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Diffstat (limited to 'source/blender/draw/engines/eevee_next/eevee_view.cc')
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_view.cc16
1 files changed, 9 insertions, 7 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_view.cc b/source/blender/draw/engines/eevee_next/eevee_view.cc
index 44067aff9ca..48951c2bae7 100644
--- a/source/blender/draw/engines/eevee_next/eevee_view.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_view.cc
@@ -118,10 +118,10 @@ void ShadingView::render()
GPU_framebuffer_bind(combined_fb_);
GPU_framebuffer_clear_color_depth(combined_fb_, clear_color, 1.0f);
- inst_.pipelines.world.render();
+ inst_.pipelines.world.render(render_view_new_);
/* TODO(fclem): Move it after the first prepass (and hiz update) once pipeline is stabilized. */
- inst_.lights.set_view(render_view_, extent_);
+ inst_.lights.set_view(render_view_new_, extent_);
// inst_.pipelines.deferred.render(
// render_view_, rt_buffer_opaque_, rt_buffer_refract_, depth_tx_, combined_tx_);
@@ -130,10 +130,10 @@ void ShadingView::render()
// inst_.lookdev.render_overlay(view_fb_);
- inst_.pipelines.forward.render(render_view_, prepass_fb_, combined_fb_, rbufs.combined_tx);
+ inst_.pipelines.forward.render(render_view_new_, prepass_fb_, combined_fb_, rbufs.combined_tx);
- inst_.lights.debug_draw(combined_fb_);
- inst_.hiz_buffer.debug_draw(combined_fb_);
+ inst_.lights.debug_draw(render_view_new_, combined_fb_);
+ inst_.hiz_buffer.debug_draw(render_view_new_, combined_fb_);
GPUTexture *combined_final_tx = render_postfx(rbufs.combined_tx);
@@ -157,8 +157,8 @@ GPUTexture *ShadingView::render_postfx(GPUTexture *input_tx)
GPUTexture *output_tx = postfx_tx_;
/* Swapping is done internally. Actual output is set to the next input. */
- inst_.depth_of_field.render(&input_tx, &output_tx, dof_buffer_);
- inst_.motion_blur.render(&input_tx, &output_tx);
+ inst_.depth_of_field.render(render_view_new_, &input_tx, &output_tx, dof_buffer_);
+ inst_.motion_blur.render(render_view_new_, &input_tx, &output_tx);
return input_tx;
}
@@ -186,6 +186,8 @@ void ShadingView::update_view()
* out of the blurring radius. To fix this, use custom enlarged culling matrix. */
inst_.depth_of_field.jitter_apply(winmat, viewmat);
DRW_view_update_sub(render_view_, viewmat.ptr(), winmat.ptr());
+
+ render_view_new_.sync(viewmat, winmat);
}
/** \} */