diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-08-02 19:03:47 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2018-08-02 19:33:49 +0300 |
commit | 3578212e462d2a67f49d64ce5fb64df43200654f (patch) | |
tree | 90c1f4fc7bcda986231efd71909c5f75ef48c5ce | |
parent | ce551ada928100e34b13e2ea8a6304d0631ec3e6 (diff) |
Eevee: Fix missing UBO binds.
Some of them are unecessary and should be removed from the shader instead.
But for now we need a quick fix for the crashes happening on some platforms.
See T55475.
7 files changed, 38 insertions, 9 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 691d6ffe6eb..8b021279411 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -376,7 +376,10 @@ void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley); // DRW_shgroup_uniform_texture(grp, "texJitter", e_data.jitter); DRW_shgroup_uniform_texture(grp, "probeHdr", rt_color); - DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL); + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + + struct GPUBatch *geom = DRW_cache_fullscreen_quad_get(); + DRW_shgroup_call_add(grp, geom, NULL); } { @@ -394,6 +397,7 @@ void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, #endif DRW_shgroup_uniform_float(grp, "intensityFac", &pinfo->intensity_fac, 1); DRW_shgroup_uniform_texture(grp, "probeHdr", rt_color); + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); struct GPUBatch *geom = DRW_cache_fullscreen_quad_get(); DRW_shgroup_call_add(grp, geom, NULL); @@ -413,6 +417,7 @@ void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, DRW_shgroup_uniform_float(grp, "farClip", &pinfo->far_clip, 1); DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley); DRW_shgroup_uniform_texture(grp, "probeDepth", rt_depth); + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); struct GPUBatch *geom = DRW_cache_fullscreen_quad_get(); DRW_shgroup_call_add(grp, geom, NULL); @@ -471,6 +476,13 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat case GPU_MAT_SUCCESS: grp = DRW_shgroup_material_create(gpumat, psl->probe_background); DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1); + /* TODO (fclem): remove thoses (need to clean the GLSL files). */ + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); + DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); + DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); + DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo); + DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); DRW_shgroup_call_add(grp, geom, NULL); break; default: diff --git a/source/blender/draw/engines/eevee/eevee_lookdev.c b/source/blender/draw/engines/eevee/eevee_lookdev.c index 345a28590c6..deb724c9ae6 100644 --- a/source/blender/draw/engines/eevee/eevee_lookdev.c +++ b/source/blender/draw/engines/eevee/eevee_lookdev.c @@ -112,18 +112,14 @@ void EEVEE_lookdev_cache_init( if (!pinfo) { /* Do not fadeout when doing probe rendering, only when drawing the background */ DRW_shgroup_uniform_float(*grp, "studioLightBackground", &v3d->shading.studiolight_background, 1); - if (v3d->shading.studiolight_background > 0.0f) { - BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE); - tex = sl->equirectangular_irradiance_gputexture; - } + BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE); + tex = sl->equirectangular_irradiance_gputexture; } else { BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE); tex = sl->equirectangular_radiance_gputexture; } - if (tex != NULL) { - DRW_shgroup_uniform_texture(*grp, "image", tex); - } + DRW_shgroup_uniform_texture(*grp, "image", tex); /* Do we need to recalc the lightprobes? */ if (pinfo && diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 39f7443145f..fd097aa783c 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -971,6 +971,13 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) case GPU_MAT_SUCCESS: grp = DRW_shgroup_material_create(gpumat, psl->background_pass); DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1); + /* TODO (fclem): remove thoses (need to clean the GLSL files). */ + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); + DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); + DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); + DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo); + DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); DRW_shgroup_call_add(grp, geom, NULL); break; case GPU_MAT_QUEUED: @@ -998,10 +1005,12 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE; psl->depth_pass = DRW_pass_create("Depth Pass", state); stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.default_prepass_sh, psl->depth_pass); + DRW_shgroup_uniform_block(stl->g_data->depth_shgrp, "clip_block", sldata->clip_ubo); state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK; psl->depth_pass_cull = DRW_pass_create("Depth Pass Cull", state); stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.default_prepass_sh, psl->depth_pass_cull); + DRW_shgroup_uniform_block(stl->g_data->depth_shgrp_cull, "clip_block", sldata->clip_ubo); state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE; psl->depth_pass_clip = DRW_pass_create("Depth Pass Clip", state); diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c index b882db174b0..46229c2dc9b 100644 --- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c +++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c @@ -227,6 +227,8 @@ void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *v DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer); DRW_shgroup_uniform_texture_ref(grp, "planarDepth", &vedata->txl->planar_depth); DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); + DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); + DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); if (!effects->reflection_trace_full) { @@ -245,6 +247,7 @@ void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *v DRW_shgroup_uniform_texture_ref(grp, "hitBuffer", &effects->ssr_hit_output); DRW_shgroup_uniform_texture_ref(grp, "pdfBuffer", &effects->ssr_pdf_output); DRW_shgroup_uniform_texture_ref(grp, "prevColorBuffer", &txl->color_double_buffer); + DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); diff --git a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c index 76e11e02d26..6cb2d1d3b53 100644 --- a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c +++ b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c @@ -299,11 +299,11 @@ void EEVEE_temporal_sampling_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data DRW_shgroup_uniform_texture_ref(grp, "colorHistoryBuffer", &txl->color_double_buffer); DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &txl->color); + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); if (effects->enabled_effects & EFFECT_TAA_REPROJECT) { // DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); DRW_shgroup_uniform_texture_ref(grp, "velocityBuffer", &effects->velocity_tx); - DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); } else { DRW_shgroup_uniform_float(grp, "alpha", &effects->taa_alpha, 1); diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c index d0cea65d05e..4f163af2202 100644 --- a/source/blender/draw/engines/eevee/eevee_volumes.c +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@ -397,6 +397,12 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) if (grp) { DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + /* TODO (fclem): remove thoses (need to clean the GLSL files). */ + DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo); + DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); + DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); + DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo); + DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); } } diff --git a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl index ec5f6f4472f..7281eb4cf2d 100644 --- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl @@ -318,6 +318,8 @@ float light_specular(LightData ld, vec4 ltc_mat, vec3 N, vec3 V, vec4 l_vector) #define SSS_LUT_SIZE 64.0 #define SSS_LUT_SCALE ((SSS_LUT_SIZE - 1.0) / float(SSS_LUT_SIZE)) #define SSS_LUT_BIAS (0.5 / float(SSS_LUT_SIZE)) + +#ifdef USE_TRANSLUCENCY layout(std140) uniform sssProfile { vec4 kernel[MAX_SSS_SAMPLES]; vec4 radii_max_radius; @@ -330,6 +332,7 @@ vec3 sss_profile(float s) { s /= radii_max_radius.w; return texture(sssTexProfile, saturate(s) * SSS_LUT_SCALE + SSS_LUT_BIAS).rgb; } +#endif vec3 light_translucent(LightData ld, vec3 W, vec3 N, vec4 l_vector, float scale) { |