diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-03-25 18:46:48 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-03-25 21:06:12 +0300 |
commit | bc15ec0896c2deba2e2a45581fd0f408d4906df4 (patch) | |
tree | 97f7f0a32a92fc441226c89fc09b80dbdc5e343f /source/blender/draw/engines/eevee/eevee_render.c | |
parent | f937123116abd4ba34ff858fa03415362d6c07cf (diff) |
GPUFramebuffer: Refactor (Part 2)
This refactor modernise the use of framebuffers.
It also touches a lot of files so breaking down changes we have:
- GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer.
This allows to create and configure more FBO without the need to attach
and detach texture at drawing time.
- GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This
allows to configure the framebuffer inside a context other than the one
that will be rendering the framebuffer. We do the actual configuration
when binding the FBO. We also Keep track of config validity and save
drawbuffers state in the FBO. We remove the different bind/unbind
functions. These make little sense now that we have separate contexts.
- DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer
ones to avoid another layer of abstraction. We move the DRW convenience
functions to GPUFramebuffer instead and even add new ones. The MACRO
GPU_framebuffer_ensure_config is pretty much all you need to create and
config a GPUFramebuffer.
- DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create
functions to create textures for thoses framebuffers. Pool textures are
now using default texture parameters for the texture type asked.
- DRWManager: Make sure no framebuffer object is bound when doing cache
filling.
- GPUViewport: Add new color_only_fb and depth_only_fb along with FB API
usage update. This let draw engines render to color/depth only target
and without the need to attach/detach textures.
- WM_window: Assert when a framebuffer is bound when changing context.
This balance the fact we are not track ogl context inside GPUFramebuffer.
- Eevee, Clay, Mode engines: Update to new API. This comes with a lot of
code simplification.
This also come with some cleanups in some engine codes.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_render.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_render.c | 117 |
1 files changed, 74 insertions, 43 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c index 52d45e2ef04..130999adb39 100644 --- a/source/blender/draw/engines/eevee/eevee_render.c +++ b/source/blender/draw/engines/eevee/eevee_render.c @@ -53,7 +53,6 @@ void EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph * EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure(); Scene *scene = DEG_get_evaluated_scene(depsgraph); - const float *viewport_size = DRW_viewport_size_get(); /* Init default FB and render targets: * In render mode the default framebuffer is not generated @@ -62,16 +61,22 @@ void EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph * DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - /* NOTE : use 32 bit format for precision in render mode. */ - DRWFboTexture dtex = {&dtxl->depth, DRW_TEX_DEPTH_24_STENCIL_8, 0}; - DRW_framebuffer_init(&dfbl->default_fb, &draw_engine_eevee_type, - (int)viewport_size[0], (int)viewport_size[1], - &dtex, 1); - - DRWFboTexture tex = {&txl->color, DRW_TEX_RGBA_32, DRW_TEX_FILTER | DRW_TEX_MIPMAP}; - DRW_framebuffer_init(&fbl->main, &draw_engine_eevee_type, - (int)viewport_size[0], (int)viewport_size[1], - &tex, 1); + /* TODO 32 bit depth */ + DRW_texture_ensure_fullscreen_2D(&dtxl->depth, DRW_TEX_DEPTH_24_STENCIL_8, 0); + DRW_texture_ensure_fullscreen_2D(&txl->color, DRW_TEX_RGBA_32, DRW_TEX_FILTER | DRW_TEX_MIPMAP); + + GPU_framebuffer_ensure_config(&dfbl->default_fb, { + GPU_ATTACHMENT_TEXTURE(dtxl->depth), + GPU_ATTACHMENT_TEXTURE(txl->color) + }); + GPU_framebuffer_ensure_config(&fbl->main_fb, { + GPU_ATTACHMENT_TEXTURE(dtxl->depth), + GPU_ATTACHMENT_TEXTURE(txl->color) + }); + GPU_framebuffer_ensure_config(&fbl->main_color_fb, { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(txl->color) + }); /* Alloc transient data. */ if (!stl->g_data) { @@ -166,8 +171,11 @@ static void eevee_render_result_combined( { RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_COMBINED, viewname); - DRW_framebuffer_bind(vedata->stl->effects->final_fb); - DRW_framebuffer_read_data(rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), 4, 0, rp->rect); + GPU_framebuffer_bind(vedata->stl->effects->final_fb); + GPU_framebuffer_read_color(vedata->stl->effects->final_fb, + rect->xmin, rect->ymin, + BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), + 4, 0, rp->rect); } static void eevee_render_result_subsurface( @@ -185,8 +193,11 @@ static void eevee_render_result_subsurface( if ((view_layer->passflag & SCE_PASS_SUBSURFACE_COLOR) != 0) { RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_SUBSURFACE_COLOR, viewname); - DRW_framebuffer_bind(vedata->fbl->sss_accum_fb); - DRW_framebuffer_read_data(rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), 3, 1, rp->rect); + GPU_framebuffer_bind(vedata->fbl->sss_accum_fb); + GPU_framebuffer_read_color(vedata->fbl->sss_accum_fb, + rect->xmin, rect->ymin, + BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), + 3, 1, rp->rect); /* This is the accumulated color. Divide by the number of samples. */ for (int i = 0; i < rp->rectx * rp->recty * 3; i++) { @@ -197,8 +208,11 @@ static void eevee_render_result_subsurface( if ((view_layer->passflag & SCE_PASS_SUBSURFACE_DIRECT) != 0) { RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_SUBSURFACE_DIRECT, viewname); - DRW_framebuffer_bind(vedata->fbl->sss_accum_fb); - DRW_framebuffer_read_data(rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), 3, 0, rp->rect); + GPU_framebuffer_bind(vedata->fbl->sss_accum_fb); + GPU_framebuffer_read_color(vedata->fbl->sss_accum_fb, + rect->xmin, rect->ymin, + BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), + 3, 0, rp->rect); /* This is the accumulated color. Divide by the number of samples. */ for (int i = 0; i < rp->rectx * rp->recty * 3; i++) { @@ -228,7 +242,11 @@ static void eevee_render_result_normal( if ((view_layer->passflag & SCE_PASS_NORMAL) != 0) { RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_NORMAL, viewname); - DRW_framebuffer_read_data(rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), 3, 1, rp->rect); + GPU_framebuffer_bind(vedata->fbl->main_fb); + GPU_framebuffer_read_color(vedata->fbl->main_fb, + rect->xmin, rect->ymin, + BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), + 3, 1, rp->rect); /* Convert Eevee encoded normals to Blender normals. */ for (int i = 0; i < rp->rectx * rp->recty * 3; i += 3) { @@ -270,7 +288,10 @@ static void eevee_render_result_z( if ((view_layer->passflag & SCE_PASS_Z) != 0) { RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_Z, viewname); - DRW_framebuffer_read_depth(rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), rp->rect); + GPU_framebuffer_read_depth(vedata->fbl->main_fb, + rect->xmin, rect->ymin, + BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), + rp->rect); bool is_persp = DRW_viewport_is_persp_get(); @@ -302,8 +323,11 @@ static void eevee_render_result_mist( if ((view_layer->passflag & SCE_PASS_MIST) != 0) { RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_MIST, viewname); - DRW_framebuffer_bind(vedata->fbl->mist_accum_fb); - DRW_framebuffer_read_data(rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), 1, 0, rp->rect); + GPU_framebuffer_bind(vedata->fbl->mist_accum_fb); + GPU_framebuffer_read_color(vedata->fbl->mist_accum_fb, + rect->xmin, rect->ymin, + BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), + 1, 0, rp->rect); /* This is the accumulated color. Divide by the number of samples. */ for (int i = 0; i < rp->rectx * rp->recty; i++) { @@ -327,8 +351,11 @@ static void eevee_render_result_occlusion( if ((view_layer->passflag & SCE_PASS_AO) != 0) { RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_AO, viewname); - DRW_framebuffer_bind(vedata->fbl->ao_accum_fb); - DRW_framebuffer_read_data(rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), 3, 0, rp->rect); + GPU_framebuffer_bind(vedata->fbl->ao_accum_fb); + GPU_framebuffer_read_color(vedata->fbl->ao_accum_fb, + rect->xmin, rect->ymin, + BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), + 3, 0, rp->rect); /* This is the accumulated color. Divide by the number of samples. */ for (int i = 0; i < rp->rectx * rp->recty * 3; i += 3) { @@ -339,30 +366,34 @@ static void eevee_render_result_occlusion( static void eevee_render_draw_background(EEVEE_Data *vedata) { - EEVEE_TextureList *txl = vedata->txl; EEVEE_FramebufferList *fbl = vedata->fbl; + EEVEE_StorageList *stl = vedata->stl; EEVEE_PassList *psl = vedata->psl; /* Prevent background to write to data buffers. * NOTE : This also make sure the textures are bound * to the right double buffer. */ - if (txl->ssr_normal_input != NULL) { - DRW_framebuffer_texture_detach(txl->ssr_normal_input); - } - if (txl->ssr_specrough_input != NULL) { - DRW_framebuffer_texture_detach(txl->ssr_specrough_input); - } - DRW_framebuffer_bind(fbl->main); + GPU_framebuffer_ensure_config(&fbl->main_fb, { + GPU_ATTACHMENT_LEAVE, + GPU_ATTACHMENT_LEAVE, + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_NONE + }); + GPU_framebuffer_bind(fbl->main_fb); DRW_draw_pass(psl->background_pass); - if (txl->ssr_normal_input != NULL) { - DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, 1, 0); - } - if (txl->ssr_specrough_input != NULL) { - DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, 2, 0); - } - DRW_framebuffer_bind(fbl->main); + GPU_framebuffer_ensure_config(&fbl->main_fb, { + GPU_ATTACHMENT_LEAVE, + GPU_ATTACHMENT_LEAVE, + GPU_ATTACHMENT_TEXTURE(stl->effects->ssr_normal_input), + GPU_ATTACHMENT_TEXTURE(stl->effects->ssr_specrough_input), + GPU_ATTACHMENT_TEXTURE(stl->effects->sss_data), + GPU_ATTACHMENT_TEXTURE(stl->effects->sss_albedo) + }); + GPU_framebuffer_bind(fbl->main_fb); } void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl, const rcti *rect) @@ -413,6 +444,8 @@ void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl while (render_samples < tot_sample && !RE_engine_test_break(engine)) { float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + float clear_depth = 1.0f; + unsigned int clear_stencil = 0xFF; unsigned int primes[3] = {2, 3, 7}; double offset[3] = {0.0, 0.0, 0.0}; double r[3]; @@ -455,10 +488,8 @@ void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl /* Refresh Shadows */ EEVEE_draw_shadows(sldata, psl); - DRW_framebuffer_texture_detach(dtxl->depth); - DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0); - DRW_framebuffer_bind(fbl->main); - DRW_framebuffer_clear(true, true, true, clear_col, 1.0f); + GPU_framebuffer_bind(fbl->main_fb); + GPU_framebuffer_clear_color_depth_stencil(fbl->main_fb, clear_col, clear_depth, clear_stencil); /* Depth prepass */ DRW_draw_pass(psl->depth_pass); DRW_draw_pass(psl->depth_pass_cull); @@ -468,7 +499,7 @@ void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl EEVEE_volumes_compute(sldata, vedata); /* Shading pass */ eevee_render_draw_background(vedata); - DRW_framebuffer_bind(fbl->main); + GPU_framebuffer_bind(fbl->main_fb); EEVEE_draw_default_passes(psl); DRW_draw_pass(psl->material_pass); EEVEE_subsurface_data_render(sldata, vedata); |