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authorCampbell Barton <campbell@blender.org>2022-01-31 16:02:02 +0300
committerCampbell Barton <campbell@blender.org>2022-01-31 16:02:02 +0300
commit8b4f1e41ea55eb361eca29147464c75e25d54651 (patch)
tree27ee8d6d4ddfc50dbdedb02facbaf1543c0ac03f
parentcf871ab9679599a052f9ca50b0475403369b4bc3 (diff)
parent869180548c9066009c7f22e98ae717e78a571129 (diff)
Merge branch 'blender-v3.1-release'
-rw-r--r--source/blender/draw/engines/image/image_drawing_mode.hh11
-rw-r--r--source/blender/draw/engines/image/shaders/image_engine_color_frag.glsl5
-rw-r--r--source/blender/draw/engines/image/shaders/infos/engine_image_info.hh1
3 files changed, 16 insertions, 1 deletions
diff --git a/source/blender/draw/engines/image/image_drawing_mode.hh b/source/blender/draw/engines/image/image_drawing_mode.hh
index ad672771c08..dfff93b9429 100644
--- a/source/blender/draw/engines/image/image_drawing_mode.hh
+++ b/source/blender/draw/engines/image/image_drawing_mode.hh
@@ -99,12 +99,14 @@ template<typename TextureMethod> class ScreenSpaceDrawingMode : public AbstractD
{
const ShaderParameters &sh_params = instance_data->sh_params;
GPUShader *shader = IMAGE_shader_image_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DRWShadingGroup *shgrp = DRW_shgroup_create(shader, instance_data->passes.image_pass);
DRW_shgroup_uniform_vec2_copy(shgrp, "farNearDistances", sh_params.far_near);
DRW_shgroup_uniform_vec4_copy(shgrp, "shuffle", sh_params.shuffle);
DRW_shgroup_uniform_int_copy(shgrp, "drawFlags", sh_params.flags);
DRW_shgroup_uniform_bool_copy(shgrp, "imgPremultiplied", sh_params.use_premul_alpha);
+ DRW_shgroup_uniform_texture(shgrp, "depth_texture", dtxl->depth);
float image_mat[4][4];
unit_m4(image_mat);
for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
@@ -151,9 +153,14 @@ template<typename TextureMethod> class ScreenSpaceDrawingMode : public AbstractD
const int tile_y = image_tile.get_tile_y_offset();
tile_user.tile = image_tile.get_tile_number();
- if (!BKE_image_has_ibuf(image, &tile_user)) {
+ /* NOTE: `BKE_image_has_ibuf` doesn't work as it fails for render results. That could be a
+ * bug or a feature. For now we just acquire to determine if there is a texture. */
+ void *lock;
+ ImBuf *tile_buffer = BKE_image_acquire_ibuf(image, &tile_user, &lock);
+ if (tile_buffer == nullptr) {
continue;
}
+ BKE_image_release_ibuf(image, tile_buffer, lock);
DRWShadingGroup *shsub = DRW_shgroup_create_sub(shgrp);
float4 min_max_uv(tile_x, tile_y, tile_x + 1, tile_y + 1);
@@ -461,8 +468,10 @@ template<typename TextureMethod> class ScreenSpaceDrawingMode : public AbstractD
DRW_view_set_active(instance_data->view);
DRW_draw_pass(instance_data->passes.depth_pass);
+ GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_draw_pass(instance_data->passes.image_pass);
DRW_view_set_active(nullptr);
+ GPU_framebuffer_bind(dfbl->default_fb);
}
}; // namespace clipping
diff --git a/source/blender/draw/engines/image/shaders/image_engine_color_frag.glsl b/source/blender/draw/engines/image/shaders/image_engine_color_frag.glsl
index fbb624e54ba..0edc18836f0 100644
--- a/source/blender/draw/engines/image/shaders/image_engine_color_frag.glsl
+++ b/source/blender/draw/engines/image/shaders/image_engine_color_frag.glsl
@@ -12,6 +12,11 @@
void main()
{
ivec2 uvs_clamped = ivec2(uv_screen);
+ float depth = texelFetch(depth_texture, uvs_clamped, 0).r;
+ if (depth == 1.0) {
+ discard;
+ }
+
vec4 tex_color = texelFetch(imageTexture, uvs_clamped, 0);
if ((drawFlags & IMAGE_DRAW_FLAG_APPLY_ALPHA) != 0) {
diff --git a/source/blender/draw/engines/image/shaders/infos/engine_image_info.hh b/source/blender/draw/engines/image/shaders/infos/engine_image_info.hh
index 86a79d13e40..8b671686a5c 100644
--- a/source/blender/draw/engines/image/shaders/infos/engine_image_info.hh
+++ b/source/blender/draw/engines/image/shaders/infos/engine_image_info.hh
@@ -11,6 +11,7 @@ GPU_SHADER_CREATE_INFO(image_engine_color_shader)
.push_constant(Type::INT, "drawFlags")
.push_constant(Type::BOOL, "imgPremultiplied")
.sampler(0, ImageType::FLOAT_2D, "imageTexture")
+ .sampler(1, ImageType::DEPTH_2D, "depth_texture")
.vertex_source("image_engine_color_vert.glsl")
.fragment_source("image_engine_color_frag.glsl")
.additional_info("draw_modelmat")