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authorJeroen Bakker <j.bakker@atmind.nl>2019-11-13 16:00:03 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2019-11-27 17:40:07 +0300
commit17b63db4e2721f5cf8389c3354460771d8348c50 (patch)
treeeefd549551c03663d3a9d7dc83b023d2df53fdd9 /source/blender/draw/engines/eevee/eevee_occlusion.c
parentf1c994c555da7c3e27984cc26b7f226badbe670d (diff)
EEVEE: Renderlayer artifacts
When rendering the Subsurface scattering lighting render layer with high sample count render artifacts can appear. This patch will remove these render artifacts by using a more precise texture format when samples will be larger than 128. As with the new eevee-shadows it is more common to use higher number of samples. The reason why it was visible in the subsurface scattering is that every sample could change the color. Adding different values will reduce precision over the number of samples. The subsurface color render layer also has this issue, but it is not noticeable as the colors tend to be close to each other so the colors would most of the time just shift the precision and hold up better. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6245
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_occlusion.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_occlusion.c6
1 files changed, 4 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c
index 48e9b5bcc13..0a7d1db1061 100644
--- a/source/blender/draw/engines/eevee/eevee_occlusion.c
+++ b/source/blender/draw/engines/eevee/eevee_occlusion.c
@@ -131,7 +131,7 @@ int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
return 0;
}
-void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
@@ -143,11 +143,13 @@ void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_ENABLED) {
+ const eGPUTextureFormat texture_format = (tot_samples > 128) ? GPU_R32F : GPU_R16F;
+
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
/* Should be enough precision for many samples. */
- DRW_texture_ensure_fullscreen_2d(&txl->ao_accum, GPU_R32F, 0);
+ DRW_texture_ensure_fullscreen_2d(&txl->ao_accum, texture_format, 0);
GPU_framebuffer_ensure_config(&fbl->ao_accum_fb,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->ao_accum)});