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blender-archive/source/blender/draw/engines/eevee/eevee_effects.c
Germano Cavalcante 1f458895f8 Fix crash when rendering a scene first and then goes to eevee preview modes and cleanup
The crash only occurs with Intel 3rd generation GPUs.
It occurs because the program needs to be used at least once in the opengl context in which it is created.
2018-11-16 13:46:13 -02:00

579 lines
20 KiB
C

/*
* Copyright 2016, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Institute
*
*/
/** \file eevee_effects.c
* \ingroup draw_engine
*
* Gather all screen space effects technique such as Bloom, Motion Blur, DoF, SSAO, SSR, ...
*/
#include "DRW_render.h"
#include "BKE_global.h" /* for G.debug_value */
#include "BLI_string_utils.h"
#include "eevee_private.h"
#include "GPU_texture.h"
#include "GPU_extensions.h"
#include "GPU_state.h"
static struct {
/* Downsample Depth */
struct GPUShader *minz_downlevel_sh;
struct GPUShader *maxz_downlevel_sh;
struct GPUShader *minz_downdepth_sh;
struct GPUShader *maxz_downdepth_sh;
struct GPUShader *minz_downdepth_layer_sh;
struct GPUShader *maxz_downdepth_layer_sh;
struct GPUShader *maxz_copydepth_layer_sh;
struct GPUShader *minz_copydepth_sh;
struct GPUShader *maxz_copydepth_sh;
/* Simple Downsample */
struct GPUShader *downsample_sh;
struct GPUShader *downsample_cube_sh;
/* Theses are just references, not actually allocated */
struct GPUTexture *depth_src;
struct GPUTexture *color_src;
int depth_src_layer;
float cube_texel_size;
} e_data = {NULL}; /* Engine data */
extern char datatoc_common_uniforms_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_bsdf_common_lib_glsl[];
extern char datatoc_effect_minmaxz_frag_glsl[];
extern char datatoc_effect_downsample_frag_glsl[];
extern char datatoc_effect_downsample_cube_frag_glsl[];
extern char datatoc_lightprobe_vert_glsl[];
extern char datatoc_lightprobe_geom_glsl[];
static void eevee_create_shader_downsample(void)
{
e_data.downsample_sh = DRW_shader_create_fullscreen(datatoc_effect_downsample_frag_glsl, NULL);
e_data.downsample_cube_sh = DRW_shader_create(
datatoc_lightprobe_vert_glsl,
datatoc_lightprobe_geom_glsl,
datatoc_effect_downsample_cube_frag_glsl, NULL);
e_data.minz_downlevel_sh = DRW_shader_create_fullscreen(
datatoc_effect_minmaxz_frag_glsl,
"#define MIN_PASS\n");
e_data.maxz_downlevel_sh = DRW_shader_create_fullscreen(
datatoc_effect_minmaxz_frag_glsl,
"#define MAX_PASS\n");
e_data.minz_downdepth_sh = DRW_shader_create_fullscreen(
datatoc_effect_minmaxz_frag_glsl,
"#define MIN_PASS\n");
e_data.maxz_downdepth_sh = DRW_shader_create_fullscreen(
datatoc_effect_minmaxz_frag_glsl,
"#define MAX_PASS\n");
e_data.minz_downdepth_layer_sh = DRW_shader_create_fullscreen(
datatoc_effect_minmaxz_frag_glsl,
"#define MIN_PASS\n"
"#define LAYERED\n");
e_data.maxz_downdepth_layer_sh = DRW_shader_create_fullscreen(
datatoc_effect_minmaxz_frag_glsl,
"#define MAX_PASS\n"
"#define LAYERED\n");
e_data.maxz_copydepth_layer_sh = DRW_shader_create_fullscreen(
datatoc_effect_minmaxz_frag_glsl,
"#define MAX_PASS\n"
"#define COPY_DEPTH\n"
"#define LAYERED\n");
e_data.minz_copydepth_sh = DRW_shader_create_fullscreen(
datatoc_effect_minmaxz_frag_glsl,
"#define MIN_PASS\n"
"#define COPY_DEPTH\n");
e_data.maxz_copydepth_sh = DRW_shader_create_fullscreen(
datatoc_effect_minmaxz_frag_glsl,
"#define MAX_PASS\n"
"#define COPY_DEPTH\n");
}
#define SETUP_BUFFER(tex, fb, fb_color) { \
GPUTextureFormat format = (DRW_state_is_scene_render()) ? GPU_RGBA32F : GPU_RGBA16F; \
DRW_texture_ensure_fullscreen_2D(&tex, format, DRW_TEX_FILTER | DRW_TEX_MIPMAP); \
GPU_framebuffer_ensure_config(&fb, { \
GPU_ATTACHMENT_TEXTURE(dtxl->depth), \
GPU_ATTACHMENT_TEXTURE(tex), \
}); \
GPU_framebuffer_ensure_config(&fb_color, { \
GPU_ATTACHMENT_NONE, \
GPU_ATTACHMENT_TEXTURE(tex), \
}); \
}
#define CLEANUP_BUFFER(tex, fb, fb_color) { \
/* Cleanup to release memory */ \
DRW_TEXTURE_FREE_SAFE(tex); \
GPU_FRAMEBUFFER_FREE_SAFE(fb); \
GPU_FRAMEBUFFER_FREE_SAFE(fb_color); \
}
void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object *camera, const bool minimal)
{
EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
ViewLayer *view_layer = draw_ctx->view_layer;
const float *viewport_size = DRW_viewport_size_get();
int size_fs[2] = {(int)viewport_size[0], (int)viewport_size[1]};
/* Shaders */
if (!e_data.downsample_sh) {
eevee_create_shader_downsample();
}
if (!stl->effects) {
stl->effects = MEM_callocN(sizeof(EEVEE_EffectsInfo), "EEVEE_EffectsInfo");
}
effects = stl->effects;
effects->enabled_effects = 0;
effects->enabled_effects |= (G.debug_value == 9) ? EFFECT_VELOCITY_BUFFER : 0;
effects->enabled_effects |= EEVEE_motion_blur_init(sldata, vedata, camera);
effects->enabled_effects |= EEVEE_bloom_init(sldata, vedata);
effects->enabled_effects |= EEVEE_depth_of_field_init(sldata, vedata, camera);
effects->enabled_effects |= EEVEE_temporal_sampling_init(sldata, vedata);
effects->enabled_effects |= EEVEE_occlusion_init(sldata, vedata);
effects->enabled_effects |= EEVEE_subsurface_init(sldata, vedata);
effects->enabled_effects |= EEVEE_screen_raytrace_init(sldata, vedata);
effects->enabled_effects |= EEVEE_volumes_init(sldata, vedata);
/* Force normal buffer creation. */
if (DRW_state_is_image_render() && !minimal &&
(view_layer->passflag & SCE_PASS_NORMAL) != 0)
{
effects->enabled_effects |= EFFECT_NORMAL_BUFFER;
}
/**
* Ping Pong buffer
*/
if ((effects->enabled_effects & EFFECT_POST_BUFFER) != 0) {
SETUP_BUFFER(txl->color_post, fbl->effect_fb, fbl->effect_color_fb);
}
else {
CLEANUP_BUFFER(txl->color_post, fbl->effect_fb, fbl->effect_color_fb);
}
/**
* MinMax Pyramid
*/
const bool half_res_hiz = true;
int size[2], div;
common_data->hiz_mip_offset = (half_res_hiz) ? 1 : 0;
div = (half_res_hiz) ? 2 : 1;
size[0] = max_ii(size_fs[0] / div, 1);
size[1] = max_ii(size_fs[1] / div, 1);
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
/* Intel gpu seems to have problem rendering to only depth format */
DRW_texture_ensure_2D(&txl->maxzbuffer, size[0], size[1], GPU_R32F, DRW_TEX_MIPMAP);
}
else {
DRW_texture_ensure_2D(&txl->maxzbuffer, size[0], size[1], GPU_DEPTH_COMPONENT24, DRW_TEX_MIPMAP);
}
if (fbl->downsample_fb == NULL) {
fbl->downsample_fb = GPU_framebuffer_create();
}
/**
* Compute Mipmap texel alignment.
*/
for (int i = 0; i < 10; ++i) {
int mip_size[2];
GPU_texture_get_mipmap_size(txl->color, i, mip_size);
common_data->mip_ratio[i][0] = viewport_size[0] / (mip_size[0] * powf(2.0f, i));
common_data->mip_ratio[i][1] = viewport_size[1] / (mip_size[1] * powf(2.0f, i));
}
/**
* Normal buffer for deferred passes.
*/
if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) {
effects->ssr_normal_input = DRW_texture_pool_query_2D(size_fs[0], size_fs[1], GPU_RG16,
&draw_engine_eevee_type);
GPU_framebuffer_texture_attach(fbl->main_fb, effects->ssr_normal_input, 1, 0);
}
else {
effects->ssr_normal_input = NULL;
}
/**
* Motion vector buffer for correct TAA / motion blur.
*/
if ((effects->enabled_effects & EFFECT_VELOCITY_BUFFER) != 0) {
effects->velocity_tx = DRW_texture_pool_query_2D(size_fs[0], size_fs[1], GPU_RG16,
&draw_engine_eevee_type);
/* TODO output objects velocity during the mainpass. */
// GPU_framebuffer_texture_attach(fbl->main_fb, effects->velocity_tx, 1, 0);
GPU_framebuffer_ensure_config(&fbl->velocity_resolve_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(effects->velocity_tx)
});
}
else {
effects->velocity_tx = NULL;
}
/**
* Setup depth double buffer.
*/
if ((effects->enabled_effects & EFFECT_DEPTH_DOUBLE_BUFFER) != 0) {
DRW_texture_ensure_fullscreen_2D(&txl->depth_double_buffer, GPU_DEPTH24_STENCIL8, 0);
GPU_framebuffer_ensure_config(&fbl->double_buffer_depth_fb, {
GPU_ATTACHMENT_TEXTURE(txl->depth_double_buffer)
});
}
else {
/* Cleanup to release memory */
DRW_TEXTURE_FREE_SAFE(txl->depth_double_buffer);
GPU_FRAMEBUFFER_FREE_SAFE(fbl->double_buffer_depth_fb);
}
/**
* Setup double buffer so we can access last frame as it was before post processes.
*/
if ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0) {
SETUP_BUFFER(txl->color_double_buffer, fbl->double_buffer_fb, fbl->double_buffer_color_fb);
}
else {
CLEANUP_BUFFER(txl->color_double_buffer, fbl->double_buffer_fb, fbl->double_buffer_color_fb);
}
if ((effects->enabled_effects & (EFFECT_TAA | EFFECT_TAA_REPROJECT)) != 0) {
SETUP_BUFFER(txl->taa_history, fbl->taa_history_fb, fbl->taa_history_color_fb);
}
else {
CLEANUP_BUFFER(txl->taa_history, fbl->taa_history_fb, fbl->taa_history_color_fb);
}
}
void EEVEE_effects_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
int downsample_write = DRW_STATE_WRITE_DEPTH;
/* Intel gpu seems to have problem rendering to only depth format.
* Use color texture instead. */
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
downsample_write = DRW_STATE_WRITE_COLOR;
}
struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
{
psl->color_downsample_ps = DRW_pass_create(
"Downsample", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.downsample_sh, psl->color_downsample_ps);
DRW_shgroup_uniform_texture_ref(grp, "source", &e_data.color_src);
DRW_shgroup_uniform_float(grp, "fireflyFactor", &sldata->common_data.ssr_firefly_fac, 1);
DRW_shgroup_call_add(grp, quad, NULL);
}
{
static int zero = 0;
static uint six = 6;
psl->color_downsample_cube_ps = DRW_pass_create(
"Downsample Cube", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.downsample_cube_sh, psl->color_downsample_cube_ps);
DRW_shgroup_uniform_texture_ref(grp, "source", &e_data.color_src);
DRW_shgroup_uniform_float(grp, "texelSize", &e_data.cube_texel_size, 1);
DRW_shgroup_uniform_int(grp, "Layer", &zero, 1);
DRW_shgroup_call_instances_add(grp, quad, NULL, &six);
}
{
/* Perform min/max downsample */
DRWShadingGroup *grp;
psl->maxz_downlevel_ps = DRW_pass_create(
"HiZ Max Down Level", downsample_write | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.maxz_downlevel_sh, psl->maxz_downlevel_ps);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &txl->maxzbuffer);
DRW_shgroup_call_add(grp, quad, NULL);
/* Copy depth buffer to halfres top level of HiZ */
psl->maxz_downdepth_ps = DRW_pass_create(
"HiZ Max Copy Depth Halfres", downsample_write | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.maxz_downdepth_sh, psl->maxz_downdepth_ps);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call_add(grp, quad, NULL);
psl->maxz_downdepth_layer_ps = DRW_pass_create(
"HiZ Max Copy DepthLayer Halfres", downsample_write | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.maxz_downdepth_layer_sh, psl->maxz_downdepth_layer_ps);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_int(grp, "depthLayer", &e_data.depth_src_layer, 1);
DRW_shgroup_call_add(grp, quad, NULL);
psl->maxz_copydepth_ps = DRW_pass_create(
"HiZ Max Copy Depth Fullres", downsample_write | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.maxz_copydepth_sh, psl->maxz_copydepth_ps);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call_add(grp, quad, NULL);
psl->maxz_copydepth_layer_ps = DRW_pass_create(
"HiZ Max Copy DepthLayer Halfres", downsample_write | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.maxz_copydepth_layer_sh, psl->maxz_copydepth_layer_ps);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_int(grp, "depthLayer", &e_data.depth_src_layer, 1);
DRW_shgroup_call_add(grp, quad, NULL);
}
if ((effects->enabled_effects & EFFECT_VELOCITY_BUFFER) != 0) {
/* This pass compute camera motions to the non moving objects. */
psl->velocity_resolve = DRW_pass_create(
"Velocity Resolve", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(EEVEE_shaders_velocity_resolve_sh_get(), psl->velocity_resolve);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_mat4(grp, "currPersinv", effects->velocity_curr_persinv);
DRW_shgroup_uniform_mat4(grp, "pastPersmat", effects->velocity_past_persmat);
DRW_shgroup_call_add(grp, quad, NULL);
}
}
#if 0 /* Not required for now */
static void min_downsample_cb(void *vedata, int UNUSED(level))
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
DRW_draw_pass(psl->minz_downlevel_ps);
}
#endif
static void max_downsample_cb(void *vedata, int UNUSED(level))
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
DRW_draw_pass(psl->maxz_downlevel_ps);
}
static void simple_downsample_cb(void *vedata, int UNUSED(level))
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
DRW_draw_pass(psl->color_downsample_ps);
}
static void simple_downsample_cube_cb(void *vedata, int level)
{
EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
e_data.cube_texel_size = (float)(1 << level) / (float)GPU_texture_width(e_data.color_src);
DRW_draw_pass(psl->color_downsample_cube_ps);
}
void EEVEE_create_minmax_buffer(EEVEE_Data *vedata, GPUTexture *depth_src, int layer)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
e_data.depth_src = depth_src;
e_data.depth_src_layer = layer;
#if 0 /* Not required for now */
DRW_stats_group_start("Min buffer");
/* Copy depth buffer to min texture top level */
GPU_framebuffer_texture_attach(fbl->downsample_fb, stl->g_data->minzbuffer, 0, 0);
GPU_framebuffer_bind(fbl->downsample_fb);
if (layer >= 0) {
DRW_draw_pass(psl->minz_downdepth_layer_ps);
}
else {
DRW_draw_pass(psl->minz_downdepth_ps);
}
GPU_framebuffer_texture_detach(stl->g_data->minzbuffer);
/* Create lower levels */
GPU_framebuffer_recursive_downsample(fbl->downsample_fb, stl->g_data->minzbuffer, 8, &min_downsample_cb, vedata);
DRW_stats_group_end();
#endif
int minmax_size[3], depth_size[3];
GPU_texture_get_mipmap_size(depth_src, 0, depth_size);
GPU_texture_get_mipmap_size(txl->maxzbuffer, 0, minmax_size);
bool is_full_res_minmaxz = (minmax_size[0] == depth_size[0] && minmax_size[1] == depth_size[1]);
DRW_stats_group_start("Max buffer");
/* Copy depth buffer to max texture top level */
GPU_framebuffer_texture_attach(fbl->downsample_fb, txl->maxzbuffer, 0, 0);
GPU_framebuffer_bind(fbl->downsample_fb);
if (layer >= 0) {
if (is_full_res_minmaxz) {
DRW_draw_pass(psl->maxz_copydepth_layer_ps);
}
else {
DRW_draw_pass(psl->maxz_downdepth_layer_ps);
}
}
else {
if (is_full_res_minmaxz) {
DRW_draw_pass(psl->maxz_copydepth_ps);
}
else {
DRW_draw_pass(psl->maxz_downdepth_ps);
}
}
/* Create lower levels */
GPU_framebuffer_recursive_downsample(fbl->downsample_fb, 8, &max_downsample_cb, vedata);
GPU_framebuffer_texture_detach(fbl->downsample_fb, txl->maxzbuffer);
DRW_stats_group_end();
/* Restore */
GPU_framebuffer_bind(fbl->main_fb);
if (GPU_mip_render_workaround()) {
/* Fix dot corruption on intel HD5XX/HD6XX series.
* It seems affected drivers are the same that needs
* GPU_mip_render_workaround. */
GPU_flush();
}
}
/**
* Simple downsampling algorithm. Reconstruct mip chain up to mip level.
**/
void EEVEE_downsample_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int level)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
e_data.color_src = texture_src;
/* Create lower levels */
DRW_stats_group_start("Downsample buffer");
GPU_framebuffer_texture_attach(fbl->downsample_fb, texture_src, 0, 0);
GPU_framebuffer_recursive_downsample(fbl->downsample_fb, level, &simple_downsample_cb, vedata);
GPU_framebuffer_texture_detach(fbl->downsample_fb, texture_src);
DRW_stats_group_end();
}
/**
* Simple downsampling algorithm for cubemap. Reconstruct mip chain up to mip level.
**/
void EEVEE_downsample_cube_buffer(EEVEE_Data *vedata, GPUTexture *texture_src, int level)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
e_data.color_src = texture_src;
/* Create lower levels */
DRW_stats_group_start("Downsample Cube buffer");
GPU_framebuffer_texture_attach(fbl->downsample_fb, texture_src, 0, 0);
GPU_framebuffer_recursive_downsample(fbl->downsample_fb, level, &simple_downsample_cube_cb, vedata);
GPU_framebuffer_texture_detach(fbl->downsample_fb, texture_src);
DRW_stats_group_end();
}
void EEVEE_draw_effects(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
/* First resolve the velocity. */
if ((effects->enabled_effects & EFFECT_VELOCITY_BUFFER) != 0) {
DRW_viewport_matrix_get(effects->velocity_curr_persinv, DRW_MAT_PERSINV);
GPU_framebuffer_bind(fbl->velocity_resolve_fb);
DRW_draw_pass(psl->velocity_resolve);
}
DRW_viewport_matrix_get(effects->velocity_past_persmat, DRW_MAT_PERS);
/* only once per frame after the first post process */
effects->swap_double_buffer = ((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0);
/* Init pointers */
effects->source_buffer = txl->color; /* latest updated texture */
effects->target_buffer = fbl->effect_color_fb; /* next target to render to */
/* Post process stack (order matters) */
EEVEE_motion_blur_draw(vedata);
EEVEE_depth_of_field_draw(vedata);
EEVEE_temporal_sampling_draw(vedata);
EEVEE_bloom_draw(vedata);
/* Save the final texture and framebuffer for final transformation or read. */
effects->final_tx = effects->source_buffer;
effects->final_fb = (effects->target_buffer != fbl->main_color_fb) ? fbl->main_fb : fbl->effect_fb;
if ((effects->enabled_effects & EFFECT_TAA) &&
(effects->source_buffer == txl->taa_history))
{
effects->final_fb = fbl->taa_history_fb;
}
/* If no post processes is enabled, buffers are still not swapped, do it now. */
SWAP_DOUBLE_BUFFERS();
if (!stl->g_data->valid_double_buffer &&
((effects->enabled_effects & EFFECT_DOUBLE_BUFFER) != 0) &&
(DRW_state_is_image_render() == false))
{
/* If history buffer is not valid request another frame.
* This fix black reflections on area resize. */
DRW_viewport_request_redraw();
}
/* Record pers matrix for the next frame. */
DRW_viewport_matrix_get(stl->effects->prev_persmat, DRW_MAT_PERS);
/* Update double buffer status if render mode. */
if (DRW_state_is_image_render()) {
stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
stl->g_data->valid_taa_history = (txl->taa_history != NULL);
}
}
void EEVEE_effects_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.downsample_sh);
DRW_SHADER_FREE_SAFE(e_data.downsample_cube_sh);
DRW_SHADER_FREE_SAFE(e_data.minz_downlevel_sh);
DRW_SHADER_FREE_SAFE(e_data.maxz_downlevel_sh);
DRW_SHADER_FREE_SAFE(e_data.minz_downdepth_sh);
DRW_SHADER_FREE_SAFE(e_data.maxz_downdepth_sh);
DRW_SHADER_FREE_SAFE(e_data.minz_downdepth_layer_sh);
DRW_SHADER_FREE_SAFE(e_data.maxz_downdepth_layer_sh);
DRW_SHADER_FREE_SAFE(e_data.maxz_copydepth_layer_sh);
DRW_SHADER_FREE_SAFE(e_data.minz_copydepth_sh);
DRW_SHADER_FREE_SAFE(e_data.maxz_copydepth_sh);
}