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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_occlusion.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_occlusion.c18
1 files changed, 15 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c
index 4c2024a6f65..955cfd990ef 100644
--- a/source/blender/draw/engines/eevee/eevee_occlusion.c
+++ b/source/blender/draw/engines/eevee/eevee_occlusion.c
@@ -77,14 +77,14 @@ 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_renderpass = DRW_texture_pool_query_2d(
- fs_size[0], fs_size[1], GPU_RGBA8, &draw_engine_eevee_type);
+ UNPACK2(effects->hiz_size), GPU_RGBA8, &draw_engine_eevee_type);
GPU_framebuffer_ensure_config(
&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(
- fs_size[0], fs_size[1], GPU_RGBA8, &draw_engine_eevee_type);
+ UNPACK2(fs_size), GPU_RGBA8, &draw_engine_eevee_type);
GPU_framebuffer_ensure_config(
&fbl->gtao_debug_fb,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(effects->gtao_horizons_debug)});
@@ -188,20 +188,32 @@ void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
}
-void EEVEE_occlusion_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+void EEVEE_occlusion_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
if ((effects->enabled_effects & EFFECT_GTAO) != 0) {
DRW_stats_group_start("GTAO Horizon Scan");
+ /** NOTE(fclem): Kind of fragile. We need this to make sure everything lines up
+ * nicely during planar reflection. */
+ if (common_data->ray_type != EEVEE_RAY_GLOSSY) {
+ const float *viewport_size = DRW_viewport_size_get();
+ GPU_framebuffer_viewport_set(fbl->gtao_fb, 0, 0, UNPACK2(viewport_size));
+ }
+
GPU_framebuffer_bind(fbl->gtao_fb);
DRW_draw_pass(psl->ao_horizon_search);
+ if (common_data->ray_type != EEVEE_RAY_GLOSSY) {
+ GPU_framebuffer_viewport_reset(fbl->gtao_fb);
+ }
+
if (GPU_mip_render_workaround() ||
GPU_type_matches(GPU_DEVICE_INTEL_UHD, GPU_OS_WIN, GPU_DRIVER_ANY)) {
/* Fix dot corruption on intel HD5XX/HD6XX series. */