
Previously, bright edges (e.g. caused by rim lighting) would sometimes get halos around them after denoising. This change introduces a log(1+x) highlight compression step that is performed before denoising and reversed afterwards. That way, the denoising algorithm itself operates in the compressed space and therefore bright edges cause less numerical issues.
495 lines
13 KiB
C++
495 lines
13 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <stdlib.h>
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#include "render/buffers.h"
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#include "device/device.h"
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#include "util/util_foreach.h"
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#include "util/util_hash.h"
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#include "util/util_math.h"
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#include "util/util_opengl.h"
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#include "util/util_time.h"
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#include "util/util_types.h"
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CCL_NAMESPACE_BEGIN
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/* Buffer Params */
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BufferParams::BufferParams()
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{
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width = 0;
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height = 0;
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full_x = 0;
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full_y = 0;
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full_width = 0;
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full_height = 0;
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denoising_data_pass = false;
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denoising_clean_pass = false;
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denoising_prefiltered_pass = false;
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Pass::add(PASS_COMBINED, passes);
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}
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void BufferParams::get_offset_stride(int &offset, int &stride)
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{
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offset = -(full_x + full_y * width);
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stride = width;
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}
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bool BufferParams::modified(const BufferParams ¶ms)
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{
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return !(full_x == params.full_x && full_y == params.full_y && width == params.width &&
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height == params.height && full_width == params.full_width &&
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full_height == params.full_height && Pass::equals(passes, params.passes));
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}
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int BufferParams::get_passes_size()
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{
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int size = 0;
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for (size_t i = 0; i < passes.size(); i++)
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size += passes[i].components;
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if (denoising_data_pass) {
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size += DENOISING_PASS_SIZE_BASE;
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if (denoising_clean_pass)
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size += DENOISING_PASS_SIZE_CLEAN;
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if (denoising_prefiltered_pass)
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size += DENOISING_PASS_SIZE_PREFILTERED;
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}
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return align_up(size, 4);
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}
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int BufferParams::get_denoising_offset()
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{
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int offset = 0;
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for (size_t i = 0; i < passes.size(); i++)
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offset += passes[i].components;
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return offset;
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}
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int BufferParams::get_denoising_prefiltered_offset()
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{
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assert(denoising_prefiltered_pass);
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int offset = get_denoising_offset();
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offset += DENOISING_PASS_SIZE_BASE;
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if (denoising_clean_pass) {
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offset += DENOISING_PASS_SIZE_CLEAN;
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}
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return offset;
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}
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/* Render Buffer Task */
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RenderTile::RenderTile()
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{
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x = 0;
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y = 0;
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w = 0;
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h = 0;
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sample = 0;
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start_sample = 0;
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num_samples = 0;
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resolution = 0;
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offset = 0;
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stride = 0;
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buffer = 0;
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buffers = NULL;
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}
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/* Render Buffers */
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RenderBuffers::RenderBuffers(Device *device)
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: buffer(device, "RenderBuffers", MEM_READ_WRITE),
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map_neighbor_copied(false),
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render_time(0.0f)
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{
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}
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RenderBuffers::~RenderBuffers()
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{
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buffer.free();
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}
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void RenderBuffers::reset(BufferParams ¶ms_)
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{
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params = params_;
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/* re-allocate buffer */
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buffer.alloc(params.width * params.height * params.get_passes_size());
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buffer.zero_to_device();
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}
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void RenderBuffers::zero()
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{
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buffer.zero_to_device();
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}
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bool RenderBuffers::copy_from_device()
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{
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if (!buffer.device_pointer)
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return false;
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buffer.copy_from_device(0, params.width * params.get_passes_size(), params.height);
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return true;
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}
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bool RenderBuffers::get_denoising_pass_rect(
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int type, float exposure, int sample, int components, float *pixels)
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{
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if (buffer.data() == NULL) {
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return false;
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}
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float scale = 1.0f;
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float alpha_scale = 1.0f / sample;
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if (type == DENOISING_PASS_PREFILTERED_COLOR || type == DENOISING_PASS_CLEAN ||
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type == DENOISING_PASS_PREFILTERED_INTENSITY) {
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scale *= exposure;
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}
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else if (type == DENOISING_PASS_PREFILTERED_VARIANCE) {
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scale *= exposure * exposure * (sample - 1);
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}
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int offset;
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if (type == DENOISING_PASS_CLEAN) {
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/* The clean pass isn't changed by prefiltering, so we use the original one there. */
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offset = type + params.get_denoising_offset();
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scale /= sample;
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}
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else if (type == DENOISING_PASS_PREFILTERED_COLOR && !params.denoising_prefiltered_pass) {
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/* If we're not saving the prefiltering result, return the original noisy pass. */
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offset = params.get_denoising_offset() + DENOISING_PASS_COLOR;
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scale /= sample;
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}
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else {
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offset = type + params.get_denoising_prefiltered_offset();
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}
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int pass_stride = params.get_passes_size();
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int size = params.width * params.height;
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float *in = buffer.data() + offset;
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if (components == 1) {
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for (int i = 0; i < size; i++, in += pass_stride, pixels++) {
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pixels[0] = in[0] * scale;
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}
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}
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else if (components == 3) {
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for (int i = 0; i < size; i++, in += pass_stride, pixels += 3) {
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pixels[0] = in[0] * scale;
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pixels[1] = in[1] * scale;
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pixels[2] = in[2] * scale;
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}
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}
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else if (components == 4) {
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/* Since the alpha channel is not involved in denoising, output the Combined alpha channel. */
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assert(params.passes[0].type == PASS_COMBINED);
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float *in_combined = buffer.data();
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for (int i = 0; i < size; i++, in += pass_stride, in_combined += pass_stride, pixels += 4) {
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float3 val = make_float3(in[0], in[1], in[2]);
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if (type == DENOISING_PASS_PREFILTERED_COLOR && params.denoising_prefiltered_pass) {
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/* Remove highlight compression from the image. */
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val = color_highlight_uncompress(val);
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}
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pixels[0] = val.x * scale;
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pixels[1] = val.y * scale;
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pixels[2] = val.z * scale;
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pixels[3] = saturate(in_combined[3] * alpha_scale);
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}
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}
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else {
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return false;
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}
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return true;
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}
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bool RenderBuffers::get_pass_rect(
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PassType type, float exposure, int sample, int components, float *pixels, const string &name)
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{
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if (buffer.data() == NULL) {
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return false;
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}
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int pass_offset = 0;
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for (size_t j = 0; j < params.passes.size(); j++) {
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Pass &pass = params.passes[j];
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if (pass.type != type) {
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pass_offset += pass.components;
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continue;
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}
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/* Tell Cryptomatte passes apart by their name. */
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if (pass.type == PASS_CRYPTOMATTE) {
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if (pass.name != name) {
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pass_offset += pass.components;
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continue;
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}
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}
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float *in = buffer.data() + pass_offset;
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int pass_stride = params.get_passes_size();
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float scale = (pass.filter) ? 1.0f / (float)sample : 1.0f;
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float scale_exposure = (pass.exposure) ? scale * exposure : scale;
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int size = params.width * params.height;
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if (components == 1 && type == PASS_RENDER_TIME) {
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/* Render time is not stored by kernel, but measured per tile. */
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float val = (float)(1000.0 * render_time / (params.width * params.height * sample));
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for (int i = 0; i < size; i++, pixels++) {
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pixels[0] = val;
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}
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}
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else if (components == 1) {
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assert(pass.components == components);
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/* Scalar */
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if (type == PASS_DEPTH) {
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for (int i = 0; i < size; i++, in += pass_stride, pixels++) {
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float f = *in;
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pixels[0] = (f == 0.0f) ? 1e10f : f * scale_exposure;
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}
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}
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else if (type == PASS_MIST) {
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for (int i = 0; i < size; i++, in += pass_stride, pixels++) {
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float f = *in;
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pixels[0] = saturate(f * scale_exposure);
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}
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}
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#ifdef WITH_CYCLES_DEBUG
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else if (type == PASS_BVH_TRAVERSED_NODES || type == PASS_BVH_TRAVERSED_INSTANCES ||
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type == PASS_BVH_INTERSECTIONS || type == PASS_RAY_BOUNCES) {
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for (int i = 0; i < size; i++, in += pass_stride, pixels++) {
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float f = *in;
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pixels[0] = f * scale;
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}
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}
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#endif
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else {
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for (int i = 0; i < size; i++, in += pass_stride, pixels++) {
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float f = *in;
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pixels[0] = f * scale_exposure;
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}
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}
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}
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else if (components == 3) {
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assert(pass.components == 4);
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/* RGBA */
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if (type == PASS_SHADOW) {
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for (int i = 0; i < size; i++, in += pass_stride, pixels += 3) {
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float4 f = make_float4(in[0], in[1], in[2], in[3]);
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float invw = (f.w > 0.0f) ? 1.0f / f.w : 1.0f;
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pixels[0] = f.x * invw;
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pixels[1] = f.y * invw;
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pixels[2] = f.z * invw;
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}
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}
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else if (pass.divide_type != PASS_NONE) {
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/* RGB lighting passes that need to divide out color */
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pass_offset = 0;
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for (size_t k = 0; k < params.passes.size(); k++) {
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Pass &color_pass = params.passes[k];
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if (color_pass.type == pass.divide_type)
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break;
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pass_offset += color_pass.components;
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}
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float *in_divide = buffer.data() + pass_offset;
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for (int i = 0; i < size; i++, in += pass_stride, in_divide += pass_stride, pixels += 3) {
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float3 f = make_float3(in[0], in[1], in[2]);
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float3 f_divide = make_float3(in_divide[0], in_divide[1], in_divide[2]);
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f = safe_divide_even_color(f * exposure, f_divide);
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pixels[0] = f.x;
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pixels[1] = f.y;
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pixels[2] = f.z;
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}
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}
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else {
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/* RGB/vector */
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for (int i = 0; i < size; i++, in += pass_stride, pixels += 3) {
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float3 f = make_float3(in[0], in[1], in[2]);
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pixels[0] = f.x * scale_exposure;
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pixels[1] = f.y * scale_exposure;
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pixels[2] = f.z * scale_exposure;
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}
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}
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}
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else if (components == 4) {
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assert(pass.components == components);
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/* RGBA */
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if (type == PASS_SHADOW) {
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for (int i = 0; i < size; i++, in += pass_stride, pixels += 4) {
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float4 f = make_float4(in[0], in[1], in[2], in[3]);
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float invw = (f.w > 0.0f) ? 1.0f / f.w : 1.0f;
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pixels[0] = f.x * invw;
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pixels[1] = f.y * invw;
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pixels[2] = f.z * invw;
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pixels[3] = 1.0f;
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}
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}
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else if (type == PASS_MOTION) {
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/* need to normalize by number of samples accumulated for motion */
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pass_offset = 0;
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for (size_t k = 0; k < params.passes.size(); k++) {
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Pass &color_pass = params.passes[k];
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if (color_pass.type == PASS_MOTION_WEIGHT)
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break;
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pass_offset += color_pass.components;
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}
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float *in_weight = buffer.data() + pass_offset;
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for (int i = 0; i < size; i++, in += pass_stride, in_weight += pass_stride, pixels += 4) {
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float4 f = make_float4(in[0], in[1], in[2], in[3]);
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float w = in_weight[0];
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float invw = (w > 0.0f) ? 1.0f / w : 0.0f;
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pixels[0] = f.x * invw;
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pixels[1] = f.y * invw;
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pixels[2] = f.z * invw;
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pixels[3] = f.w * invw;
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}
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}
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else if (type == PASS_CRYPTOMATTE) {
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for (int i = 0; i < size; i++, in += pass_stride, pixels += 4) {
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float4 f = make_float4(in[0], in[1], in[2], in[3]);
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/* x and z contain integer IDs, don't rescale them.
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y and w contain matte weights, they get scaled. */
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pixels[0] = f.x;
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pixels[1] = f.y * scale;
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pixels[2] = f.z;
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pixels[3] = f.w * scale;
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}
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}
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else {
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for (int i = 0; i < size; i++, in += pass_stride, pixels += 4) {
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float4 f = make_float4(in[0], in[1], in[2], in[3]);
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pixels[0] = f.x * scale_exposure;
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pixels[1] = f.y * scale_exposure;
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pixels[2] = f.z * scale_exposure;
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/* clamp since alpha might be > 1.0 due to russian roulette */
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pixels[3] = saturate(f.w * scale);
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}
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}
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}
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return true;
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}
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return false;
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}
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/* Display Buffer */
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DisplayBuffer::DisplayBuffer(Device *device, bool linear)
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: draw_width(0),
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draw_height(0),
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transparent(true), /* todo: determine from background */
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half_float(linear),
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rgba_byte(device, "display buffer byte"),
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rgba_half(device, "display buffer half")
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{
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}
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DisplayBuffer::~DisplayBuffer()
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{
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rgba_byte.free();
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rgba_half.free();
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}
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void DisplayBuffer::reset(BufferParams ¶ms_)
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{
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draw_width = 0;
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draw_height = 0;
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params = params_;
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/* allocate display pixels */
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if (half_float) {
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rgba_half.alloc_to_device(params.width, params.height);
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}
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else {
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rgba_byte.alloc_to_device(params.width, params.height);
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}
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}
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void DisplayBuffer::draw_set(int width, int height)
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{
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assert(width <= params.width && height <= params.height);
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draw_width = width;
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draw_height = height;
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}
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void DisplayBuffer::draw(Device *device, const DeviceDrawParams &draw_params)
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{
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if (draw_width != 0 && draw_height != 0) {
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device_memory &rgba = (half_float) ? (device_memory &)rgba_half : (device_memory &)rgba_byte;
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device->draw_pixels(rgba,
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0,
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draw_width,
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draw_height,
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params.width,
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params.height,
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params.full_x,
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params.full_y,
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params.full_width,
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params.full_height,
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transparent,
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draw_params);
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}
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}
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bool DisplayBuffer::draw_ready()
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{
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return (draw_width != 0 && draw_height != 0);
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}
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CCL_NAMESPACE_END
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