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authorClément Foucault <foucault.clem@gmail.com>2022-08-30 14:12:01 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-08-30 18:02:46 +0300
commitf940884f7bd1cc5c2c9288e52ffb11c61f6c20d8 (patch)
treec04d0175a0d1903d431a64301489637c498f53dd
parente32180aafa5f7acfb1b07004faf76c8e575569d6 (diff)
EEVEE-Next: Implement back transparency using PassSortable
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_light.hh2
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_material.cc56
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_material.hh13
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_pipeline.cc130
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_pipeline.hh55
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_sampling.hh2
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_shader.cc12
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh27
10 files changed, 138 insertions, 165 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_light.hh b/source/blender/draw/engines/eevee_next/eevee_light.hh
index 72d6d71dd8a..bc13073d765 100644
--- a/source/blender/draw/engines/eevee_next/eevee_light.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_light.hh
@@ -151,7 +151,7 @@ class LightModule {
#endif
}
- template<typename T> void bind_resources(draw::detail::Pass<T> *pass)
+ template<typename T> void bind_resources(draw::detail::PassBase<T> *pass)
{
/* Storage Buf. */
pass->bind(LIGHT_CULL_BUF_SLOT, &culling_data_buf_);
diff --git a/source/blender/draw/engines/eevee_next/eevee_material.cc b/source/blender/draw/engines/eevee_next/eevee_material.cc
index ab2e25604d2..13efbd1bd1a 100644
--- a/source/blender/draw/engines/eevee_next/eevee_material.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_material.cc
@@ -145,9 +145,6 @@ MaterialModule::MaterialModule(Instance &inst) : inst_(inst)
MaterialModule::~MaterialModule()
{
- for (Material *mat : material_map_.values()) {
- delete mat;
- }
BKE_id_free(nullptr, glossy_mat);
BKE_id_free(nullptr, diffuse_mat);
BKE_id_free(nullptr, error_mat_);
@@ -157,13 +154,12 @@ void MaterialModule::begin_sync()
{
queued_shaders_count = 0;
- for (Material *mat : material_map_.values()) {
- mat->init = false;
- }
+ material_map_.clear();
shader_map_.clear();
}
-MaterialPass MaterialModule::material_pass_get(::Material *blender_mat,
+MaterialPass MaterialModule::material_pass_get(Object *ob,
+ ::Material *blender_mat,
eMaterialPipeline pipeline_type,
eMaterialGeometry geometry_type)
{
@@ -203,17 +199,20 @@ MaterialPass MaterialModule::material_pass_get(::Material *blender_mat,
pipeline_type = MAT_PIPE_FORWARD;
}
- if ((pipeline_type == MAT_PIPE_FORWARD) &&
+ if (ELEM(pipeline_type,
+ MAT_PIPE_FORWARD,
+ MAT_PIPE_FORWARD_PREPASS,
+ MAT_PIPE_FORWARD_PREPASS_VELOCITY) &&
GPU_material_flag_get(matpass.gpumat, GPU_MATFLAG_TRANSPARENT)) {
- /* Transparent needs to use one shgroup per object to support reordering. */
- matpass.sub_pass = inst_.pipelines.material_add(blender_mat, matpass.gpumat, pipeline_type);
+ /* Transparent pass is generated later. */
+ matpass.sub_pass = nullptr;
}
else {
ShaderKey shader_key(matpass.gpumat, geometry_type, pipeline_type);
PassMain::Sub *shader_sub = shader_map_.lookup_or_add_cb(shader_key, [&]() {
/* First time encountering this shader. Create a sub that will contain materials using it. */
- return inst_.pipelines.material_add(blender_mat, matpass.gpumat, pipeline_type);
+ return inst_.pipelines.material_add(ob, blender_mat, matpass.gpumat, pipeline_type);
});
if (shader_sub != nullptr) {
@@ -226,7 +225,8 @@ MaterialPass MaterialModule::material_pass_get(::Material *blender_mat,
return matpass;
}
-Material &MaterialModule::material_sync(::Material *blender_mat,
+Material &MaterialModule::material_sync(Object *ob,
+ ::Material *blender_mat,
eMaterialGeometry geometry_type,
bool has_motion)
{
@@ -244,26 +244,32 @@ Material &MaterialModule::material_sync(::Material *blender_mat,
MaterialKey material_key(blender_mat, geometry_type, surface_pipe);
- /* TODO: allocate in blocks to avoid memory fragmentation. */
- auto add_cb = []() { return new Material(); };
- Material &mat = *material_map_.lookup_or_add_cb(material_key, add_cb);
-
- if (mat.init == false) {
- mat.init = true;
+ Material &mat = material_map_.lookup_or_add_cb(material_key, [&]() {
+ Material mat;
/* Order is important for transparent. */
- mat.prepass = material_pass_get(blender_mat, prepass_pipe, geometry_type);
- mat.shading = material_pass_get(blender_mat, surface_pipe, geometry_type);
+ mat.prepass = material_pass_get(ob, blender_mat, prepass_pipe, geometry_type);
+ mat.shading = material_pass_get(ob, blender_mat, surface_pipe, geometry_type);
if (blender_mat->blend_shadow == MA_BS_NONE) {
mat.shadow = MaterialPass();
}
else {
- mat.shadow = material_pass_get(blender_mat, MAT_PIPE_SHADOW, geometry_type);
+ mat.shadow = material_pass_get(ob, blender_mat, MAT_PIPE_SHADOW, geometry_type);
}
-
mat.is_alpha_blend_transparent = (blender_mat->blend_method == MA_BM_BLEND) &&
- GPU_material_flag_get(mat.prepass.gpumat,
+ GPU_material_flag_get(mat.shading.gpumat,
GPU_MATFLAG_TRANSPARENT);
+ return mat;
+ });
+
+ if (mat.is_alpha_blend_transparent) {
+ /* Transparent needs to use one sub pass per object to support reordering.
+ * NOTE: Pre-pass needs to be created first in order to be sorted first. */
+ mat.prepass.sub_pass = inst_.pipelines.forward.prepass_transparent_add(
+ ob, blender_mat, mat.shading.gpumat);
+ mat.shading.sub_pass = inst_.pipelines.forward.material_transparent_add(
+ ob, blender_mat, mat.shading.gpumat);
}
+
return mat;
}
@@ -291,7 +297,7 @@ MaterialArray &MaterialModule::material_array_get(Object *ob, bool has_motion)
for (auto i : IndexRange(materials_len)) {
::Material *blender_mat = material_from_slot(ob, i);
- Material &mat = material_sync(blender_mat, to_material_geometry(ob), has_motion);
+ Material &mat = material_sync(ob, blender_mat, to_material_geometry(ob), has_motion);
material_array_.materials.append(&mat);
material_array_.gpu_materials.append(mat.shading.gpumat);
}
@@ -304,7 +310,7 @@ Material &MaterialModule::material_get(Object *ob,
eMaterialGeometry geometry_type)
{
::Material *blender_mat = material_from_slot(ob, mat_nr);
- Material &mat = material_sync(blender_mat, geometry_type, has_motion);
+ Material &mat = material_sync(ob, blender_mat, geometry_type, has_motion);
return mat;
}
diff --git a/source/blender/draw/engines/eevee_next/eevee_material.hh b/source/blender/draw/engines/eevee_next/eevee_material.hh
index 82ffd2bbd64..ad0c293926b 100644
--- a/source/blender/draw/engines/eevee_next/eevee_material.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_material.hh
@@ -203,12 +203,11 @@ class DefaultSurfaceNodeTree {
* \{ */
struct MaterialPass {
- GPUMaterial *gpumat = nullptr;
- PassMain::Sub *sub_pass = nullptr;
+ GPUMaterial *gpumat;
+ PassMain::Sub *sub_pass;
};
struct Material {
- bool init = false;
bool is_alpha_blend_transparent;
MaterialPass shadow, shading, prepass;
};
@@ -228,7 +227,7 @@ class MaterialModule {
private:
Instance &inst_;
- Map<MaterialKey, Material *> material_map_;
+ Map<MaterialKey, Material> material_map_;
Map<ShaderKey, PassMain::Sub *> shader_map_;
MaterialArray material_array_;
@@ -254,13 +253,15 @@ class MaterialModule {
Material &material_get(Object *ob, bool has_motion, int mat_nr, eMaterialGeometry geometry_type);
private:
- Material &material_sync(::Material *blender_mat,
+ Material &material_sync(Object *ob,
+ ::Material *blender_mat,
eMaterialGeometry geometry_type,
bool has_motion);
/** Return correct material or empty default material if slot is empty. */
::Material *material_from_slot(Object *ob, int slot);
- MaterialPass material_pass_get(::Material *blender_mat,
+ MaterialPass material_pass_get(Object *ob,
+ ::Material *blender_mat,
eMaterialPipeline pipeline_type,
eMaterialGeometry geometry_type);
};
diff --git a/source/blender/draw/engines/eevee_next/eevee_pipeline.cc b/source/blender/draw/engines/eevee_next/eevee_pipeline.cc
index bedcb9ed40f..336c8c8800a 100644
--- a/source/blender/draw/engines/eevee_next/eevee_pipeline.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_pipeline.cc
@@ -65,6 +65,8 @@ void WorldPipeline::render(View &view)
void ForwardPipeline::sync()
{
+ camera_forward_ = inst_.camera.forward();
+
DRWState state_depth_only = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS;
DRWState state_depth_color = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS |
DRW_STATE_WRITE_COLOR;
@@ -125,9 +127,18 @@ void ForwardPipeline::sync()
opaque_double_sided_ps_->state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL);
}
{
- /* TODO: Transparent pass needs sorting. */
- // DRWState state = DRW_STATE_DEPTH_LESS_EQUAL;
- // transparent_ps_ = DRW_pass_create("Forward.Transparent", state);
+ transparent_ps_.init();
+ /* Workaround limitation of PassSortable. Use dummy pass that will be sorted first in all
+ * circumstances. */
+ PassMain::Sub &sub = transparent_ps_.sub("ResourceBind", -FLT_MAX);
+
+ /* Common resources. */
+
+ /* Textures. */
+ sub.bind(RBUFS_UTILITY_TEX_SLOT, inst_.pipelines.utility_tx);
+
+ inst_.lights.bind_resources(&sub);
+ inst_.sampling.bind_resources(&sub);
}
}
@@ -150,94 +161,37 @@ PassMain::Sub *ForwardPipeline::material_opaque_add(::Material *blender_mat, GPU
return &pass->sub(GPU_material_get_name(gpumat));
}
-PassMain::Sub *ForwardPipeline::material_transparent_add(::Material *blender_mat,
- GPUMaterial *gpumat)
-{
-#if 0
- RenderBuffers &rbufs = inst_.render_buffers;
- LightModule &lights = inst_.lights;
- Sampling &sampling = inst_.sampling;
- // LightProbeModule &lightprobes = inst_.lightprobes;
- // RaytracingModule &raytracing = inst_.raytracing;
- // eGPUSamplerState no_interp = GPU_SAMPLER_DEFAULT;
- DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, transparent_ps_);
- lights.bind_resources(grp);
- sampling.bind_resources(grp);
- // DRW_shgroup_uniform_block(grp, "sampling_buf", inst_.sampling.ubo_get());
- // DRW_shgroup_uniform_block(grp, "grids_buf", lightprobes.grid_ubo_get());
- // DRW_shgroup_uniform_block(grp, "cubes_buf", lightprobes.cube_ubo_get());
- // DRW_shgroup_uniform_block(grp, "probes_buf", lightprobes.info_ubo_get());
- // DRW_shgroup_uniform_texture_ref(grp, "lightprobe_grid_tx", lightprobes.grid_tx_ref_get());
- // DRW_shgroup_uniform_texture_ref(grp, "lightprobe_cube_tx", lightprobes.cube_tx_ref_get());
- DRW_shgroup_uniform_texture(grp, "utility_tx", inst_.pipelines.utility_tx);
- /* TODO(fclem): Make this only needed if material uses it ... somehow. */
- // if (true) {
- // DRW_shgroup_uniform_texture_ref(
- // grp, "sss_transmittance_tx", inst_.subsurface.transmittance_ref_get());
- // }
- // if (raytracing.enabled()) {
- // DRW_shgroup_uniform_block(grp, "rt_diffuse_buf", raytracing.diffuse_data);
- // DRW_shgroup_uniform_block(grp, "rt_reflection_buf", raytracing.reflection_data);
- // DRW_shgroup_uniform_block(grp, "rt_refraction_buf", raytracing.refraction_data);
- // DRW_shgroup_uniform_texture_ref_ex(
- // grp, "rt_radiance_tx", &input_screen_radiance_tx_, no_interp);
- // }
- // if (raytracing.enabled()) {
- // DRW_shgroup_uniform_block(grp, "hiz_buf", inst_.hiz.ubo_get());
- // DRW_shgroup_uniform_texture_ref(grp, "hiz_tx", inst_.hiz_front.texture_ref_get());
- // }
- {
- /* TODO(fclem): This is not needed. This is only to please the OpenGL debug Layer.
- * If we are to introduce transparency render-passes support, it would be through a separate
- * pass. */
- /* AOVs. */
- DRW_shgroup_uniform_image_ref(grp, "aov_color_img", &rbufs.aov_color_tx);
- DRW_shgroup_uniform_image_ref(grp, "aov_value_img", &rbufs.aov_value_tx);
- DRW_shgroup_storage_block_ref(grp, "aov_buf", &inst_.film.aovs_info);
- /* RenderPasses. */
- DRW_shgroup_uniform_image_ref(grp, "rp_normal_img", &rbufs.normal_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_light_img", &rbufs.light_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_diffuse_color_img", &rbufs.diffuse_color_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_specular_color_img", &rbufs.specular_color_tx);
- DRW_shgroup_uniform_image_ref(grp, "rp_emission_img", &rbufs.emission_tx);
- }
-
- DRWState state_disable = DRW_STATE_WRITE_DEPTH;
- DRWState state_enable = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM;
- if (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) {
- state_enable |= DRW_STATE_CULL_BACK;
- }
- DRW_shgroup_state_disable(grp, state_disable);
- DRW_shgroup_state_enable(grp, state_enable);
- return grp;
-#else
- UNUSED_VARS(blender_mat, gpumat);
- return nullptr;
-#endif
-}
-
-PassMain::Sub *ForwardPipeline::prepass_transparent_add(::Material *blender_mat,
+PassMain::Sub *ForwardPipeline::prepass_transparent_add(const Object *ob,
+ ::Material *blender_mat,
GPUMaterial *gpumat)
{
-#if 0
if ((blender_mat->blend_flag & MA_BL_HIDE_BACKFACE) == 0) {
return nullptr;
}
+ DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
+ if ((blender_mat->blend_flag & MA_BL_CULL_BACKFACE)) {
+ state |= DRW_STATE_CULL_BACK;
+ }
+ float sorting_value = math::dot(float3(ob->obmat[3]), camera_forward_);
+ PassMain::Sub *pass = &transparent_ps_.sub(GPU_material_get_name(gpumat), sorting_value);
+ pass->state_set(state);
+ pass->material_set(*inst_.manager, gpumat);
+ return pass;
+}
- DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, transparent_ps_);
-
- DRWState state_disable = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM;
- DRWState state_enable = DRW_STATE_WRITE_DEPTH;
- if (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) {
- state_enable |= DRW_STATE_CULL_BACK;
+PassMain::Sub *ForwardPipeline::material_transparent_add(const Object *ob,
+ ::Material *blender_mat,
+ GPUMaterial *gpumat)
+{
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM | DRW_STATE_DEPTH_LESS_EQUAL;
+ if ((blender_mat->blend_flag & MA_BL_CULL_BACKFACE)) {
+ state |= DRW_STATE_CULL_BACK;
}
- DRW_shgroup_state_disable(grp, state_disable);
- DRW_shgroup_state_enable(grp, state_enable);
- return grp;
-#else
- UNUSED_VARS(blender_mat, gpumat);
- return nullptr;
-#endif
+ float sorting_value = math::dot(float3(ob->obmat[3]), camera_forward_);
+ PassMain::Sub *pass = &transparent_ps_.sub(GPU_material_get_name(gpumat), sorting_value);
+ pass->state_set(state);
+ pass->material_set(*inst_.manager, gpumat);
+ return pass;
}
void ForwardPipeline::render(View &view,
@@ -268,13 +222,7 @@ void ForwardPipeline::render(View &view,
DRW_stats_group_end();
- DRW_stats_group_start("Forward.Transparent");
- /* TODO(fclem) This is suboptimal. We could sort during sync. */
- /* FIXME(fclem) This wont work for panoramic, where we need
- * to sort by distance to camera, not by z. */
- // DRW_pass_sort_shgroup_z(transparent_ps_);
- // DRW_draw_pass(transparent_ps_);
- DRW_stats_group_end();
+ inst_.manager->submit(transparent_ps_, view);
// if (inst_.raytracing.enabled()) {
// gbuffer.ray_radiance_tx.release();
diff --git a/source/blender/draw/engines/eevee_next/eevee_pipeline.hh b/source/blender/draw/engines/eevee_next/eevee_pipeline.hh
index 83a61b7145a..0614a963dec 100644
--- a/source/blender/draw/engines/eevee_next/eevee_pipeline.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_pipeline.hh
@@ -13,6 +13,7 @@
#pragma once
#include "DRW_render.h"
+#include "draw_shader_shared.h"
/* TODO(fclem): Move it to GPU/DRAW. */
#include "../eevee/eevee_lut.h"
@@ -62,7 +63,8 @@ class ForwardPipeline {
PassMain::Sub *opaque_single_sided_ps_ = nullptr;
PassMain::Sub *opaque_double_sided_ps_ = nullptr;
- DRWPass *transparent_ps_ = nullptr;
+ PassSortable transparent_ps_ = {"Forward.Transparent"};
+ float3 camera_forward_;
// GPUTexture *input_screen_radiance_tx_ = nullptr;
@@ -71,24 +73,15 @@ class ForwardPipeline {
void sync();
- PassMain::Sub *material_add(::Material *blender_mat, GPUMaterial *gpumat)
- {
- return (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) ?
- material_transparent_add(blender_mat, gpumat) :
- material_opaque_add(blender_mat, gpumat);
- }
-
- PassMain::Sub *prepass_add(::Material *blender_mat, GPUMaterial *gpumat, bool has_motion)
- {
- return (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) ?
- prepass_transparent_add(blender_mat, gpumat) :
- prepass_opaque_add(blender_mat, gpumat, has_motion);
- }
-
- PassMain::Sub *material_opaque_add(::Material *blender_mat, GPUMaterial *gpumat);
PassMain::Sub *prepass_opaque_add(::Material *blender_mat, GPUMaterial *gpumat, bool has_motion);
- PassMain::Sub *material_transparent_add(::Material *blender_mat, GPUMaterial *gpumat);
- PassMain::Sub *prepass_transparent_add(::Material *blender_mat, GPUMaterial *gpumat);
+ PassMain::Sub *material_opaque_add(::Material *blender_mat, GPUMaterial *gpumat);
+
+ PassMain::Sub *prepass_transparent_add(const Object *ob,
+ ::Material *blender_mat,
+ GPUMaterial *gpumat);
+ PassMain::Sub *material_transparent_add(const Object *ob,
+ ::Material *blender_mat,
+ GPUMaterial *gpumat);
void render(View &view,
Framebuffer &prepass_fb,
@@ -194,26 +187,36 @@ class PipelineModule {
// velocity.sync();
}
- PassMain::Sub *material_add(::Material *blender_mat,
+ PassMain::Sub *material_add(Object *ob,
+ ::Material *blender_mat,
GPUMaterial *gpumat,
eMaterialPipeline pipeline_type)
{
switch (pipeline_type) {
case MAT_PIPE_DEFERRED_PREPASS:
// return deferred.prepass_add(blender_mat, gpumat, false);
- break;
+ case MAT_PIPE_FORWARD_PREPASS:
+ if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) {
+ return forward.prepass_transparent_add(ob, blender_mat, gpumat);
+ }
+ return forward.prepass_opaque_add(blender_mat, gpumat, false);
+
case MAT_PIPE_DEFERRED_PREPASS_VELOCITY:
// return deferred.prepass_add(blender_mat, gpumat, true);
- break;
- case MAT_PIPE_FORWARD_PREPASS:
- return forward.prepass_add(blender_mat, gpumat, false);
case MAT_PIPE_FORWARD_PREPASS_VELOCITY:
- return forward.prepass_add(blender_mat, gpumat, true);
+ if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) {
+ return forward.prepass_transparent_add(ob, blender_mat, gpumat);
+ }
+ return forward.prepass_opaque_add(blender_mat, gpumat, true);
+
case MAT_PIPE_DEFERRED:
// return deferred.material_add(blender_mat, gpumat);
- break;
case MAT_PIPE_FORWARD:
- return forward.material_add(blender_mat, gpumat);
+ if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) {
+ return forward.material_transparent_add(ob, blender_mat, gpumat);
+ }
+ return forward.material_opaque_add(blender_mat, gpumat);
+
case MAT_PIPE_VOLUME:
/* TODO(fclem) volume pass. */
return nullptr;
diff --git a/source/blender/draw/engines/eevee_next/eevee_sampling.hh b/source/blender/draw/engines/eevee_next/eevee_sampling.hh
index 597721c1b9b..72a906d5988 100644
--- a/source/blender/draw/engines/eevee_next/eevee_sampling.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_sampling.hh
@@ -87,7 +87,7 @@ class Sampling {
DRW_shgroup_storage_block_ref(grp, "sampling_buf", &data_);
}
- template<typename T> void bind_resources(draw::detail::Pass<T> *pass)
+ template<typename T> void bind_resources(draw::detail::PassBase<T> *pass)
{
/* Storage Buf. */
pass->bind(SAMPLING_BUF_SLOT, &data_);
diff --git a/source/blender/draw/engines/eevee_next/eevee_shader.cc b/source/blender/draw/engines/eevee_next/eevee_shader.cc
index bcdf6d2c872..154f6b96e4c 100644
--- a/source/blender/draw/engines/eevee_next/eevee_shader.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_shader.cc
@@ -199,7 +199,19 @@ void ShaderModule::material_create_info_ammend(GPUMaterial *gpumat, GPUCodegenOu
if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) {
info.define("MAT_TRANSPARENT");
+ /* Transparent material do not have any velocity specific pipeline. */
+ if (pipeline_type == MAT_PIPE_FORWARD_PREPASS_VELOCITY) {
+ pipeline_type = MAT_PIPE_FORWARD_PREPASS;
+ }
+ }
+
+ if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT) == false &&
+ pipeline_type == MAT_PIPE_FORWARD) {
+ /* Opaque forward do support AOVs and render pass. */
+ info.additional_info("eevee_aov_out");
+ info.additional_info("eevee_render_pass_out");
}
+
if (GPU_material_flag_get(gpumat, GPU_MATFLAG_BARYCENTRIC)) {
switch (geometry_type) {
case MAT_GEOM_MESH:
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl
index bd32215ddc2..183aac1e546 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_depth_frag.glsl
@@ -6,6 +6,7 @@
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_surf_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_velocity_lib.glsl)
@@ -73,8 +74,7 @@ void main()
nodetree_surface();
- // float noise_offset = sampling_rng_1D_get(SAMPLING_TRANSPARENCY);
- float noise_offset = 0.5;
+ float noise_offset = sampling_rng_1D_get(SAMPLING_TRANSPARENCY);
float random_threshold = hashed_alpha_threshold(1.0, noise_offset, g_data.P);
float transparency = avg(g_transmittance);
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl
index 3f2349b30a1..71f880c1dc1 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl
@@ -97,6 +97,7 @@ void main()
out_normal += g_refraction_data.N * g_refraction_data.weight;
out_normal = safe_normalize(out_normal);
+#ifndef MAT_RENDER_PASS_SUPPORT
ivec2 out_texel = ivec2(gl_FragCoord.xy);
imageStore(rp_normal_img, out_texel, vec4(out_normal, 1.0));
imageStore(
@@ -106,6 +107,7 @@ void main()
imageStore(rp_diffuse_color_img, out_texel, vec4(g_diffuse_data.color, 1.0));
imageStore(rp_specular_color_img, out_texel, vec4(specular_color, 1.0));
imageStore(rp_emission_img, out_texel, vec4(g_emission, 1.0));
+#endif
out_radiance.rgb *= 1.0 - g_holdout;
diff --git a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh
index 47bd6afbe13..8882282e2ac 100644
--- a/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh
+++ b/source/blender/draw/engines/eevee_next/shaders/infos/eevee_material_info.hh
@@ -84,6 +84,14 @@ GPU_SHADER_CREATE_INFO(eevee_aov_out)
.image_array_out(RBUFS_AOV_VALUE_SLOT, Qualifier::WRITE, GPU_R16F, "aov_value_img")
.storage_buf(RBUFS_AOV_BUF_SLOT, Qualifier::READ, "AOVsInfoData", "aov_buf");
+GPU_SHADER_CREATE_INFO(eevee_render_pass_out)
+ .define("MAT_RENDER_PASS_SUPPORT")
+ .image_out(RBUFS_NORMAL_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_normal_img")
+ .image_array_out(RBUFS_LIGHT_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_light_img")
+ .image_out(RBUFS_DIFF_COLOR_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_diffuse_color_img")
+ .image_out(RBUFS_SPEC_COLOR_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_specular_color_img")
+ .image_out(RBUFS_EMISSION_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_emission_img");
+
GPU_SHADER_CREATE_INFO(eevee_surf_deferred)
.vertex_out(eevee_surf_iface)
/* NOTE: This removes the possibility of using gl_FragDepth. */
@@ -113,27 +121,20 @@ GPU_SHADER_CREATE_INFO(eevee_surf_forward)
.fragment_out(0, Type::VEC4, "out_radiance", DualBlend::SRC_0)
.fragment_out(0, Type::VEC4, "out_transmittance", DualBlend::SRC_1)
.fragment_source("eevee_surf_forward_frag.glsl")
- .image_out(RBUFS_NORMAL_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_normal_img")
- .image_array_out(RBUFS_LIGHT_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_light_img")
- .image_out(RBUFS_DIFF_COLOR_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_diffuse_color_img")
- .image_out(RBUFS_SPEC_COLOR_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_specular_color_img")
- .image_out(RBUFS_EMISSION_SLOT, Qualifier::READ_WRITE, GPU_RGBA16F, "rp_emission_img")
- .additional_info("eevee_aov_out",
- "eevee_light_data",
- "eevee_utility_texture",
- "eevee_sampling_data"
- // "eevee_lightprobe_data",
+ .additional_info("eevee_light_data", "eevee_utility_texture", "eevee_sampling_data"
+ // "eevee_lightprobe_data",
+ // "eevee_shadow_data"
/* Optionally added depending on the material. */
// "eevee_raytrace_data",
// "eevee_transmittance_data",
- // "eevee_shadow_data"
+ // "eevee_aov_out",
+ // "eevee_render_pass_out",
);
GPU_SHADER_CREATE_INFO(eevee_surf_depth)
.vertex_out(eevee_surf_iface)
.fragment_source("eevee_surf_depth_frag.glsl")
- // .additional_info("eevee_sampling_data", "eevee_utility_texture")
- ;
+ .additional_info("eevee_sampling_data", "eevee_utility_texture");
GPU_SHADER_CREATE_INFO(eevee_surf_world)
.vertex_out(eevee_surf_iface)