Commit: 292f5ab7584d6e9ba54893eaafd70d9ee8d1c3ce Author: Clément Foucault Date: Wed Aug 9 15:20:18 2017 +0200 Branches: blender2.8 https://developer.blender.org/rB292f5ab7584d6e9ba54893eaafd70d9ee8d1c3ce
Eevee: Correct Mipmap texel alignment. Since we are working with non power of 2 textures, the mipmap level UV does not line up perfectly. This resulted in skewed filtering and bad sampling of the min/max depth buffer. =================================================================== M source/blender/draw/engines/eevee/eevee_effects.c M source/blender/draw/engines/eevee/eevee_private.h M source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl M source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl M source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl =================================================================== diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c index 7592e5c08d9..8475e280a32 100644 --- a/source/blender/draw/engines/eevee/eevee_effects.c +++ b/source/blender/draw/engines/eevee/eevee_effects.c @@ -493,6 +493,17 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata) (int)viewport_size[0] / 2, (int)viewport_size[1] / 2, &texmin, 1); + /* Compute Mipmap texel alignement. */ + for (int i = 0; i < 10; ++i) { + float mip_size[2] = {viewport_size[0], viewport_size[1]}; + for (int j = 0; j < i; ++j) { + mip_size[0] = floorf(fmaxf(1.0f, mip_size[0] / 2.0f)); + mip_size[1] = floorf(fmaxf(1.0f, mip_size[1] / 2.0f)); + } + stl->g_data->mip_ratio[i][0] = viewport_size[0] / (mip_size[0] * powf(2.0f, floorf(log2f(floorf(viewport_size[0] / mip_size[0]))))); + stl->g_data->mip_ratio[i][1] = viewport_size[1] / (mip_size[1] * powf(2.0f, floorf(log2f(floorf(viewport_size[1] / mip_size[1]))))); + } + /* Cannot define 2 depth texture for one framebuffer. So allocate ourself. */ if (txl->maxzbuffer == NULL) { txl->maxzbuffer = DRW_texture_create_2D((int)viewport_size[0] / 2, (int)viewport_size[1] / 2, DRW_TEX_DEPTH_24, DRW_TEX_MIPMAP, NULL); @@ -754,6 +765,7 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata) DRW_shgroup_uniform_buffer(grp, "maxzBuffer", &txl->maxzbuffer); DRW_shgroup_uniform_buffer(grp, "minzBuffer", &stl->g_data->minzbuffer); DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2); + DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10); DRW_shgroup_uniform_vec4(grp, "ssrParameters", &effects->ssr_quality, 1); DRW_shgroup_uniform_int(grp, "rayCount", &effects->ssr_ray_count, 1); DRW_shgroup_uniform_int(grp, "planar_count", &sldata->probes->num_planar, 1); @@ -773,6 +785,7 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata) DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2); DRW_shgroup_uniform_int(grp, "planar_count", &sldata->probes->num_planar, 1); DRW_shgroup_uniform_int(grp, "probe_count", &sldata->probes->num_render_cube, 1); + DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10); DRW_shgroup_uniform_float(grp, "borderFadeFactor", &effects->ssr_border_fac, 1); DRW_shgroup_uniform_float(grp, "maxRoughness", &effects->ssr_max_roughness, 1); DRW_shgroup_uniform_float(grp, "lodCubeMax", &sldata->probes->lod_cube_max, 1); diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index 906f6a0f454..4e17649ba42 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -470,6 +470,8 @@ typedef struct EEVEE_PrivateData { float viewvecs[2][4]; /* For planar probes */ float texel_size[2]; + /* To correct mip level texel mis-alignement */ + float mip_ratio[10][2]; /* TODO put in a UBO */ /* For double buffering */ bool valid_double_buffer; float prev_persmat[4][4]; diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl index f5ddbd0679c..27a08a98b4a 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -27,6 +27,8 @@ flat in int shFace; /* Shadow layer we are rendering to. */ #define ViewMatrix FaceViewMatrix[shFace] #endif +uniform vec2 mipRatio[10]; + #define cameraForward normalize(ViewMatrixInverse[2].xyz) #define cameraPos ViewMatrixInverse[3].xyz #define cameraVec ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - worldPosition) : cameraForward) diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl index 0374a4f9aa5..fb59c522deb 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl @@ -307,6 +307,10 @@ vec4 get_ssr_sample( /* Estimate a cone footprint to sample a corresponding mipmap level. */ float mip = BRDF_BIAS * clamp(log2(cone_footprint * max(texture_size.x, texture_size.y)), 0.0, MAX_MIP) - 1.0; + /* Correct UVs for mipmaping mis-alignment */ + float low_mip = floor(mip); + ref_uvs *= mix(mipRatio[int(low_mip)], mipRatio[int(low_mip + 1.0)], mip - low_mip); + /* Slide 54 */ float bsdf = bsdf_ggx(N, L, V, roughnessSquared); float weight = step(1e-8, hit_co_pdf.w) * bsdf / max(1e-8, hit_co_pdf.w); diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl index 855755adfe4..7afabfc5c3d 100644 --- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl @@ -18,6 +18,8 @@ float sample_depth(vec2 uv, int index, float lod) return textureLod(planarDepth, vec3(uv, index), 0.0).r; } else { + /* Correct UVs for mipmaping mis-alignment */ + uv *= mipRatio[int(lod + 1.0)]; return textureLod(maxzBuffer, uv, lod).r; } } _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org https://lists.blender.org/mailman/listinfo/bf-blender-cvs