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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_engine.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c137
1 files changed, 131 insertions, 6 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index b698574f9d7..bac96ab1079 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -166,7 +166,9 @@ static void eevee_cache_finish(void *vedata)
EEVEE_materials_cache_finish(sldata, vedata);
EEVEE_lights_cache_finish(sldata, vedata);
EEVEE_lightprobes_cache_finish(sldata, vedata);
+ EEVEE_renderpasses_cache_finish(sldata, vedata);
+ EEVEE_subsurface_draw_init(sldata, vedata);
EEVEE_effects_draw_init(sldata, vedata);
EEVEE_volumes_draw_init(sldata, vedata);
@@ -213,6 +215,10 @@ static void eevee_draw_scene(void *vedata)
loop_len = MAX2(1, scene->eevee.taa_samples);
}
+ if (stl->effects->bypass_drawing) {
+ loop_len = 0;
+ }
+
while (loop_len--) {
float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
float clear_depth = 1.0f;
@@ -351,11 +357,18 @@ static void eevee_draw_scene(void *vedata)
EEVEE_renderpasses_draw(sldata, vedata);
}
+ if (stl->effects->bypass_drawing) {
+ /* Restore the depth from sample 1. */
+ GPU_framebuffer_blit(fbl->double_buffer_depth_fb, 0, dfbl->default_fb, 0, GPU_DEPTH_BIT);
+ }
+
EEVEE_renderpasses_draw_debug(vedata);
EEVEE_volumes_free_smoke_textures();
stl->g_data->view_updated = false;
+
+ DRW_view_set_active(NULL);
}
static void eevee_view_update(void *vedata)
@@ -370,7 +383,7 @@ static void eevee_id_object_update(void *UNUSED(vedata), Object *object)
{
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(object);
if (ped != NULL && ped->dd.recalc != 0) {
- ped->need_update = (ped->dd.recalc & (ID_RECALC_TRANSFORM)) != 0;
+ ped->need_update = (ped->dd.recalc & ID_RECALC_TRANSFORM) != 0;
ped->dd.recalc = 0;
}
EEVEE_LightEngineData *led = EEVEE_light_data_get(object);
@@ -381,6 +394,7 @@ static void eevee_id_object_update(void *UNUSED(vedata), Object *object)
EEVEE_ObjectEngineData *oedata = EEVEE_object_data_get(object);
if (oedata != NULL && oedata->dd.recalc != 0) {
oedata->need_update = true;
+ oedata->geom_update = (oedata->dd.recalc & (ID_RECALC_GEOMETRY)) != 0;
oedata->dd.recalc = 0;
}
}
@@ -390,6 +404,11 @@ static void eevee_id_world_update(void *vedata, World *wo)
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
LightCache *lcache = stl->g_data->light_cache;
+ if (lcache == NULL || lcache == stl->lookdev_lightcache) {
+ /* Avoid Lookdev viewport clearing the update flag (see T67741). */
+ return;
+ }
+
EEVEE_WorldEngineData *wedata = EEVEE_world_data_ensure(wo);
if (wedata != NULL && wedata->dd.recalc != 0) {
@@ -400,7 +419,7 @@ static void eevee_id_world_update(void *vedata, World *wo)
}
}
-static void eevee_id_update(void *vedata, ID *id)
+void eevee_id_update(void *vedata, ID *id)
{
/* Handle updates based on ID type. */
switch (GS(id->name)) {
@@ -416,23 +435,129 @@ static void eevee_id_update(void *vedata, ID *id)
}
}
+static void eevee_render_reset_passes(EEVEE_Data *vedata)
+{
+ /* Reset passlist. This is safe as they are stored into managed memory chunks. */
+ memset(vedata->psl, 0, sizeof(*vedata->psl));
+}
+
static void eevee_render_to_image(void *vedata,
RenderEngine *engine,
struct RenderLayer *render_layer,
const rcti *rect)
{
+ EEVEE_Data *ved = (EEVEE_Data *)vedata;
const DRWContextState *draw_ctx = DRW_context_state_get();
+ Depsgraph *depsgraph = draw_ctx->depsgraph;
+ Scene *scene = DEG_get_evaluated_scene(depsgraph);
+ EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
+ const bool do_motion_blur = (scene->eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED) != 0;
+ const bool do_motion_blur_fx = do_motion_blur && (scene->eevee.motion_blur_max > 0);
- if (!EEVEE_render_init(vedata, engine, draw_ctx->depsgraph)) {
+ if (!EEVEE_render_init(vedata, engine, depsgraph)) {
return;
}
+ EEVEE_PrivateData *g_data = ved->stl->g_data;
+
+ int steps = max_ii(1, scene->eevee.motion_blur_steps);
+ int time_steps_tot = (do_motion_blur) ? steps : 1;
+ g_data->render_tot_samples = divide_ceil_u(scene->eevee.taa_render_samples, time_steps_tot);
+ /* Centered on frame for now. */
+ float time = CFRA - scene->eevee.motion_blur_shutter / 2.0f;
+ float time_step = scene->eevee.motion_blur_shutter / time_steps_tot;
+ for (int i = 0; i < time_steps_tot && !RE_engine_test_break(engine); i++) {
+ float time_prev = time;
+ float time_curr = time + time_step * 0.5f;
+ float time_next = time + time_step;
+ time += time_step;
+
+ /* Previous motion step. */
+ if (do_motion_blur_fx) {
+ if (i > 0) {
+ /* The previous step of this iteration N is exactly the next step of iteration N - 1.
+ * So we just swap the resources to avoid too much re-evaluation. */
+ EEVEE_motion_blur_swap_data(vedata);
+ }
+ else {
+ EEVEE_motion_blur_step_set(ved, MB_PREV);
+ RE_engine_frame_set(engine, floorf(time_prev), fractf(time_prev));
+
+ EEVEE_render_view_sync(vedata, engine, depsgraph);
+ EEVEE_render_cache_init(sldata, vedata);
+
+ DRW_render_object_iter(vedata, engine, depsgraph, EEVEE_render_cache);
+
+ EEVEE_motion_blur_cache_finish(vedata);
+ EEVEE_materials_cache_finish(sldata, vedata);
+ eevee_render_reset_passes(vedata);
+ }
+ }
+
+ /* Next motion step. */
+ if (do_motion_blur_fx) {
+ EEVEE_motion_blur_step_set(ved, MB_NEXT);
+ RE_engine_frame_set(engine, floorf(time_next), fractf(time_next));
- DRW_render_object_iter(vedata, engine, draw_ctx->depsgraph, EEVEE_render_cache);
+ EEVEE_render_view_sync(vedata, engine, depsgraph);
+ EEVEE_render_cache_init(sldata, vedata);
- /* Actually do the rendering. */
- EEVEE_render_draw(vedata, engine, render_layer, rect);
+ DRW_render_object_iter(vedata, engine, depsgraph, EEVEE_render_cache);
+
+ EEVEE_motion_blur_cache_finish(vedata);
+ EEVEE_materials_cache_finish(sldata, vedata);
+ eevee_render_reset_passes(vedata);
+ }
+
+ /* Current motion step. */
+ {
+ if (do_motion_blur) {
+ EEVEE_motion_blur_step_set(ved, MB_CURR);
+ RE_engine_frame_set(engine, floorf(time_curr), fractf(time_curr));
+ }
+
+ EEVEE_render_view_sync(vedata, engine, depsgraph);
+ EEVEE_render_cache_init(sldata, vedata);
+
+ DRW_render_object_iter(vedata, engine, depsgraph, EEVEE_render_cache);
+
+ EEVEE_motion_blur_cache_finish(vedata);
+ EEVEE_volumes_cache_finish(sldata, vedata);
+ EEVEE_materials_cache_finish(sldata, vedata);
+ EEVEE_lights_cache_finish(sldata, vedata);
+ EEVEE_lightprobes_cache_finish(sldata, vedata);
+ EEVEE_renderpasses_cache_finish(sldata, vedata);
+
+ EEVEE_subsurface_draw_init(sldata, vedata);
+ EEVEE_effects_draw_init(sldata, vedata);
+ EEVEE_volumes_draw_init(sldata, vedata);
+ }
+
+ /* Actual drawing. */
+ {
+ EEVEE_renderpasses_output_init(sldata, vedata, g_data->render_tot_samples * time_steps_tot);
+
+ EEVEE_temporal_sampling_create_view(vedata);
+ EEVEE_render_draw(vedata, engine, render_layer, rect);
+
+ if (i < time_steps_tot - 1) {
+ /* Don't reset after the last loop. Since EEVEE_render_read_result
+ * might need some DRWPasses. */
+ DRW_cache_restart();
+ }
+ }
+ }
EEVEE_volumes_free_smoke_textures();
+ EEVEE_motion_blur_data_free(&ved->stl->effects->motion_blur);
+
+ if (RE_engine_test_break(engine)) {
+ return;
+ }
+
+ EEVEE_render_read_result(vedata, engine, render_layer, rect);
+
+ /* Restore original viewport size. */
+ DRW_render_viewport_size_set((int[2]){g_data->size_orig[0], g_data->size_orig[1]});
}
static void eevee_engine_free(void)