }
1212 else {
1213 potential_view_count += 1;
1214 }
1215 }
1216 int max_view_count = divide_ceil_u(SHADOW_VIEW_MAX, math::max(potential_view_count, 1));
1217 /* For viewport interactivity, have a hard maximum. This allows smoother experience. */
1218 if (inst_.is_transforming() || inst_.is_navigating()) {
1219 max_view_count = math::min(2, max_view_count);
1220 }
1221 /* For animation playback, we always want the maximum performance. */
1222 if (inst_.is_playback()) {
1223 max_view_count = math::min(1, max_view_count);
1224 }
1225
1226 return max_view_count;
1227}
1228
1229void ShadowModule::ShadowView::compute_visibility(ObjectBoundsBuf &bounds,
1230 ObjectInfosBuf &infos,
1231 uint resource_len,
1232 bool /*debug_freeze*/)
1233{
1234 GPU_debug_group_begin("View.compute_visibility");
1235
1236 uint word_per_draw = this->visibility_word_per_draw();
1237 /* Switch between tightly packed and set of whole word per instance. */
1238 uint words_len = (view_len_ == 1) ? divide_ceil_u(resource_len, 32) :
1239 resource_len * word_per_draw;
1240 words_len = ceil_to_multiple_u(max_ii(1, words_len), 4);
1241 /* TODO(fclem): Resize to nearest pow2 to reduce fragmentation. */
1242 visibility_buf_.resize(words_len);
1243
1244 const uint32_t data = 0xFFFFFFFFu;
1246
1247 if (do_visibility_) {
1249 GPU_shader_bind(shader);
1250 GPU_shader_uniform_1i(shader, "resource_len", resource_len);
1251 GPU_shader_uniform_1i(shader, "view_len", view_len_);
1252 GPU_shader_uniform_1i(shader, "visibility_word_per_draw", word_per_draw);
1253 GPU_storagebuf_bind(bounds, GPU_shader_get_ssbo_binding(shader, "bounds_buf"));
1255 GPU_storagebuf_bind(render_view_buf_, GPU_shader_get_ssbo_binding(shader, "render_view_buf"));
1259 GPU_compute_dispatch(shader, divide_ceil_u(resource_len, DRW_VISIBILITY_GROUP_SIZE), 1, 1);
1261 }
1262
1264}
1265
1267{
1268 if (enabled_ == false) {
1269 /* All lights have been tagged to have no shadow. */
1270 return;
1271 }
1272
1273 input_depth_extent_ = extent;
1274
1275 GPUFrameBuffer *prev_fb = GPU_framebuffer_active_get();
1276
1277 dispatch_depth_scan_size_ = int3(math::divide_ceil(extent, int2(SHADOW_DEPTH_SCAN_GROUP_SIZE)),
1278 1);
1279 max_view_per_tilemap_ = max_view_per_tilemap();
1280
1281 data_.film_pixel_radius = screen_pixel_radius(view.wininv(), view.is_persp(), extent);
1282 inst_.uniform_data.push_update();
1283
1284 usage_tag_fb_resolution_ = math::divide_ceil(extent, int2(std::exp2(usage_tag_fb_lod_)));
1285 usage_tag_fb.ensure(usage_tag_fb_resolution_);
1286
1288 int2 fb_size = int2(SHADOW_TILEMAP_RES * shadow_page_size_);
1289 int fb_layers = SHADOW_VIEW_MAX;
1290
1292 /* Create attachment-less framebuffer. */
1293 shadow_depth_fb_tx_.free();
1294 shadow_depth_accum_tx_.free();
1295 render_fb_.ensure(fb_size);
1296 }
1298 /* Create memoryless depth attachment for on-tile surface depth accumulation. */
1299 shadow_depth_fb_tx_.ensure_2d_array(GPU_DEPTH_COMPONENT32F, fb_size, fb_layers, usage);
1300 shadow_depth_accum_tx_.ensure_2d_array(GPU_R32F, fb_size, fb_layers, usage);
1301 render_fb_.ensure(GPU_ATTACHMENT_TEXTURE(shadow_depth_fb_tx_),
1302 GPU_ATTACHMENT_TEXTURE(shadow_depth_accum_tx_));
1303 }
1304 else {
1306 }
1307
1308 inst_.hiz_buffer.update();
1309
1310 int loop_count = 0;
1311 do {
1312 DRW_stats_group_start("Shadow");
1313 {
1314 GPU_uniformbuf_clear_to_zero(shadow_multi_view_.matrices_ubo_get());
1315
1316 inst_.manager->submit(tilemap_setup_ps_, view);
1317 if (assign_if_different(update_casters_, false)) {
1318 /* Run caster update only once. */
1319 /* TODO(fclem): There is an optimization opportunity here where we can
1320 * test casters only against the static tile-maps instead of all of them. */
1321 inst_.manager->submit(caster_update_ps_, view);
1322 }
1323 if (loop_count == 0) {
1324 inst_.manager->submit(jittered_transparent_caster_update_ps_, view);
1325 }
1326 inst_.manager->submit(tilemap_usage_ps_, view);
1327 inst_.manager->submit(tilemap_update_ps_, view);
1328
1329 shadow_multi_view_.compute_procedural_bounds();
1330
1331 statistics_buf_.current().async_flush_to_host();
1332
1333 /* Isolate shadow update into its own command buffer.
1334 * If parameter buffer exceeds limits, then other work will not be impacted. */
1335 bool use_flush = (shadow_technique == ShadowTechnique::TILE_COPY) &&
1337 /* Flush every loop as these passes are very heavy. */
1338 use_flush |= loop_count != 0;
1339
1340 if (use_flush) {
1341 GPU_flush();
1342 }
1343
1344 /* TODO(fclem): Move all of this to the draw::PassMain. */
1345 if (shadow_depth_fb_tx_.is_valid() && shadow_depth_accum_tx_.is_valid()) {
1347 render_fb_,
1348 {
1349 /* Depth is cleared to 0 for TBDR optimization. */
1350 {GPU_LOADACTION_CLEAR, GPU_STOREACTION_DONT_CARE, {0.0f, 0.0f, 0.0f, 0.0f}},
1354 });
1355 }
1356 else if (shadow_depth_fb_tx_.is_valid()) {
1357 GPU_framebuffer_bind_ex(render_fb_,
1358 {
1362 });
1363 }
1364 else {
1365 GPU_framebuffer_bind(render_fb_);
1366 }
1367
1369 reinterpret_cast<int(*)[4]>(multi_viewports_.data()));
1370
1371 inst_.pipelines.shadow.render(shadow_multi_view_);
1372
1373 if (use_flush) {
1374 GPU_flush();
1375 }
1376
1378 }
1380
1381 loop_count++;
1382
1383 } while (!shadow_update_finished(loop_count));
1384
1385 if (prev_fb) {
1386 GPU_framebuffer_bind(prev_fb);
1387 }
1388}
1389
1390void ShadowModule::debug_draw(View &view, GPUFrameBuffer *view_fb)
1391{
1392 if (!ELEM(inst_.debug_mode,
1397 {
1398 return;
1399 }
1400
1401 switch (inst_.debug_mode) {
1403 inst_.info_append("Debug Mode: Shadow Tilemap");
1404 break;
1406 inst_.info_append("Debug Mode: Shadow Values");
1407 break;
1409 inst_.info_append("Debug Mode: Shadow Tile Random Color");
1410 break;
1412 inst_.info_append("Debug Mode: Shadow Tilemap Random Color");
1413 break;
1414 default:
1415 break;
1416 }
1417
1418 inst_.hiz_buffer.update();
1419
1420 GPU_framebuffer_bind(view_fb);
1421 inst_.manager->submit(debug_draw_ps_, view);
1422}
1423
1426} // namespace blender::eevee
#define BLI_assert_unreachable()
Definition BLI_assert.h:97
#define BLI_assert(a)
Definition BLI_assert.h:50
MINLINE uint ceil_to_multiple_u(uint a, uint b)
MINLINE float max_ff(float a, float b)
MINLINE int min_ii(int a, int b)
MINLINE uint divide_ceil_u(uint a, uint b)
MINLINE int square_i(int a)
MINLINE int max_ii(int a, int b)
MINLINE uint64_t divide_ceil_ul(uint64_t a, uint64_t b)
MINLINE int clamp_i(int value, int min, int max)
MINLINE float int_as_float(int i)
bool equals_m4m4(const float mat1[4][4], const float mat2[4][4])
unsigned int uint
#define UNUSED_VARS(...)
#define ELEM(...)
bool is_initialized
Object * DEG_get_original_object(Object *object)
@ OB_HIDE_SHADOW
@ SCE_EEVEE_SHADOW_ENABLED
@ SCE_EEVEE_SHADOW_JITTERED_VIEWPORT
@ GPU_LOADACTION_CLEAR
@ GPU_STOREACTION_DONT_CARE
void GPU_compute_dispatch(GPUShader *shader, uint groups_x_len, uint groups_y_len, uint groups_z_len)
eGPUBackendType GPU_backend_get_type()
void GPU_debug_group_end()
Definition gpu_debug.cc:33
void GPU_debug_group_begin(const char *name)
Definition gpu_debug.cc:22
void GPU_framebuffer_multi_viewports_set(GPUFrameBuffer *gpu_fb, const int viewport_rects[GPU_MAX_VIEWPORTS][4])
#define GPU_ATTACHMENT_TEXTURE(_texture)
GPUFrameBuffer * GPU_framebuffer_active_get()
void GPU_framebuffer_bind(GPUFrameBuffer *framebuffer)
#define GPU_framebuffer_bind_ex(_fb,...)
@ GPU_ARCHITECTURE_TBDR
GPUArchitectureType GPU_platform_architecture()
@ GPU_PRIM_TRIS
void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value)
int GPU_shader_get_ssbo_binding(GPUShader *shader, const char *name)
void GPU_shader_bind(GPUShader *shader)
int32_t bool32_t
void GPU_memory_barrier(eGPUBarrier barrier)
Definition gpu_state.cc:374
void GPU_flush()
Definition gpu_state.cc:294
@ GPU_BARRIER_SHADER_STORAGE
Definition GPU_state.hh:48
@ GPU_BARRIER_TEXTURE_FETCH
Definition GPU_state.hh:37
@ GPU_BARRIER_UNIFORM
Definition GPU_state.hh:54
@ GPU_BARRIER_SHADER_IMAGE_ACCESS
Definition GPU_state.hh:35
void GPU_storagebuf_bind(GPUStorageBuf *ssbo, int slot)
void GPU_storagebuf_clear(GPUStorageBuf *ssbo, uint32_t clear_value)
eGPUTextureUsage
@ GPU_TEXTURE_USAGE_SHADER_READ
@ GPU_TEXTURE_USAGE_SHADER_WRITE
@ GPU_TEXTURE_USAGE_MEMORYLESS
@ GPU_TEXTURE_USAGE_ATTACHMENT
@ GPU_TEXTURE_USAGE_ATOMIC
@ GPU_DEPTH_COMPONENT32F
void GPU_uniformbuf_clear_to_zero(GPUUniformBuf *ubo)
void GPU_uniformbuf_bind(GPUUniformBuf *ubo, int slot)
struct GPUShader GPUShader
SIMD_FORCE_INLINE btVector3 & normalize()
Normalize this vector x^2 + y^2 + z^2 = 1.
Definition btVector3.h:303
constexpr int64_t first() const
constexpr int64_t one_after_last() const
constexpr IndexRange shift(int64_t n) const
constexpr IndexRange intersect(IndexRange other) const
constexpr int64_t last(const int64_t n=0) const
constexpr int64_t size() const
constexpr int64_t start() const
int64_t size() const
void append(const T &value)
bool is_empty() const
void reserve(const int64_t min_capacity)
Span< T > as_span() const
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)
SwapChain< ObjectBoundsBuf, 2 > bounds_buf
void submit(PassSimple &pass, View &view)
void clear(float4 values)
void filter_mode(bool do_filter)
bool ensure_2d_array(eGPUTextureFormat format, int2 extent, int layers, eGPUTextureUsage usage=GPU_TEXTURE_USAGE_GENERAL, const float *data=nullptr, int mip_len=1)
bool ensure_2d(eGPUTextureFormat format, int2 extent, eGPUTextureUsage usage=GPU_TEXTURE_USAGE_GENERAL, const float *data=nullptr, int mip_len=1)
UniformArrayBuffer< ViewCullingData, DRW_VIEW_MAX > culling_
Definition draw_view.hh:41
VisibilityBuf visibility_buf_
Definition draw_view.hh:46
void compute_procedural_bounds()
Definition draw_view.cc:233
UniformArrayBuffer< ViewMatrices, DRW_VIEW_MAX > data_
Definition draw_view.hh:40
UniformArrayBuffer< ViewMatrices, DRW_VIEW_MAX > & matrices_ubo_get()
Definition draw_view.hh:169
int visibility_word_per_draw() const
Definition draw_view.hh:164
void bind_texture(const char *name, GPUTexture *texture, GPUSamplerState state=sampler_auto)
void bind_resources(U &resources)
Definition draw_pass.hh:426
void bind_image(const char *name, GPUTexture *image)
void draw(gpu::Batch *batch, uint instance_len=-1, uint vertex_len=-1, uint vertex_first=-1, ResourceHandle handle={0}, uint custom_id=0)
Definition draw_pass.hh:760
void draw_procedural(GPUPrimType primitive, uint instance_len, uint vertex_len, uint vertex_first=-1, ResourceHandle handle={0}, uint custom_id=0)
Definition draw_pass.hh:833
PassBase< DrawCommandBufType > & sub(const char *name)
Definition draw_pass.hh:616
void dispatch(int group_len)
Definition draw_pass.hh:874
void barrier(eGPUBarrier type)
Definition draw_pass.hh:943
void state_set(DRWState state, int clip_plane_count=0)
Definition draw_pass.hh:954
void framebuffer_set(GPUFrameBuffer **framebuffer)
Definition draw_pass.hh:977
void state_stencil(uint8_t write_mask, uint8_t reference, uint8_t compare_mask)
Definition draw_pass.hh:966
void push_constant(const char *name, const float &data)
void bind_ssbo(const char *name, GPUStorageBuf *buffer)
void shader_set(GPUShader *shader)
Definition draw_pass.hh:971
struct blender::eevee::HiZBuffer::@195 front
A running instance of the engine.
VolumeProbeModule volume_probes
void info_append_i18n(const char *msg, Args &&...args)
void info_append(const char *msg, Args &&...args)
UniformDataModule uniform_data
GPUShader * static_shader_get(eShaderType shader_type)
static float coverage_get(int lvl)
static float tile_size_get(int lvl)
void end_sync(Light &light, const Camera &camera)
void release_excess_tilemaps(const Light &light, const Camera &camera)
ShadowModule(Instance &inst, ShadowSceneData &data)
ShadowTileMapPool tilemap_pool
void debug_draw(View &view, GPUFrameBuffer *view_fb)
static float screen_pixel_radius(const float4x4 &wininv, bool is_perspective, const int2 &extent)
void set_view(View &view, int2 extent)
static ShadowTechnique shadow_technique
void sync_object(const Object *ob, const ObjectHandle &handle, const ResourceHandle &resource_handle, bool is_alpha_blend, bool has_transparent_shadows)
void release_excess_tilemaps(const Light &light)
struct blender::eevee::VolumeModule::@197 properties
struct blender::eevee::VolumeModule::@196 result
blender::gpu::Batch * DRW_cache_cube_get()
Simple API to draw debug shapes and log in the viewport.
#define drw_debug_matrix_as_bbox(...)
Definition draw_debug.hh:33
#define DRW_VISIBILITY_GROUP_SIZE
#define DRW_VIEW_CULLING_UBO_SLOT
#define DRW_OBJ_INFOS_SLOT
#define DRW_VIEW_UBO_SLOT
const DRWContextState * DRW_context_state_get()
void DRW_stats_group_start(const char *name)
void DRW_stats_group_end()
DRWState
Definition draw_state.hh:25
@ DRW_STATE_CULL_FRONT
Definition draw_state.hh:44
@ DRW_STATE_WRITE_DEPTH
Definition draw_state.hh:29
@ DRW_STATE_WRITE_COLOR
Definition draw_state.hh:30
@ DRW_STATE_DEPTH_LESS_EQUAL
Definition draw_state.hh:38
@ DRW_STATE_DEPTH_ALWAYS
Definition draw_state.hh:36
@ DRW_STATE_BLEND_CUSTOM
Definition draw_state.hh:63
@ DRW_STATE_WRITE_STENCIL
Definition draw_state.hh:32
#define SHADOW_TILEMAP_RES
#define SHADOW_PAGE_RES
#define SHADOW_MAX_TILEMAP
#define SHADOW_PAGE_PER_ROW
#define SHADOW_CLIPMAP_GROUP_SIZE
#define SHADOW_VIEW_MAX
#define SHADOW_DEPTH_SCAN_GROUP_SIZE
#define VOLUME_GROUP_SIZE
#define SHADOW_MAX_RAY
#define SHADOW_TILEDATA_PER_TILEMAP
#define SHADOW_MAX_STEP
#define SHADOW_BOUNDS_GROUP_SIZE
#define SHADOW_PAGE_PER_COL
#define SHADOW_PAGE_PER_LAYER
#define SHADOW_MAX_PAGE
#define SHADOW_TILEMAP_LOD
draw_view in_light_buf[] float
draw_view push_constant(Type::INT, "radiance_src") .push_constant(Type capture_info_buf storage_buf(1, Qualifier::READ, "ObjectBounds", "bounds_buf[]") .push_constant(Type draw_view int
#define LIGHT_NO_SHADOW
tiles_buf[] pages_free_buf[] clear_dispatch_buf ShadowStatistics
SHADOW_TILEMAP_RES tiles_buf[] statistics_buf render_view_buf[SHADOW_VIEW_MAX] GPU_R32UI
smooth(Type::VEC3, "prev") .smooth(Type CameraData
IndexRange range
static ulong state[N]
StorageArrayBuffer< ObjectBounds, 128 > ObjectBoundsBuf
Definition draw_view.hh:30
StorageArrayBuffer< ObjectInfos, 128 > ObjectInfosBuf
Definition draw_view.hh:31
@ SHADOW_TILEMAP_TAG_USAGE_SURFELS
@ SHADOW_TILEMAP_TAG_USAGE_OPAQUE
@ SHADOW_TILEMAP_TAG_USAGE_TRANSPARENT
@ SHADOW_TILEMAP_TAG_USAGE_VOLUME
static constexpr const float shadow_face_mat[6][3][3]
static int2 shadow_cascade_grid_offset(int2 base_offset, int level_relative)
static int light_local_tilemap_count(LightData light)
static float3 transform_direction_transposed(Transform t, float3 direction)
static uint shadow_page_pack(uint3 page)
MatBase< T, 4, 4 > orthographic(T left, T right, T bottom, T top, T near_clip, T far_clip)
Create an orthographic projection matrix using OpenGL coordinate convention: Maps each axis range to ...
MatBase< T, 4, 4 > perspective(T left, T right, T bottom, T top, T near_clip, T far_clip)
Create a perspective projection matrix using OpenGL coordinate convention: Maps each axis range to [-...
MatBase< T, NumCol, NumRow > transpose(const MatBase< T, NumRow, NumCol > &mat)
T floor(const T &a)
T distance(const T &a, const T &b)
VecBase< T, Size > divide_ceil(const VecBase< T, Size > &a, const VecBase< T, Size > &b)
T min(const T &a, const T &b)
CartesianBasis invert(const CartesianBasis &basis)
VectorT project_point(const MatT &mat, const VectorT &point)
T ceil(const T &a)
T max(const T &a, const T &b)
T abs(const T &a)
T round(const T &a)
VecBase< T, 3 > transform_point(const CartesianBasis &basis, const VecBase< T, 3 > &v)
VecBase< uint32_t, 4 > uint4
MatBase< float, 2, 3 > float2x3
bool assign_if_different(T &old_value, T new_value)
MatBase< float, 4, 4 > float4x4
VecBase< float, 4 > float4
VecBase< int32_t, 2 > int2
VecBase< float, 2 > float2
VecBase< int32_t, 3 > int3
MatBase< float, 3, 3 > float3x3
VecBase< float, 3 > float3
static struct PyModuleDef module
Definition python.cpp:991
#define FLT_MAX
Definition stdcycles.h:14
unsigned int uint32_t
Definition stdint.h:80
__int64 int64_t
Definition stdint.h:89
short visibility_flag
const c_style_mat & ptr() const
const MatView< T, ViewNumCol, ViewNumRow, NumCol, NumRow, SrcStartCol, SrcStartRow, Alignment > view() const
ShadowTileMapDataBuf tilemaps_data
ShadowTileMapDataBuf tilemaps_unused
void release(Span< ShadowTileMap * > free_list)
ShadowTileMapClipBuf tilemaps_clip
void end_sync(ShadowModule &module)
Pool< ShadowTileMap > tilemap_pool
static constexpr int64_t maps_per_row
void sync_orthographic(const float4x4 &object_mat_, int2 origin_offset, int clipmap_level, eShadowProjectionType projection_type_, uint2 shadow_set_membership_=~uint2(0))
static constexpr int64_t tile_map_resolution
void sync_cubeface(eLightType light_type_, const float4x4 &object_mat, float near, float far, eCubeFace face, uint2 shadow_set_membership_=~uint2(0))
float x
float z
Definition sky_float3.h:27
float y
Definition sky_float3.h:27
float x
Definition sky_float3.h:27
int x
Definition types_int2.h:15
int y
Definition types_int2.h:15
float max