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authorClément Foucault <foucault.clem@gmail.com>2020-06-23 14:59:55 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-06-23 15:04:41 +0300
commit439b40e601f8cdae9a12fc3f503e9e6acdd596d5 (patch)
tree9a485ec18d1c9dd030ffdfe9309193adc96dc515 /source/blender/draw/intern/draw_manager.c
parentcc3e808ab47887c002faaa8a28318a2b4f47e02a (diff)
EEVEE: Motion Blur: Add accumulation motion blur for better precision
This revisit the render pipeline to support time slicing for better motion blur. We support accumulation with or without the Post-process motion blur. If using the post-process, we reuse last step next motion data to avoid another scene reevaluation. This also adds support for hair motion blur which is handled in a similar way as mesh motion blur. The total number of samples is distributed evenly accross all timesteps to avoid sampling weighting issues. For this reason, the sample count is (internally) rounded up to the next multiple of the step count. Only FX Motion BLur: {F8632258} FX Motion Blur + 4 time steps: {F8632260} FX Motion Blur + 32 time steps: {F8632261} Reviewed By: jbakker Differential Revision: https://developer.blender.org/D8079
Diffstat (limited to 'source/blender/draw/intern/draw_manager.c')
-rw-r--r--source/blender/draw/intern/draw_manager.c13
1 files changed, 13 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 55dc1d6c5d7..5b1276d0d6b 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1942,6 +1942,19 @@ void DRW_custom_pipeline(DrawEngineType *draw_engine_type,
#endif
}
+/* Used when the render engine want to redo another cache populate inside the same render frame. */
+void DRW_cache_restart(void)
+{
+ /* Force cache to reset. */
+ drw_viewport_cache_resize();
+
+ drw_viewport_var_init();
+
+ DST.buffer_finish_called = false;
+
+ DRW_hair_init();
+}
+
static struct DRWSelectBuffer {
struct GPUFrameBuffer *framebuffer_depth_only;
struct GPUTexture *texture_depth;