Fix T86037 EEVEE: SSR option changes render passes result
This was caused by the SSR option resetting the accumulation. But the render passes were only cleared in the init phase. This means that when SSR was resetting the `taa_render_sample` the actual renderpasses would still contains 1 sample. This means the renderpasses were always divided by the wrong number of samples. The fix is to clear just before accumulation if the sample is 1. The fact that it works for motion blur is kind of a blessing. This is because we check `stl->effects->ssr_was_valid_double_buffer` before resetting the sampling. So this only happens on the first motion step and does not affect the rest of the rendering. Differential Revision: https://developer.blender.org/D11033
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@@ -120,7 +120,6 @@ void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata
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const eGPUTextureFormat texture_format = (tot_samples > 128) ? GPU_R32F : GPU_R16F;
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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/* Should be enough precision for many samples. */
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DRW_texture_ensure_fullscreen_2d(&txl->ao_accum, texture_format, 0);
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@@ -128,12 +127,6 @@ void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata
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GPU_framebuffer_ensure_config(&fbl->ao_accum_fb,
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{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->ao_accum)});
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/* Clear texture. */
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if (effects->taa_current_sample == 1) {
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GPU_framebuffer_bind(fbl->ao_accum_fb);
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GPU_framebuffer_clear_color(fbl->ao_accum_fb, clear);
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}
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/* Accumulation pass */
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD;
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DRW_PASS_CREATE(psl->ao_accum_ps, state);
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@@ -246,6 +239,7 @@ void EEVEE_occlusion_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *
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{
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_EffectsInfo *effects = vedata->stl->effects;
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if (fbl->ao_accum_fb != NULL) {
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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@@ -255,6 +249,13 @@ void EEVEE_occlusion_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *
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EEVEE_occlusion_compute(sldata, vedata);
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GPU_framebuffer_bind(fbl->ao_accum_fb);
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/* Clear texture. */
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if (effects->taa_current_sample == 1) {
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const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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GPU_framebuffer_clear_color(fbl->ao_accum_fb, clear);
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}
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DRW_draw_pass(psl->ao_accum_ps);
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/* Restore */
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