EEVEE-Next: Fix GL errors when rendering with transparent materials

For now, we need to always bind the render pass images even if not used.
This commit is contained in:
2022-08-01 21:21:32 +02:00
parent 75dda90030
commit 335dbccc33

View File

@@ -162,6 +162,7 @@ DRWShadingGroup *ForwardPipeline::prepass_opaque_add(::Material *blender_mat,
DRWShadingGroup *ForwardPipeline::material_transparent_add(::Material *blender_mat,
GPUMaterial *gpumat)
{
RenderBuffers &rbufs = inst_.render_buffers;
// LightModule &lights = inst_.lights;
// LightProbeModule &lightprobes = inst_.lightprobes;
// RaytracingModule &raytracing = inst_.raytracing;
@@ -191,6 +192,22 @@ DRWShadingGroup *ForwardPipeline::material_transparent_add(::Material *blender_m
// DRW_shgroup_uniform_block(grp, "hiz_buf", inst_.hiz.ubo_get());
// DRW_shgroup_uniform_texture_ref(grp, "hiz_tx", inst_.hiz_front.texture_ref_get());
// }
{
/* TODO(fclem): This is not needed. This is only to please the OpenGL debug Layer.
* If we are to introduce transparency render-passes support, it would be through a separate
* pass. */
/* AOVs. */
DRW_shgroup_uniform_image_ref(grp, "aov_color_img", &rbufs.aov_color_tx);
DRW_shgroup_uniform_image_ref(grp, "aov_value_img", &rbufs.aov_value_tx);
DRW_shgroup_storage_block_ref(grp, "aov_buf", &inst_.film.aovs_info);
/* RenderPasses. */
DRW_shgroup_uniform_image_ref(grp, "rp_normal_img", &rbufs.normal_tx);
DRW_shgroup_uniform_image_ref(grp, "rp_diffuse_light_img", &rbufs.diffuse_light_tx);
DRW_shgroup_uniform_image_ref(grp, "rp_diffuse_color_img", &rbufs.diffuse_color_tx);
DRW_shgroup_uniform_image_ref(grp, "rp_specular_light_img", &rbufs.specular_light_tx);
DRW_shgroup_uniform_image_ref(grp, "rp_specular_color_img", &rbufs.specular_color_tx);
DRW_shgroup_uniform_image_ref(grp, "rp_emission_img", &rbufs.emission_tx);
}
DRWState state_disable = DRW_STATE_WRITE_DEPTH;
DRWState state_enable = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM;