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Diffstat (limited to 'source/blender/draw/engines/eevee_next/eevee_shader.cc')
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_shader.cc34
1 files changed, 33 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_shader.cc b/source/blender/draw/engines/eevee_next/eevee_shader.cc
index 0e49b195ea2..7ff343d14a8 100644
--- a/source/blender/draw/engines/eevee_next/eevee_shader.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_shader.cc
@@ -9,6 +9,8 @@
* and static shader usage.
*/
+#include "GPU_capabilities.h"
+
#include "gpu_shader_create_info.hh"
#include "eevee_shader.hh"
@@ -180,11 +182,41 @@ void ShaderModule::material_create_info_ammend(GPUMaterial *gpumat, GPUCodegenOu
GPUCodegenOutput &codegen = *codegen_;
ShaderCreateInfo &info = *reinterpret_cast<ShaderCreateInfo *>(codegen.create_info);
- info.auto_resource_location(true);
+ /* WORKAROUND: Replace by new ob info. */
+ int64_t ob_info_index = info.additional_infos_.first_index_of_try("draw_object_infos");
+ if (ob_info_index != -1) {
+ info.additional_infos_[ob_info_index] = "draw_object_infos_new";
+ }
+
+ /* WORKAROUND: Add new ob attr buffer. */
+ if (GPU_material_uniform_attributes(gpumat) != nullptr) {
+ info.additional_info("draw_object_attribute_new");
+ }
+
+ /* WORKAROUND: Avoid utility texture merge error. TODO: find a cleaner fix. */
+ for (auto &resource : info.batch_resources_) {
+ if (resource.bind_type == ShaderCreateInfo::Resource::BindType::SAMPLER) {
+ if (resource.slot == RBUFS_UTILITY_TEX_SLOT) {
+ resource.slot = GPU_max_textures_frag() - 1;
+ }
+ }
+ }
if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT)) {
info.define("MAT_TRANSPARENT");
+ /* Transparent material do not have any velocity specific pipeline. */
+ if (pipeline_type == MAT_PIPE_FORWARD_PREPASS_VELOCITY) {
+ pipeline_type = MAT_PIPE_FORWARD_PREPASS;
+ }
}
+
+ if (GPU_material_flag_get(gpumat, GPU_MATFLAG_TRANSPARENT) == false &&
+ pipeline_type == MAT_PIPE_FORWARD) {
+ /* Opaque forward do support AOVs and render pass. */
+ info.additional_info("eevee_aov_out");
+ info.additional_info("eevee_render_pass_out");
+ }
+
if (GPU_material_flag_get(gpumat, GPU_MATFLAG_BARYCENTRIC)) {
switch (geometry_type) {
case MAT_GEOM_MESH: