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authorClément Foucault <foucault.clem@gmail.com>2019-06-14 20:12:39 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-06-14 20:17:06 +0300
commit0707177ab868f1845dba1ecfd396e58c091e89b0 (patch)
treea3ba924b06631c961eb2ec49f9e5c6ca3ac88ae8 /source/blender/draw/engines/eevee
parent486755460ab23f555036537f1ac79037d5e7ef08 (diff)
Fix T64913 Eevee: shader compilation does not reset TAA
This tracks the number of compiling shaders and just reset the TAA if previous number mismatch.
Diffstat (limited to 'source/blender/draw/engines/eevee')
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c9
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c5
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c4
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h4
-rw-r--r--source/blender/draw/engines/eevee/eevee_volumes.c6
5 files changed, 27 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index cb2b3763c74..99be7ec631c 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -60,6 +60,7 @@ static void eevee_engine_init(void *ved)
stl->g_data->background_alpha = DRW_state_draw_background() ? 1.0f : 0.0f;
stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
stl->g_data->valid_taa_history = (txl->taa_history != NULL);
+ stl->g_data->queued_shaders_count = 0;
/* Main Buffer */
DRW_texture_ensure_fullscreen_2d(&txl->color, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
@@ -145,6 +146,7 @@ void EEVEE_cache_populate(void *vedata, Object *ob)
static void eevee_cache_finish(void *vedata)
{
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
+ EEVEE_PrivateData *g_data = ((EEVEE_Data *)vedata)->stl->g_data;
EEVEE_volumes_cache_finish(sldata, vedata);
EEVEE_materials_cache_finish(sldata, vedata);
@@ -153,6 +155,13 @@ static void eevee_cache_finish(void *vedata)
EEVEE_effects_draw_init(sldata, vedata);
EEVEE_volumes_draw_init(sldata, vedata);
+
+ /* Restart taa if a shader has finish compiling. */
+ /* HACK We should use notification of some sort from the compilation job instead. */
+ if (g_data->queued_shaders_count != g_data->queued_shaders_count_prev) {
+ g_data->queued_shaders_count_prev = g_data->queued_shaders_count;
+ EEVEE_temporal_sampling_reset(vedata);
+ }
}
/* As renders in an HDR offscreen buffer, we need draw everything once
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index 848634f311e..ddc5eae768e 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -344,6 +344,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
if (wo->use_nodes && wo->nodetree) {
static float error_col[3] = {1.0f, 0.0f, 1.0f};
+ static float queue_col[3] = {0.5f, 0.5f, 0.5f};
struct GPUMaterial *gpumat = EEVEE_material_world_lightprobe_get(scene, wo);
eGPUMaterialStatus status = GPU_material_status(gpumat);
@@ -361,6 +362,10 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
DRW_shgroup_call(grp, geom, NULL);
break;
+ case GPU_MAT_QUEUED:
+ stl->g_data->queued_shaders_count++;
+ col = queue_col;
+ break;
default:
col = error_col;
break;
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 97b0f079500..5ac4545d223 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -1000,6 +1000,7 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
break;
case GPU_MAT_QUEUED:
/* TODO Bypass probe compilation. */
+ stl->g_data->queued_shaders_count++;
col = compile_col;
break;
case GPU_MAT_FAILED:
@@ -1352,6 +1353,7 @@ static void material_opaque(Material *ma,
break;
}
case GPU_MAT_QUEUED: {
+ stl->g_data->queued_shaders_count++;
color_p = compile_col;
metal_p = spec_p = rough_p = &half;
break;
@@ -1458,6 +1460,7 @@ static void material_transparent(Material *ma,
}
case GPU_MAT_QUEUED: {
/* TODO Bypass probe compilation. */
+ stl->g_data->queued_shaders_count++;
color_p = compile_col;
metal_p = spec_p = rough_p = &half;
break;
@@ -1785,6 +1788,7 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata,
break;
}
case GPU_MAT_QUEUED: {
+ stl->g_data->queued_shaders_count++;
color_p = compile_col;
metal_p = spec_p = rough_p = &half;
break;
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index fbbd5bc4ab3..166e8ac7473 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -840,6 +840,10 @@ typedef struct EEVEE_PrivateData {
/* Color Management */
bool use_color_render_settings;
+ /* Compiling shaders count. This is to track if a shader has finished compiling. */
+ int queued_shaders_count;
+ int queued_shaders_count_prev;
+
/* LookDev Settings */
int studiolight_index;
float studiolight_rot_z;
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c
index a14e9b08053..9162a604d7c 100644
--- a/source/blender/draw/engines/eevee/eevee_volumes.c
+++ b/source/blender/draw/engines/eevee/eevee_volumes.c
@@ -394,9 +394,13 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
}
struct GPUMaterial *mat = EEVEE_material_mesh_volume_get(scene, ma);
+ eGPUMaterialStatus status = GPU_material_status(mat);
+ if (status == GPU_MAT_QUEUED) {
+ vedata->stl->g_data->queued_shaders_count++;
+ }
/* If shader failed to compile or is currently compiling. */
- if (GPU_material_status(mat) != GPU_MAT_SUCCESS) {
+ if (status != GPU_MAT_SUCCESS) {
return;
}