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authorClément Foucault <foucault.clem@gmail.com>2018-10-25 23:13:46 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-10-26 11:54:21 +0300
commit70d73ff5007c817c6c7fedbfceea2fc1641f60b5 (patch)
tree65a552dab30ea3fbfa0889238ea359d87449932a /source/blender/draw/engines/eevee/eevee_subsurface.c
parentd5fe6e47850311e10a1ae1663693018634c83e84 (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.c49
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);