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