diff options
6 files changed, 49 insertions, 69 deletions
diff --git a/release/scripts/startup/bl_ui/properties_view_layer.py b/release/scripts/startup/bl_ui/properties_view_layer.py index 3645f0dc2f2..36bbf78d8ab 100644 --- a/release/scripts/startup/bl_ui/properties_view_layer.py +++ b/release/scripts/startup/bl_ui/properties_view_layer.py @@ -111,9 +111,7 @@ class VIEWLAYER_PT_eevee_layer_passes_light(ViewLayerButtonsPanel, Panel): col.prop(view_layer, "use_pass_emit", text="Emission") col.prop(view_layer, "use_pass_environment") col.prop(view_layer, "use_pass_shadow") - row = col.row() - row.prop(view_layer, "use_pass_ambient_occlusion", text="Ambient Occlusion") - row.active = scene_eevee.use_gtao + col.prop(view_layer, "use_pass_ambient_occlusion", text="Ambient Occlusion") class VIEWLAYER_PT_eevee_layer_passes_effects(ViewLayerButtonsPanel, Panel): diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c index 9aae801197f..052fb485b19 100644 --- a/source/blender/draw/engines/eevee/eevee_occlusion.c +++ b/source/blender/draw/engines/eevee/eevee_occlusion.c @@ -78,7 +78,8 @@ int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) e_data.dummy_horizon_tx = DRW_texture_create_2d(1, 1, GPU_RGBA8, DRW_TEX_WRAP, pixel); } - if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_ENABLED) { + if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_ENABLED || + stl->g_data->render_passes & EEVEE_RENDER_PASS_AO) { const float *viewport_size = DRW_viewport_size_get(); const int fs_size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; @@ -101,10 +102,11 @@ int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) common_data->ao_bounce_fac = (scene_eval->eevee.flag & SCE_EEVEE_GTAO_BOUNCE) ? 1.0f : 0.0f; - effects->gtao_horizons = DRW_texture_pool_query_2d( + effects->gtao_horizons_renderpass = DRW_texture_pool_query_2d( fs_size[0], fs_size[1], GPU_RGBA8, &draw_engine_eevee_type); GPU_framebuffer_ensure_config( - &fbl->gtao_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(effects->gtao_horizons)}); + &fbl->gtao_fb, + {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(effects->gtao_horizons_renderpass)}); if (G.debug_value == 6) { effects->gtao_horizons_debug = DRW_texture_pool_query_2d( @@ -117,10 +119,15 @@ int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) effects->gtao_horizons_debug = NULL; } + effects->gtao_horizons = (scene_eval->eevee.flag & SCE_EEVEE_GTAO_ENABLED) ? + effects->gtao_horizons_renderpass : + e_data.dummy_horizon_tx; + return EFFECT_GTAO | EFFECT_NORMAL_BUFFER; } /* Cleanup */ + effects->gtao_horizons_renderpass = e_data.dummy_horizon_tx; effects->gtao_horizons = e_data.dummy_horizon_tx; GPU_FRAMEBUFFER_FREE_SAFE(fbl->gtao_fb); common_data->ao_settings = 0.0f; @@ -136,45 +143,41 @@ void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata EEVEE_PassList *psl = vedata->psl; EEVEE_EffectsInfo *effects = stl->effects; - const DRWContextState *draw_ctx = DRW_context_state_get(); - const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); - - if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_ENABLED) { - const eGPUTextureFormat texture_format = (tot_samples > 128) ? GPU_R32F : GPU_R16F; + const eGPUTextureFormat texture_format = (tot_samples > 128) ? GPU_R32F : GPU_R16F; - DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; - - /* Should be enough precision for many samples. */ - DRW_texture_ensure_fullscreen_2d(&txl->ao_accum, texture_format, 0); + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; - GPU_framebuffer_ensure_config(&fbl->ao_accum_fb, - {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->ao_accum)}); + /* Should be enough precision for many samples. */ + DRW_texture_ensure_fullscreen_2d(&txl->ao_accum, texture_format, 0); - /* Clear texture. */ - if (effects->taa_current_sample == 1) { - GPU_framebuffer_bind(fbl->ao_accum_fb); - GPU_framebuffer_clear_color(fbl->ao_accum_fb, clear); - } + GPU_framebuffer_ensure_config(&fbl->ao_accum_fb, + {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->ao_accum)}); - /* Accumulation pass */ - DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD; - DRW_PASS_CREATE(psl->ao_accum_ps, state); - DRWShadingGroup *grp = DRW_shgroup_create(e_data.gtao_debug_sh, psl->ao_accum_ps); - DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); - DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer); - DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); - DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &effects->ssr_normal_input); - DRW_shgroup_uniform_texture_ref(grp, "horizonBuffer", &effects->gtao_horizons); - DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); - DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); - DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL); + /* Clear texture. */ + if (effects->taa_current_sample == 1) { + GPU_framebuffer_bind(fbl->ao_accum_fb); + GPU_framebuffer_clear_color(fbl->ao_accum_fb, clear); } - else { - /* Cleanup to release memory */ - DRW_TEXTURE_FREE_SAFE(txl->ao_accum); - GPU_FRAMEBUFFER_FREE_SAFE(fbl->ao_accum_fb); + + /* Clear texture. */ + if (DRW_state_is_image_render() || effects->taa_current_sample == 1) { + GPU_framebuffer_bind(fbl->ao_accum_fb); + GPU_framebuffer_clear_color(fbl->ao_accum_fb, clear); } + + /* Accumulation pass */ + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD; + DRW_PASS_CREATE(psl->ao_accum_ps, state); + DRWShadingGroup *grp = DRW_shgroup_create(e_data.gtao_debug_sh, psl->ao_accum_ps); + DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); + DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer); + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); + DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &effects->ssr_normal_input); + DRW_shgroup_uniform_texture_ref(grp, "horizonBuffer", &effects->gtao_horizons_renderpass); + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); + DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL); } void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) @@ -225,7 +228,7 @@ void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer); DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth); DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &effects->ssr_normal_input); - DRW_shgroup_uniform_texture_ref(grp, "horizonBuffer", &effects->gtao_horizons); + DRW_shgroup_uniform_texture_ref(grp, "horizonBuffer", &effects->gtao_horizons_renderpass); DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined); DRW_shgroup_call(grp, quad, NULL); diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index 1e2de521cdf..40d7676c38c 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -679,8 +679,9 @@ typedef struct EEVEE_EffectsInfo { struct DRWView *taa_view; /* Ambient Occlusion */ int ao_depth_layer; - struct GPUTexture *ao_src_depth; /* pointer copy */ - struct GPUTexture *gtao_horizons; /* Textures from pool */ + struct GPUTexture *ao_src_depth; /* pointer copy */ + struct GPUTexture *gtao_horizons; /* Textures from pool */ + struct GPUTexture *gtao_horizons_renderpass; /* Texture when rendering render pass */ struct GPUTexture *gtao_horizons_debug; /* Motion Blur */ float current_ndc_to_world[4][4]; diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c index 21a4013e309..65a856c39e1 100644 --- a/source/blender/draw/engines/eevee/eevee_render.c +++ b/source/blender/draw/engines/eevee/eevee_render.c @@ -359,11 +359,6 @@ static void eevee_render_result_occlusion(RenderLayer *rl, EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata) { - if ((vedata->stl->effects->enabled_effects & EFFECT_GTAO) == 0) { - /* AO is not enabled. */ - return; - } - if ((vedata->stl->g_data->render_passes & EEVEE_RENDER_PASS_AO) != 0) { EEVEE_renderpasses_postprocess(sldata, vedata, EEVEE_RENDER_PASS_AO); eevee_render_color_result( diff --git a/source/blender/draw/engines/eevee/eevee_renderpasses.c b/source/blender/draw/engines/eevee/eevee_renderpasses.c index 089d8b7a287..55fe5882211 100644 --- a/source/blender/draw/engines/eevee/eevee_renderpasses.c +++ b/source/blender/draw/engines/eevee/eevee_renderpasses.c @@ -90,12 +90,8 @@ void EEVEE_renderpasses_init(EEVEE_Data *vedata) if (v3d) { const Scene *scene = draw_ctx->scene; eViewLayerEEVEEPassType render_pass = v3d->shading.render_pass; - if (render_pass == EEVEE_RENDER_PASS_AO && - ((scene->eevee.flag & SCE_EEVEE_GTAO_ENABLED) == 0)) { - render_pass = EEVEE_RENDER_PASS_COMBINED; - } - else if (render_pass == EEVEE_RENDER_PASS_BLOOM && - ((scene->eevee.flag & SCE_EEVEE_BLOOM_ENABLED) == 0)) { + if (render_pass == EEVEE_RENDER_PASS_BLOOM && + ((scene->eevee.flag & SCE_EEVEE_BLOOM_ENABLED) == 0)) { render_pass = EEVEE_RENDER_PASS_COMBINED; } g_data->render_passes = render_pass; @@ -392,8 +388,6 @@ void EEVEE_renderpasses_draw(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) ((stl->g_data->render_passes & EEVEE_RENDERPASSES_LIGHT_PASS) != 0) ? (stl->g_data->render_passes & EEVEE_RENDERPASSES_LIGHT_PASS) : stl->g_data->render_passes; - const DRWContextState *draw_ctx = DRW_context_state_get(); - const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); bool is_valid = (render_pass & EEVEE_RENDERPASSES_ALL) > 0; bool needs_color_transfer = (render_pass & EEVEE_RENDERPASSES_COLOR_PASS) > 0 && @@ -405,12 +399,6 @@ void EEVEE_renderpasses_draw(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) is_valid = false; } - /* When SSS isn't available, but the pass is requested, we mark it as invalid */ - if ((render_pass & EEVEE_RENDER_PASS_AO) != 0 && - (scene_eval->eevee.flag & SCE_EEVEE_GTAO_ENABLED) == 0) { - is_valid = false; - } - const int current_sample = stl->effects->taa_current_sample; const int total_samples = stl->effects->taa_total_sample; if ((render_pass & EEVEE_RENDERPASSES_POST_PROCESS_ON_FIRST_SAMPLE) && @@ -462,10 +450,10 @@ void EEVEE_renderpasses_draw_debug(EEVEE_Data *vedata) tx = txl->color_double_buffer; break; case 6: - tx = effects->gtao_horizons; + tx = effects->gtao_horizons_renderpass; break; case 7: - tx = effects->gtao_horizons; + tx = effects->gtao_horizons_renderpass; break; case 8: tx = effects->sss_irradiance; diff --git a/source/blender/makesrna/intern/rna_space.c b/source/blender/makesrna/intern/rna_space.c index b8a0e2358cd..317aa6bad5d 100644 --- a/source/blender/makesrna/intern/rna_space.c +++ b/source/blender/makesrna/intern/rna_space.c @@ -1297,15 +1297,13 @@ static const EnumPropertyItem *rna_3DViewShading_render_pass_itemf(bContext *C, { Scene *scene = CTX_data_scene(C); - const bool ao_enabled = scene->eevee.flag & SCE_EEVEE_GTAO_ENABLED; const bool bloom_enabled = scene->eevee.flag & SCE_EEVEE_BLOOM_ENABLED; int totitem = 0; EnumPropertyItem *result = NULL; for (int i = 0; rna_enum_view3dshading_render_pass_type_items[i].identifier != NULL; i++) { const EnumPropertyItem *item = &rna_enum_view3dshading_render_pass_type_items[i]; - if (!((!ao_enabled && item->value == EEVEE_RENDER_PASS_AO) || - (!bloom_enabled && + if (!((!bloom_enabled && (item->value == EEVEE_RENDER_PASS_BLOOM || STREQ(item->name, "Effects"))))) { RNA_enum_item_add(&result, &totitem, item); } @@ -1321,9 +1319,6 @@ static int rna_3DViewShading_render_pass_get(PointerRNA *ptr) eViewLayerEEVEEPassType result = shading->render_pass; Scene *scene = rna_3DViewShading_scene(ptr); - if (result == EEVEE_RENDER_PASS_AO && ((scene->eevee.flag & SCE_EEVEE_GTAO_ENABLED) == 0)) { - result = EEVEE_RENDER_PASS_COMBINED; - } if (result == EEVEE_RENDER_PASS_BLOOM && ((scene->eevee.flag & SCE_EEVEE_BLOOM_ENABLED) == 0)) { result = EEVEE_RENDER_PASS_COMBINED; } |