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authorClément Foucault <foucault.clem@gmail.com>2020-09-12 07:10:11 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-09-12 16:29:54 +0300
commit136bdb561b4ce05788e7b654c7e734cc35664b91 (patch)
tree7b1dd88c0e36f02498a66f107b99252f6f1c76d5 /source/blender/draw/engines/eevee/eevee_volumes.c
parenta442da62dc6ea14c43a7aba04a600c9ba7cd7f1b (diff)
GPU: Add Image Load Store extension support
This wraps the functionality used to speedup EEVEE volumetrics. This touches the rendering code of EEVEE as it should fix a mis-usage of the GL barrier. The barrier changed type and location, removing an unused barrier.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_volumes.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c26
1 files changed, 10 insertions, 16 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index 69b916244b5..93701887b51 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -601,6 +601,10 @@ void EEVEE_volumes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
+ if (USE_VOLUME_OPTI) {
+ DRW_shgroup_uniform_image_ref(grp, "finalScattering_img", &txl->volume_scatter_history);
+ DRW_shgroup_uniform_image_ref(grp, "finalTransmittance_img", &txl->volume_transmit_history);
+ }
DRW_shgroup_call_procedural_triangles(
grp, NULL, USE_VOLUME_OPTI ? 1 : common_data->vol_tex_size[2]);
@@ -610,6 +614,7 @@ void EEVEE_volumes_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_uniform_texture_ref(grp, "inScattering", &txl->volume_scatter);
DRW_shgroup_uniform_texture_ref(grp, "inTransmittance", &txl->volume_transmit);
DRW_shgroup_uniform_texture_ref(grp, "inSceneDepth", &e_data.depth_src);
+ DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
@@ -714,15 +719,7 @@ void EEVEE_volumes_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRW_draw_pass(psl->volumetric_scatter_ps);
if (USE_VOLUME_OPTI) {
- int tex_scatter = GPU_texture_opengl_bindcode(txl->volume_scatter_history);
- int tex_transmit = GPU_texture_opengl_bindcode(txl->volume_transmit_history);
- /* TODO(fclem) Encapsulate these GL calls into DRWManager. */
- glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
- /* Subtlety here! we need to tell the GL that the texture is layered (GL_TRUE)
- * in order to bind the full 3D texture and not just a 2D slice. */
- glBindImageTexture(0, tex_scatter, 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_R11F_G11F_B10F);
- glBindImageTexture(1, tex_transmit, 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_R11F_G11F_B10F);
-
+ /* Avoid feedback loop assert. */
GPU_framebuffer_bind(fbl->volumetric_fb);
}
else {
@@ -731,13 +728,6 @@ void EEVEE_volumes_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRW_draw_pass(psl->volumetric_integration_ps);
- if (USE_VOLUME_OPTI) {
- glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
-
- glBindImageTexture(0, 0, 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_R11F_G11F_B10F);
- glBindImageTexture(1, 0, 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_R11F_G11F_B10F);
- }
-
SWAP(struct GPUFrameBuffer *, fbl->volumetric_scat_fb, fbl->volumetric_integ_fb);
SWAP(GPUTexture *, txl->volume_scatter, txl->volume_scatter_history);
SWAP(GPUTexture *, txl->volume_transmit, txl->volume_transmit_history);
@@ -763,6 +753,10 @@ void EEVEE_volumes_resolve(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *veda
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
e_data.depth_src = dtxl->depth;
+ if (USE_VOLUME_OPTI) {
+ GPU_memory_barrier(GPU_BARRIER_TEXTURE_FETCH);
+ }
+
/* Apply for opaque geometry. */
GPU_framebuffer_bind(fbl->main_color_fb);
DRW_draw_pass(psl->volumetric_resolve_ps);