diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-10-25 23:13:46 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2018-10-26 11:54:21 +0300 |
commit | 70d73ff5007c817c6c7fedbfceea2fc1641f60b5 (patch) | |
tree | 65a552dab30ea3fbfa0889238ea359d87449932a /source/blender/draw/engines/eevee/eevee_subsurface.c | |
parent | d5fe6e47850311e10a1ae1663693018634c83e84 (diff) |
Eevee: SSS: Fix issue with mac and stencil buffer blitting
Adding a workaround in this case: we blit the depth buffer instead of the
stencil buffer and use the copy as the texture. This is slower but at
least it should work.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_subsurface.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_subsurface.c | 49 |
1 files changed, 41 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c index 9667f2ac9d7..9ecc1fb1b2b 100644 --- a/source/blender/draw/engines/eevee/eevee_subsurface.c +++ b/source/blender/draw/engines/eevee/eevee_subsurface.c @@ -33,6 +33,7 @@ #include "eevee_private.h" #include "GPU_texture.h" +#include "GPU_extensions.h" static struct { struct GPUShader *sss_sh[4]; @@ -67,6 +68,7 @@ int EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) EEVEE_EffectsInfo *effects = stl->effects; EEVEE_FramebufferList *fbl = vedata->fbl; EEVEE_TextureList *txl = vedata->txl; + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); const float *viewport_size = DRW_viewport_size_get(); const int fs_size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; @@ -99,13 +101,27 @@ int EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) effects->sss_data = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA16F, &draw_engine_eevee_type); + GPUTexture *stencil_tex = effects->sss_stencil; + + if (GPU_depth_blitting_workaround()) { + /* Blitting stencil buffer does not work on macOS + Radeon Pro. + * Blit depth instead and use sss_stencil's depth as depth texture, + * and dtxl->depth as stencil mask. */ + GPU_framebuffer_ensure_config(&fbl->sss_blit_fb, { + GPU_ATTACHMENT_TEXTURE(effects->sss_stencil), + GPU_ATTACHMENT_NONE + }); + + stencil_tex = dtxl->depth; + } + GPU_framebuffer_ensure_config(&fbl->sss_blur_fb, { - GPU_ATTACHMENT_TEXTURE(effects->sss_stencil), + GPU_ATTACHMENT_TEXTURE(stencil_tex), GPU_ATTACHMENT_TEXTURE(effects->sss_blur) }); GPU_framebuffer_ensure_config(&fbl->sss_resolve_fb, { - GPU_ATTACHMENT_TEXTURE(effects->sss_stencil), + GPU_ATTACHMENT_TEXTURE(stencil_tex), GPU_ATTACHMENT_TEXTURE(txl->color) }); @@ -147,6 +163,7 @@ void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Dat EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *effects = stl->effects; + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); const DRWContextState *draw_ctx = DRW_context_state_get(); const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); @@ -154,8 +171,17 @@ void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Dat DRW_texture_ensure_fullscreen_2D(&txl->sss_dir_accum, GPU_RGBA16F, 0); DRW_texture_ensure_fullscreen_2D(&txl->sss_col_accum, GPU_RGBA16F, 0); + GPUTexture *stencil_tex = effects->sss_stencil; + + if (GPU_depth_blitting_workaround()) { + /* Blitting stencil buffer does not work on macOS + Radeon Pro. + * Blit depth instead and use sss_stencil's depth as depth texture, + * and dtxl->depth as stencil mask. */ + stencil_tex = dtxl->depth; + } + GPU_framebuffer_ensure_config(&fbl->sss_accum_fb, { - GPU_ATTACHMENT_TEXTURE(effects->sss_stencil), + GPU_ATTACHMENT_TEXTURE(stencil_tex), GPU_ATTACHMENT_TEXTURE(txl->sss_dir_accum), GPU_ATTACHMENT_TEXTURE(txl->sss_col_accum) }); @@ -205,10 +231,11 @@ void EEVEE_subsurface_add_pass( EEVEE_StorageList *stl = vedata->stl; EEVEE_EffectsInfo *effects = stl->effects; struct GPUBatch *quad = DRW_cache_fullscreen_quad_get(); + GPUTexture **depth_src = GPU_depth_blitting_workaround() ? &effects->sss_stencil : &dtxl->depth; DRWShadingGroup *grp = DRW_shgroup_create(e_data.sss_sh[0], psl->sss_blur_ps); DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); - DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src); DRW_shgroup_uniform_texture_ref(grp, "sssData", &effects->sss_data); DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile); DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); @@ -218,7 +245,7 @@ void EEVEE_subsurface_add_pass( struct GPUShader *sh = (effects->sss_separate_albedo) ? e_data.sss_sh[2] : e_data.sss_sh[1]; grp = DRW_shgroup_create(sh, psl->sss_resolve_ps); DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); - DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src); DRW_shgroup_uniform_texture_ref(grp, "sssData", &effects->sss_blur); DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile); DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); @@ -232,7 +259,7 @@ void EEVEE_subsurface_add_pass( if (DRW_state_is_image_render()) { grp = DRW_shgroup_create(e_data.sss_sh[3], psl->sss_accum_ps); DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); - DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src); DRW_shgroup_uniform_texture_ref(grp, "sssData", &effects->sss_blur); DRW_shgroup_uniform_texture_ref(grp, "sssAlbedo", &effects->sss_albedo); DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile); @@ -292,8 +319,14 @@ void EEVEE_subsurface_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v DRW_stats_group_start("SSS"); - /* Copy stencil channel, could be avoided (see EEVEE_subsurface_init) */ - GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_blur_fb, 0, GPU_STENCIL_BIT); + if (GPU_depth_blitting_workaround()) { + /* Copy depth channel */ + GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_blit_fb, 0, GPU_DEPTH_BIT); + } + else { + /* Copy stencil channel, could be avoided (see EEVEE_subsurface_init) */ + GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_blur_fb, 0, GPU_STENCIL_BIT); + } /* 1. horizontal pass */ GPU_framebuffer_bind(fbl->sss_blur_fb); |