diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-06-24 22:34:18 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2020-06-24 22:34:29 +0300 |
commit | 2ad8e16c2d7c416188bb0507a2e3066e6b9fdc7d (patch) | |
tree | dc14f7df7819b4d1ff821f28c7e2ee80b84b70c0 | |
parent | 0dced1af34e2a714475c24357cf93c2b0147f27f (diff) |
Fix T78215 EEVEE: incorrect Render Passes results when using motion blur
This was caused by a missing DRWPass initialization.
Now we create the passes for every timestep but avoid clearing the
buffer after the first sample.
8 files changed, 8 insertions, 11 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c index a5df774656a..d2369145d83 100644 --- a/source/blender/draw/engines/eevee/eevee_engine.c +++ b/source/blender/draw/engines/eevee/eevee_engine.c @@ -527,10 +527,7 @@ static void eevee_render_to_image(void *vedata, /* Actual drawing. */ { - if (i == 0) { - EEVEE_renderpasses_output_init( - sldata, vedata, g_data->render_tot_samples * time_steps_tot); - } + EEVEE_renderpasses_output_init(sldata, vedata, g_data->render_tot_samples * time_steps_tot); EEVEE_temporal_sampling_create_view(vedata); EEVEE_render_draw(vedata, engine, render_layer, rect); diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 41c28075760..29c8a183ae5 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -1018,7 +1018,7 @@ void EEVEE_material_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, /* Should be enough precision for many samples. */ const eGPUTextureFormat texture_format = (tot_samples > 128) ? GPU_RGBA32F : GPU_RGBA16F; - const bool do_clear = DRW_state_is_image_render() || (effects->taa_current_sample == 1); + const bool do_clear = (effects->taa_current_sample == 1); /* Create FrameBuffer. */ GPU_framebuffer_ensure_config(&fbl->material_accum_fb, {GPU_ATTACHMENT_TEXTURE(dtxl->depth), GPU_ATTACHMENT_LEAVE}); diff --git a/source/blender/draw/engines/eevee/eevee_mist.c b/source/blender/draw/engines/eevee/eevee_mist.c index 7b942784ee9..1cedd334d67 100644 --- a/source/blender/draw/engines/eevee/eevee_mist.c +++ b/source/blender/draw/engines/eevee/eevee_mist.c @@ -75,7 +75,7 @@ void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->mist_accum)}); /* Clear texture. */ - if (DRW_state_is_image_render() || effects->taa_current_sample == 1) { + if (effects->taa_current_sample == 1) { GPU_framebuffer_bind(fbl->mist_accum_fb); GPU_framebuffer_clear_color(fbl->mist_accum_fb, clear); } diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c index f5ebbe08dd1..a075210967c 100644 --- a/source/blender/draw/engines/eevee/eevee_occlusion.c +++ b/source/blender/draw/engines/eevee/eevee_occlusion.c @@ -155,7 +155,7 @@ void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->ao_accum)}); /* Clear texture. */ - if (DRW_state_is_image_render() || effects->taa_current_sample == 1) { + if (effects->taa_current_sample == 1) { GPU_framebuffer_bind(fbl->ao_accum_fb); GPU_framebuffer_clear_color(fbl->ao_accum_fb, clear); } diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c index cece67334c5..32d758dba4b 100644 --- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c +++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c @@ -358,7 +358,7 @@ void EEVEE_reflection_output_init(EEVEE_ViewLayerData *UNUSED(sldata), {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->ssr_accum)}); /* Clear texture. */ - if (DRW_state_is_image_render() || effects->taa_current_sample == 1) { + if (effects->taa_current_sample == 1) { GPU_framebuffer_bind(fbl->ssr_accum_fb); GPU_framebuffer_clear_color(fbl->ssr_accum_fb, clear); } diff --git a/source/blender/draw/engines/eevee/eevee_shadows.c b/source/blender/draw/engines/eevee/eevee_shadows.c index 84c50a22ae6..d0e430e115f 100644 --- a/source/blender/draw/engines/eevee/eevee_shadows.c +++ b/source/blender/draw/engines/eevee/eevee_shadows.c @@ -412,7 +412,7 @@ void EEVEE_shadow_output_init(EEVEE_ViewLayerData *sldata, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->shadow_accum)}); /* Clear texture. */ - if (DRW_state_is_image_render() || effects->taa_current_sample == 1) { + if (effects->taa_current_sample == 1) { GPU_framebuffer_bind(fbl->shadow_accum_fb); GPU_framebuffer_clear_color(fbl->shadow_accum_fb, clear); } diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c index a7598461228..ef4588f4aca 100644 --- a/source/blender/draw/engines/eevee/eevee_subsurface.c +++ b/source/blender/draw/engines/eevee/eevee_subsurface.c @@ -187,7 +187,7 @@ void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *UNUSED(sldata), * already higher than one. This is noticeable when loading a file that has the diffuse light * pass in look dev mode active. `texture_created` will make sure that newly created textures * are cleared. */ - if (DRW_state_is_image_render() || effects->taa_current_sample == 1 || texture_created) { + if (effects->taa_current_sample == 1 || texture_created) { float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; GPU_framebuffer_bind(fbl->sss_accum_fb); GPU_framebuffer_clear_color(fbl->sss_accum_fb, clear); diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c index 90860e94270..17f53113939 100644 --- a/source/blender/draw/engines/eevee/eevee_volumes.c +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@ -894,7 +894,7 @@ void EEVEE_volumes_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, GPU_ATTACHMENT_TEXTURE(txl->volume_transmittance_accum)}); /* Clear texture. */ - if (DRW_state_is_image_render() || effects->taa_current_sample == 1) { + if (effects->taa_current_sample == 1) { GPU_framebuffer_bind(fbl->volumetric_accum_fb); GPU_framebuffer_clear_color(fbl->volumetric_accum_fb, clear); } |