From 0707177ab868f1845dba1ecfd396e58c091e89b0 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Fri, 14 Jun 2019 19:12:39 +0200 Subject: Fix T64913 Eevee: shader compilation does not reset TAA This tracks the number of compiling shaders and just reset the TAA if previous number mismatch. --- source/blender/draw/engines/eevee/eevee_lightprobes.c | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'source/blender/draw/engines/eevee/eevee_lightprobes.c') diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 848634f311e..ddc5eae768e 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -344,6 +344,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat if (wo->use_nodes && wo->nodetree) { static float error_col[3] = {1.0f, 0.0f, 1.0f}; + static float queue_col[3] = {0.5f, 0.5f, 0.5f}; struct GPUMaterial *gpumat = EEVEE_material_world_lightprobe_get(scene, wo); eGPUMaterialStatus status = GPU_material_status(gpumat); @@ -361,6 +362,10 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo); DRW_shgroup_call(grp, geom, NULL); break; + case GPU_MAT_QUEUED: + stl->g_data->queued_shaders_count++; + col = queue_col; + break; default: col = error_col; break; -- cgit v1.2.3