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authorJeroen Bakker <j.bakker@atmind.nl>2019-03-19 14:51:19 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2019-03-19 16:57:55 +0300
commit84fe4cdcb37c28469749d673006c8e6083bede7f (patch)
tree429cc59e2a057a6e0ea98ddcea1b4c174e81fc0c /source/blender
parent109cbdf2e1b609e93270100239906a8e17c64ab5 (diff)
Workbench: Support Odd Number Of AA Samples
Workbench render engine did not work when an odd number of AA samples were used. A user could enter these values by disabling AA or set the number of AA samples in the Render/Film panel to an odd number. This commit will not perform TAA passes when AA is disabled. For supporting the setting of 5 or 11 samples the bitmask was replaced by an if statement as this was making the odd number not render correctly. As extra introduce the jitter samples of 5 and 11 so the images will be more clean. a jitter sample of 11 used to read outside the allocated space of the jitter samples. Fix T60820 Reviewed By: fclem Maniphest Tasks: T60820 Differential Revision: https://developer.blender.org/D4546
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_taa.c13
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h3
2 files changed, 13 insertions, 3 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_effect_taa.c b/source/blender/draw/engines/workbench/workbench_effect_taa.c
index d1f8c0983c6..b61cbff39a9 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_taa.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_taa.c
@@ -26,7 +26,9 @@
static struct {
struct GPUShader *effect_taa_sh;
+ float jitter_5[5][2];
float jitter_8[8][2];
+ float jitter_11[11][2];
float jitter_16[16][2];
float jitter_32[32][2];
} e_data = {NULL};
@@ -79,7 +81,9 @@ static void workbench_taa_jitter_init_order(float (*table)[2], int num)
static void workbench_taa_jitter_init(void)
{
+ workbench_taa_jitter_init_order(e_data.jitter_5, 5);
workbench_taa_jitter_init_order(e_data.jitter_8, 8);
+ workbench_taa_jitter_init_order(e_data.jitter_11, 11);
workbench_taa_jitter_init_order(e_data.jitter_16, 16);
workbench_taa_jitter_init_order(e_data.jitter_32, 32);
}
@@ -212,9 +216,15 @@ void workbench_taa_draw_scene_start(WORKBENCH_Data *vedata)
num_samples = workbench_taa_calculate_num_iterations(vedata);
switch (num_samples) {
default:
+ case 5:
+ samples = e_data.jitter_5;
+ break;
case 8:
samples = e_data.jitter_8;
break;
+ case 11:
+ samples = e_data.jitter_11;
+ break;
case 16:
samples = e_data.jitter_16;
break;
@@ -225,10 +235,9 @@ void workbench_taa_draw_scene_start(WORKBENCH_Data *vedata)
mix_factor = 1.0f / (effect_info->jitter_index + 1);
- const int bitmask = num_samples - 1;
const int jitter_index = effect_info->jitter_index;
const float *transform_offset = samples[jitter_index];
- effect_info->jitter_index = (jitter_index + 1) & bitmask;
+ effect_info->jitter_index = (jitter_index + 1) % num_samples;
/* construct new matrices from transform delta */
float viewmat[4][4];
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index 115868bc268..eb1d9c4e860 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -62,7 +62,8 @@
#define FXAA_ENABLED(wpd) ((!DRW_state_is_opengl_render()) && \
(IN_RANGE(wpd->preferences->gpu_viewport_quality, GPU_VIEWPORT_QUALITY_FXAA, GPU_VIEWPORT_QUALITY_TAA8) || \
((IS_NAVIGATING(wpd) || wpd->is_playback) && (wpd->preferences->gpu_viewport_quality >= GPU_VIEWPORT_QUALITY_TAA8))))
-#define TAA_ENABLED(wpd) (DRW_state_is_image_render() || (wpd->preferences->gpu_viewport_quality >= GPU_VIEWPORT_QUALITY_TAA8 && !IS_NAVIGATING(wpd) && !wpd->is_playback))
+#define TAA_ENABLED(wpd) ((DRW_state_is_image_render() && DRW_context_state_get()->scene->r.mode & R_OSA) || \
+ (DRW_state_is_opengl_render() && wpd->preferences->gpu_viewport_quality >= GPU_VIEWPORT_QUALITY_TAA8 && !IS_NAVIGATING(wpd) && !wpd->is_playback))
#define SPECULAR_HIGHLIGHT_ENABLED(wpd) (STUDIOLIGHT_ENABLED(wpd) && (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT) && (!STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)))
#define OBJECT_OUTLINE_ENABLED(wpd) (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE)
#define OBJECT_ID_PASS_ENABLED(wpd) (OBJECT_OUTLINE_ENABLED(wpd) || CURVATURE_ENABLED(wpd))