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authorClément Foucault <foucault.clem@gmail.com>2022-07-28 18:00:46 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-07-28 18:00:46 +0300
commit82327ce01de9be65b20c261977c9c3ccb59e0952 (patch)
treea183f06598927ab9e6b7835c7b63a367d6857509 /source/blender/draw/engines/eevee_next
parent0830ff55d827c6936f9557ac82eb7881494df53c (diff)
DRW: TextureFromPool: Change API to use acquire / release
This removes the quirk of having to call the sync function for each new render loop. # Conflicts: # source/blender/draw/engines/eevee_next/eevee_view.cc
Diffstat (limited to 'source/blender/draw/engines/eevee_next')
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_film.cc2
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_instance.cc1
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_renderbuffers.cc48
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_renderbuffers.hh3
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_view.cc12
5 files changed, 19 insertions, 47 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_film.cc b/source/blender/draw/engines/eevee_next/eevee_film.cc
index 0146e2eaa58..608bf31335c 100644
--- a/source/blender/draw/engines/eevee_next/eevee_film.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_film.cc
@@ -582,7 +582,7 @@ void Film::display()
BLI_assert(inst_.is_viewport());
/* Acquire dummy render buffers for correct binding. They will not be used. */
- inst_.render_buffers.acquire(int2(1), (void *)this);
+ inst_.render_buffers.acquire(int2(1));
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
GPU_framebuffer_bind(dfbl->default_fb);
diff --git a/source/blender/draw/engines/eevee_next/eevee_instance.cc b/source/blender/draw/engines/eevee_next/eevee_instance.cc
index 941ceb941b1..63d2dab6b4e 100644
--- a/source/blender/draw/engines/eevee_next/eevee_instance.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_instance.cc
@@ -97,7 +97,6 @@ void Instance::begin_sync()
gpencil_engine_enabled = false;
- render_buffers.sync();
pipelines.sync();
main_view.sync();
world.sync();
diff --git a/source/blender/draw/engines/eevee_next/eevee_renderbuffers.cc b/source/blender/draw/engines/eevee_next/eevee_renderbuffers.cc
index c60054496c1..5afb493a99b 100644
--- a/source/blender/draw/engines/eevee_next/eevee_renderbuffers.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_renderbuffers.cc
@@ -24,25 +24,7 @@
namespace blender::eevee {
-void RenderBuffers::sync()
-{
- depth_tx.sync();
- combined_tx.sync();
-
- normal_tx.sync();
- vector_tx.sync();
- diffuse_light_tx.sync();
- diffuse_color_tx.sync();
- specular_light_tx.sync();
- specular_color_tx.sync();
- volume_light_tx.sync();
- emission_tx.sync();
- environment_tx.sync();
- shadow_tx.sync();
- ambient_occlusion_tx.sync();
-}
-
-void RenderBuffers::acquire(int2 extent, void *owner)
+void RenderBuffers::acquire(int2 extent)
{
auto pass_extent = [&](eViewLayerEEVEEPassType pass_bit) -> int2 {
/* Use dummy texture for disabled passes. Allows correct bindings. */
@@ -53,25 +35,25 @@ void RenderBuffers::acquire(int2 extent, void *owner)
eGPUTextureFormat float_format = GPU_R16F;
/* Depth and combined are always needed. */
- depth_tx.acquire(extent, GPU_DEPTH24_STENCIL8, owner);
- combined_tx.acquire(extent, color_format, owner);
+ depth_tx.acquire(extent, GPU_DEPTH24_STENCIL8);
+ combined_tx.acquire(extent, color_format);
bool do_vector_render_pass = inst_.film.enabled_passes_get() & EEVEE_RENDER_PASS_VECTOR;
/* Only RG16F when only doing only reprojection or motion blur. */
eGPUTextureFormat vector_format = do_vector_render_pass ? GPU_RGBA16F : GPU_RG16F;
/* TODO(fclem): Make vector pass allocation optional if no TAA or motion blur is needed. */
- vector_tx.acquire(extent, vector_format, owner);
-
- normal_tx.acquire(pass_extent(EEVEE_RENDER_PASS_NORMAL), color_format, owner);
- diffuse_light_tx.acquire(pass_extent(EEVEE_RENDER_PASS_DIFFUSE_LIGHT), color_format, owner);
- diffuse_color_tx.acquire(pass_extent(EEVEE_RENDER_PASS_DIFFUSE_COLOR), color_format, owner);
- specular_light_tx.acquire(pass_extent(EEVEE_RENDER_PASS_SPECULAR_LIGHT), color_format, owner);
- specular_color_tx.acquire(pass_extent(EEVEE_RENDER_PASS_SPECULAR_COLOR), color_format, owner);
- volume_light_tx.acquire(pass_extent(EEVEE_RENDER_PASS_VOLUME_LIGHT), color_format, owner);
- emission_tx.acquire(pass_extent(EEVEE_RENDER_PASS_EMIT), color_format, owner);
- environment_tx.acquire(pass_extent(EEVEE_RENDER_PASS_ENVIRONMENT), color_format, owner);
- shadow_tx.acquire(pass_extent(EEVEE_RENDER_PASS_SHADOW), float_format, owner);
- ambient_occlusion_tx.acquire(pass_extent(EEVEE_RENDER_PASS_AO), float_format, owner);
+ vector_tx.acquire(extent, vector_format);
+
+ normal_tx.acquire(pass_extent(EEVEE_RENDER_PASS_NORMAL), color_format);
+ diffuse_light_tx.acquire(pass_extent(EEVEE_RENDER_PASS_DIFFUSE_LIGHT), color_format);
+ diffuse_color_tx.acquire(pass_extent(EEVEE_RENDER_PASS_DIFFUSE_COLOR), color_format);
+ specular_light_tx.acquire(pass_extent(EEVEE_RENDER_PASS_SPECULAR_LIGHT), color_format);
+ specular_color_tx.acquire(pass_extent(EEVEE_RENDER_PASS_SPECULAR_COLOR), color_format);
+ volume_light_tx.acquire(pass_extent(EEVEE_RENDER_PASS_VOLUME_LIGHT), color_format);
+ emission_tx.acquire(pass_extent(EEVEE_RENDER_PASS_EMIT), color_format);
+ environment_tx.acquire(pass_extent(EEVEE_RENDER_PASS_ENVIRONMENT), color_format);
+ shadow_tx.acquire(pass_extent(EEVEE_RENDER_PASS_SHADOW), float_format);
+ ambient_occlusion_tx.acquire(pass_extent(EEVEE_RENDER_PASS_AO), float_format);
const AOVsInfoData &aovs = inst_.film.aovs_info;
aov_color_tx.ensure_2d_array(
diff --git a/source/blender/draw/engines/eevee_next/eevee_renderbuffers.hh b/source/blender/draw/engines/eevee_next/eevee_renderbuffers.hh
index 8c91fed2f0f..787f5604aa4 100644
--- a/source/blender/draw/engines/eevee_next/eevee_renderbuffers.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_renderbuffers.hh
@@ -48,9 +48,8 @@ class RenderBuffers {
public:
RenderBuffers(Instance &inst) : inst_(inst){};
- void sync();
/* Acquires (also ensures) the render buffer before rendering to them. */
- void acquire(int2 extent, void *owner);
+ void acquire(int2 extent);
void release();
};
diff --git a/source/blender/draw/engines/eevee_next/eevee_view.cc b/source/blender/draw/engines/eevee_next/eevee_view.cc
index 55741bee4df..01d488432af 100644
--- a/source/blender/draw/engines/eevee_next/eevee_view.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_view.cc
@@ -85,8 +85,6 @@ void ShadingView::sync()
// inst_.hiz_back.view_sync(extent_);
// inst_.hiz_front.view_sync(extent_);
// inst_.gbuffer.view_sync(extent_);
-
- postfx_tx_.sync();
}
void ShadingView::render()
@@ -96,12 +94,8 @@ void ShadingView::render()
}
/* Query temp textures and create frame-buffers. */
- /* HACK: View name should be unique and static.
- * With this, we can reuse the same texture across views. */
- DrawEngineType *owner = (DrawEngineType *)name_;
-
RenderBuffers &rbufs = inst_.render_buffers;
- rbufs.acquire(extent_, owner);
+ rbufs.acquire(extent_);
combined_fb_.ensure(GPU_ATTACHMENT_TEXTURE(rbufs.depth_tx),
GPU_ATTACHMENT_TEXTURE(rbufs.combined_tx));
prepass_fb_.ensure(GPU_ATTACHMENT_TEXTURE(rbufs.depth_tx),
@@ -154,9 +148,7 @@ GPUTexture *ShadingView::render_post(GPUTexture *input_tx)
if (!dof_.postfx_enabled() && !mb_.enabled()) {
return input_tx;
}
- /* HACK: View name should be unique and static.
- * With this, we can reuse the same texture across views. */
- postfx_tx_.acquire(extent_, GPU_RGBA16F, (void *)name_);
+ postfx_tx_.acquire(extent_, GPU_RGBA16F);
GPUTexture *velocity_tx = velocity_.view_vectors_get();
GPUTexture *output_tx = postfx_tx_;