forked from blender/blender
Render fixes after refactoring #79
@ -57,8 +57,6 @@ void FinalEngine::render(Depsgraph *depsgraph)
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render_task_delegate_->add_aov(pxr::HdAovTokens->color);
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render_task_delegate_->add_aov(pxr::HdAovTokens->depth);
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render_task_delegate_->bind();
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pxr::HdTaskSharedPtrVector tasks;
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if (light_tasks_delegate_) {
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if (scene->r.alphamode != R_ALPHAPREMUL) {
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@ -67,6 +65,9 @@ void FinalEngine::render(Depsgraph *depsgraph)
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tasks.push_back(light_tasks_delegate_->simple_task());
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}
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tasks.push_back(render_task_delegate_->task());
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render_task_delegate_->bind();
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engine_->Execute(render_index_.get(), &tasks);
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char elapsed_time[32];
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@ -105,6 +105,7 @@ void RenderTaskDelegate::add_aov(pxr::TfToken const &aov_key)
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binding.aovName = aov_key;
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binding.renderBufferId = buf_id;
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binding.aovSettings = aov_desc.aovSettings;
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binding.clearValue = pxr::VtValue(pxr::GfVec4f(0));
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task_params_.aovBindings.push_back(binding);
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render_index.GetChangeTracker().MarkTaskDirty(task_id_, pxr::HdChangeTracker::DirtyParams);
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}
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@ -130,8 +131,11 @@ void RenderTaskDelegate::read_aov(pxr::TfToken const &aov_key, GPUTexture *textu
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if (!buffer) {
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return;
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}
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eGPUDataFormat format = buffer->GetFormat() == pxr::HdFormat::HdFormatFloat16Vec4 ?
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GPU_DATA_HALF_FLOAT :
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GPU_DATA_FLOAT;
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void *buf_data = buffer->Map();
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GPU_texture_update(texture, GPU_DATA_FLOAT, buf_data);
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GPU_texture_update(texture, format, buf_data);
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buffer->Unmap();
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}
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@ -144,6 +148,17 @@ pxr::SdfPath RenderTaskDelegate::buffer_id(pxr::TfToken const &aov_key) const
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return GetDelegateID().AppendElementString("aov_" + aov_key.GetString());
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}
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GPURenderTaskDelegate::~GPURenderTaskDelegate()
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{
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unbind();
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if (tex_color_) {
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GPU_texture_free(tex_color_);
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}
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if (tex_depth_) {
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GPU_texture_free(tex_depth_);
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}
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}
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void GPURenderTaskDelegate::set_viewport(pxr::GfVec4d const &viewport)
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{
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if (task_params_.viewport == viewport) {
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@ -251,22 +266,33 @@ void GPURenderTaskDelegate::bind()
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/* Workaround missing/buggy VAOs in hgiGL and hdSt. For OpenGL compatibility
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* profile this is not a problem, but for core profile it is. */
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if (GPU_backend_get_type() == GPU_BACKEND_OPENGL) {
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if (VAO_ == 0) {
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if (VAO_ == 0 && GPU_backend_get_type() == GPU_BACKEND_OPENGL) {
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glGenVertexArrays(1, &VAO_);
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}
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glBindVertexArray(VAO_);
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}
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}
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void GPURenderTaskDelegate::unbind()
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{
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if (GPU_backend_get_type() == GPU_BACKEND_OPENGL) {
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if (VAO_) {
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glDeleteVertexArrays(1, &VAO_);
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VAO_ = 0;
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}
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if (framebuffer_) {
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GPU_framebuffer_free(framebuffer_);
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GPU_texture_free(tex_color_);
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GPU_texture_free(tex_depth_);
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framebuffer_ = nullptr;
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}
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}
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GPUTexture *GPURenderTaskDelegate::aov_texture(pxr::TfToken const &aov_key)
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{
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if (aov_key == pxr::HdAovTokens->color) {
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return tex_color_;
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}
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if (aov_key == pxr::HdAovTokens->depth) {
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return tex_depth_;
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}
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return nullptr;
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}
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} // namespace blender::render::hydra
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@ -52,6 +52,7 @@ class GPURenderTaskDelegate : public RenderTaskDelegate {
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public:
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using RenderTaskDelegate::RenderTaskDelegate;
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~GPURenderTaskDelegate() override;
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void set_viewport(pxr::GfVec4d const &viewport) override;
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void add_aov(pxr::TfToken const &aov_key) override;
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@ -59,6 +60,7 @@ class GPURenderTaskDelegate : public RenderTaskDelegate {
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void read_aov(pxr::TfToken const &aov_key, GPUTexture *texture) override;
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void bind() override;
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void unbind() override;
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GPUTexture *aov_texture(pxr::TfToken const &aov_key);
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};
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} // namespace blender::render::hydra
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@ -183,18 +183,16 @@ void DrawTexture::write_data(int width, int height, const void *data)
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width,
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height,
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1,
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GPU_RGBA16F,
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GPU_RGBA32F,
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GPU_TEXTURE_USAGE_GENERAL,
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(float *)data);
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}
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void DrawTexture::draw(GPUShader *shader, const pxr::GfVec4d &viewport)
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void DrawTexture::draw(GPUShader *shader, const pxr::GfVec4d &viewport, GPUTexture *tex)
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{
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draw(shader, texture_, viewport);
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if (!tex) {
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tex = texture_;
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}
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void DrawTexture::draw(GPUShader *shader, GPUTexture *tex, const pxr::GfVec4d &viewport)
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{
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int slot = GPU_shader_get_sampler_binding(shader, "image");
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GPU_texture_bind(tex, slot);
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GPU_shader_uniform_1i(shader, "image", slot);
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@ -237,20 +235,8 @@ void ViewportEngine::render(Depsgraph *depsgraph, bContext *context)
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light_tasks_delegate_->set_viewport(viewport);
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}
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if ((bl_engine_->type->flag & RE_USE_GPU_CONTEXT) == 0) {
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render_task_delegate_->add_aov(pxr::HdAovTokens->color);
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}
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/* Workaround missing/buggy VAOs in hgiGL and hdSt. For OpenGL compatibility
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* profile this is not a problem, but for core profile it is. */
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GLuint VAO;
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if (GPU_backend_get_type() == GPU_BACKEND_OPENGL) {
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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}
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GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE);
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GPU_shader_bind(shader);
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render_task_delegate_->add_aov(pxr::HdAovTokens->depth);
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pxr::HdTaskSharedPtrVector tasks;
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if (light_tasks_delegate_) {
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@ -260,9 +246,24 @@ void ViewportEngine::render(Depsgraph *depsgraph, bContext *context)
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tasks.push_back(light_tasks_delegate_->simple_task());
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}
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tasks.push_back(render_task_delegate_->task());
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GPUFrameBuffer *view_framebuffer = GPU_framebuffer_active_get();
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render_task_delegate_->bind();
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engine_->Execute(render_index_.get(), &tasks);
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if ((bl_engine_->type->flag & RE_USE_GPU_CONTEXT) == 0) {
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render_task_delegate_->unbind();
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GPU_framebuffer_bind(view_framebuffer);
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GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE);
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GPU_shader_bind(shader);
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GPURenderTaskDelegate *gpu_task = dynamic_cast<GPURenderTaskDelegate *>(
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render_task_delegate_.get());
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if (gpu_task) {
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draw_texture_.draw(shader, viewport, gpu_task->aov_texture(pxr::HdAovTokens->color));
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}
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else {
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draw_texture_.write_data(view_settings.width(), view_settings.height(), nullptr);
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render_task_delegate_->read_aov(pxr::HdAovTokens->color, draw_texture_.texture());
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draw_texture_.draw(shader, viewport);
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@ -270,10 +271,6 @@ void ViewportEngine::render(Depsgraph *depsgraph, bContext *context)
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GPU_shader_unbind();
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if (GPU_backend_get_type() == GPU_BACKEND_OPENGL) {
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glDeleteVertexArrays(1, &VAO);
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}
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if (renderer_percent_done() == 0.0f) {
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time_begin_ = PIL_check_seconds_timer();
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}
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@ -23,8 +23,7 @@ class DrawTexture {
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~DrawTexture();
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void write_data(int width, int height, const void *data);
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void draw(GPUShader *shader, const pxr::GfVec4d &viewport);
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void draw(GPUShader *shader, GPUTexture *tex, const pxr::GfVec4d &viewport);
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void draw(GPUShader *shader, const pxr::GfVec4d &viewport, GPUTexture *tex = nullptr);
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GPUTexture *texture() const;
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private:
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Loading…
Reference in New Issue
Block a user
Can you set VAO_ to 0 and framebuffer_ to null?
Not strictly required, but more future proof.