When EEVEE is rendering multiple samples via eevee_draw_scene, the command submission and in-flight memory pressure would grow until all samples completed, due to lack of intermediate flushing of GPU work and memory. This patch adds a command flush and memory clear for this case which occurs with high TAA sample counts during saving, similar to the process in EEVEE_render_draw. Authored by Apple: Michael Parkin-White Pull Request: blender/blender#107221
676 lines
23 KiB
C
676 lines
23 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2016 Blender Foundation. */
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/** \file
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* \ingroup draw_engine
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*/
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#include "DRW_render.h"
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#include "draw_color_management.h" /* TODO: remove dependency. */
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#include "BLI_rand.h"
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#include "BLT_translation.h"
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#include "BKE_object.h"
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#include "DEG_depsgraph_query.h"
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#include "DNA_world_types.h"
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#include "GPU_context.h"
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#include "IMB_imbuf.h"
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#include "eevee_private.h"
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#include "eevee_engine.h" /* own include */
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#define EEVEE_ENGINE "BLENDER_EEVEE"
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/* *********** FUNCTIONS *********** */
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static void eevee_engine_init(void *ved)
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{
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EEVEE_Data *vedata = (EEVEE_Data *)ved;
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
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EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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const DRWContextState *draw_ctx = DRW_context_state_get();
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View3D *v3d = draw_ctx->v3d;
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RegionView3D *rv3d = draw_ctx->rv3d;
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Object *camera = (rv3d->persp == RV3D_CAMOB) ? v3d->camera : NULL;
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if (!stl->g_data) {
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/* Alloc transient pointers */
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stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
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}
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stl->g_data->use_color_render_settings = USE_SCENE_LIGHT(v3d) ||
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!LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d);
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stl->g_data->background_alpha = DRW_state_draw_background() ? 1.0f : 0.0f;
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stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
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stl->g_data->valid_taa_history = (txl->taa_history != NULL);
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stl->g_data->queued_shaders_count = 0;
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stl->g_data->queued_optimise_shaders_count = 0;
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stl->g_data->render_timesteps = 1;
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stl->g_data->disable_ligthprobes = v3d &&
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(v3d->object_type_exclude_viewport & (1 << OB_LIGHTPROBE));
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/* Main Buffer */
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DRW_texture_ensure_fullscreen_2d(&txl->color, GPU_RGBA16F, DRW_TEX_FILTER);
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GPU_framebuffer_ensure_config(&fbl->main_fb,
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{GPU_ATTACHMENT_TEXTURE(dtxl->depth),
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GPU_ATTACHMENT_TEXTURE(txl->color),
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GPU_ATTACHMENT_LEAVE,
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GPU_ATTACHMENT_LEAVE,
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GPU_ATTACHMENT_LEAVE,
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GPU_ATTACHMENT_LEAVE});
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GPU_framebuffer_ensure_config(&fbl->main_color_fb,
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{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->color)});
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/* `EEVEE_renderpasses_init` will set the active render passes used by `EEVEE_effects_init`.
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* `EEVEE_effects_init` needs to go second for TAA. */
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EEVEE_renderpasses_init(vedata);
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EEVEE_effects_init(sldata, vedata, camera, false);
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EEVEE_materials_init(sldata, vedata, stl, fbl);
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EEVEE_shadows_init(sldata);
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EEVEE_lightprobes_init(sldata, vedata);
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}
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static void eevee_cache_init(void *vedata)
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{
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EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
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EEVEE_bloom_cache_init(sldata, vedata);
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EEVEE_depth_of_field_cache_init(sldata, vedata);
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EEVEE_effects_cache_init(sldata, vedata);
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EEVEE_lightprobes_cache_init(sldata, vedata);
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EEVEE_lights_cache_init(sldata, vedata);
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EEVEE_materials_cache_init(sldata, vedata);
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EEVEE_motion_blur_cache_init(sldata, vedata);
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EEVEE_occlusion_cache_init(sldata, vedata);
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EEVEE_screen_raytrace_cache_init(sldata, vedata);
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EEVEE_subsurface_cache_init(sldata, vedata);
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EEVEE_temporal_sampling_cache_init(sldata, vedata);
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EEVEE_volumes_cache_init(sldata, vedata);
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}
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void EEVEE_cache_populate(void *vedata, Object *ob)
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{
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EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const int ob_visibility = DRW_object_visibility_in_active_context(ob);
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bool cast_shadow = false;
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if (ob_visibility & OB_VISIBLE_PARTICLES) {
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EEVEE_particle_hair_cache_populate(vedata, sldata, ob, &cast_shadow);
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}
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if (DRW_object_is_renderable(ob) && (ob_visibility & OB_VISIBLE_SELF)) {
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if (ob->type == OB_MESH) {
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EEVEE_materials_cache_populate(vedata, sldata, ob, &cast_shadow);
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}
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else if (ob->type == OB_CURVES) {
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EEVEE_object_curves_cache_populate(vedata, sldata, ob, &cast_shadow);
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}
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else if (ob->type == OB_VOLUME) {
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EEVEE_volumes_cache_object_add(sldata, vedata, draw_ctx->scene, ob);
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}
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else if (!USE_SCENE_LIGHT(draw_ctx->v3d)) {
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/* do not add any scene light sources to the cache */
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}
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else if (ob->type == OB_LIGHTPROBE) {
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if ((ob->base_flag & BASE_FROM_DUPLI) != 0) {
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/* TODO: Special case for dupli objects because we cannot save the object pointer. */
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}
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else {
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EEVEE_lightprobes_cache_add(sldata, vedata, ob);
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}
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}
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else if (ob->type == OB_LAMP) {
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EEVEE_lights_cache_add(sldata, ob);
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}
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}
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if (cast_shadow) {
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EEVEE_shadows_caster_register(sldata, ob);
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}
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}
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static void eevee_cache_finish(void *vedata)
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{
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EEVEE_Data *ved = (EEVEE_Data *)vedata;
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EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
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EEVEE_StorageList *stl = ved->stl;
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EEVEE_PrivateData *g_data = stl->g_data;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
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EEVEE_volumes_cache_finish(sldata, vedata);
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EEVEE_materials_cache_finish(sldata, vedata);
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EEVEE_lights_cache_finish(sldata, vedata);
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EEVEE_lightprobes_cache_finish(sldata, vedata);
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EEVEE_renderpasses_cache_finish(sldata, vedata);
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EEVEE_subsurface_draw_init(sldata, vedata);
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EEVEE_effects_draw_init(sldata, vedata);
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EEVEE_volumes_draw_init(sldata, vedata);
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uint tot_samples = scene_eval->eevee.taa_render_samples;
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if (tot_samples == 0) {
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/* Use a high number of samples so the outputs accumulation buffers
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* will have the highest possible precision. */
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tot_samples = 1024;
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}
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EEVEE_renderpasses_output_init(sldata, vedata, tot_samples);
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/* Restart TAA if a shader has finish compiling. */
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/* HACK: We should use notification of some sort from the compilation job instead. */
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if (g_data->queued_shaders_count != g_data->queued_shaders_count_prev) {
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g_data->queued_shaders_count_prev = g_data->queued_shaders_count;
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EEVEE_temporal_sampling_reset(vedata);
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}
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if (g_data->queued_shaders_count > 0) {
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SNPRINTF(ved->info, TIP_("Compiling Shaders (%d remaining)"), g_data->queued_shaders_count);
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}
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else if (g_data->queued_optimise_shaders_count > 0) {
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SNPRINTF(ved->info,
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TIP_("Optimizing Shaders (%d remaining)"),
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g_data->queued_optimise_shaders_count);
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}
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}
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/* As renders in an HDR off-screen buffer, we need draw everything once
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* during the background pass. This way the other drawing callback between
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* the background and the scene pass are visible.
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* NOTE: we could break it up in two passes using some depth test
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* to reduce the fill-rate. */
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static void eevee_draw_scene(void *vedata)
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{
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EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
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EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
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EEVEE_FramebufferList *fbl = ((EEVEE_Data *)vedata)->fbl;
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EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
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/* Default framebuffer and texture */
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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/* Sort transparents before the loop. */
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DRW_pass_sort_shgroup_z(psl->transparent_pass);
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/* Number of iteration: Use viewport taa_samples when using viewport rendering */
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int loop_len = 1;
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if (DRW_state_is_image_render()) {
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const Scene *scene = draw_ctx->scene;
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loop_len = MAX2(1, scene->eevee.taa_samples);
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}
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if (stl->effects->bypass_drawing) {
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loop_len = 0;
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}
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while (loop_len--) {
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const float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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float clear_depth = 1.0f;
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uint clear_stencil = 0x0;
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const uint primes[3] = {2, 3, 7};
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double offset[3] = {0.0, 0.0, 0.0};
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double r[3];
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bool taa_use_reprojection = (stl->effects->enabled_effects & EFFECT_TAA_REPROJECT) != 0;
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if (DRW_state_is_image_render() || taa_use_reprojection ||
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((stl->effects->enabled_effects & EFFECT_TAA) != 0)) {
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int samp = taa_use_reprojection ? stl->effects->taa_reproject_sample + 1 :
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stl->effects->taa_current_sample;
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BLI_halton_3d(primes, offset, samp, r);
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EEVEE_update_noise(psl, fbl, r);
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EEVEE_volumes_set_jitter(sldata, samp - 1);
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EEVEE_materials_init(sldata, vedata, stl, fbl);
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}
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/* Copy previous persmat to UBO data */
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copy_m4_m4(sldata->common_data.prev_persmat, stl->effects->prev_persmat);
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/* Refresh Probes
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* Shadows needs to be updated for correct probes */
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DRW_stats_group_start("Probes Refresh");
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EEVEE_shadows_update(sldata, vedata);
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EEVEE_lightprobes_refresh(sldata, vedata);
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EEVEE_lightprobes_refresh_planar(sldata, vedata);
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DRW_stats_group_end();
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/* Refresh shadows */
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DRW_stats_group_start("Shadows");
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EEVEE_shadows_draw(sldata, vedata, stl->effects->taa_view);
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DRW_stats_group_end();
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if (((stl->effects->enabled_effects & EFFECT_TAA) != 0) &&
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(stl->effects->taa_current_sample > 1) && !DRW_state_is_image_render() &&
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!taa_use_reprojection) {
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DRW_view_set_active(stl->effects->taa_view);
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}
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/* when doing viewport rendering the overrides needs to be recalculated for
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* every loop as this normally happens once inside
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* `EEVEE_temporal_sampling_init` */
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else if (((stl->effects->enabled_effects & EFFECT_TAA) != 0) &&
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(stl->effects->taa_current_sample > 1) && DRW_state_is_image_render()) {
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EEVEE_temporal_sampling_update_matrices(vedata);
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}
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/* Set ray type. */
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sldata->common_data.ray_type = EEVEE_RAY_CAMERA;
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sldata->common_data.ray_depth = 0.0f;
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if (stl->g_data->disable_ligthprobes) {
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sldata->common_data.prb_num_render_cube = 1;
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sldata->common_data.prb_num_render_grid = 1;
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}
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GPU_uniformbuf_update(sldata->common_ubo, &sldata->common_data);
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GPU_framebuffer_bind(fbl->main_fb);
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eGPUFrameBufferBits clear_bits = GPU_DEPTH_BIT;
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SET_FLAG_FROM_TEST(clear_bits, !DRW_state_draw_background(), GPU_COLOR_BIT);
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SET_FLAG_FROM_TEST(clear_bits, (stl->effects->enabled_effects & EFFECT_SSS), GPU_STENCIL_BIT);
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GPU_framebuffer_clear(fbl->main_fb, clear_bits, clear_col, clear_depth, clear_stencil);
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/* Depth prepass */
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DRW_stats_group_start("Prepass");
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DRW_draw_pass(psl->depth_ps);
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DRW_stats_group_end();
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/* Create minmax texture */
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DRW_stats_group_start("Main MinMax buffer");
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EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1);
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DRW_stats_group_end();
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EEVEE_occlusion_compute(sldata, vedata);
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EEVEE_volumes_compute(sldata, vedata);
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/* Shading pass */
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DRW_stats_group_start("Shading");
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if (DRW_state_draw_background()) {
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DRW_draw_pass(psl->background_ps);
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}
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DRW_draw_pass(psl->material_ps);
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EEVEE_subsurface_data_render(sldata, vedata);
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DRW_stats_group_end();
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/* Effects pre-transparency */
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EEVEE_subsurface_compute(sldata, vedata);
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EEVEE_reflection_compute(sldata, vedata);
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EEVEE_occlusion_draw_debug(sldata, vedata);
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if (psl->probe_display) {
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DRW_draw_pass(psl->probe_display);
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}
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EEVEE_refraction_compute(sldata, vedata);
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/* Opaque refraction */
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DRW_stats_group_start("Opaque Refraction");
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DRW_draw_pass(psl->depth_refract_ps);
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DRW_draw_pass(psl->material_refract_ps);
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DRW_stats_group_end();
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/* Volumetrics Resolve Opaque */
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EEVEE_volumes_resolve(sldata, vedata);
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/* Render-passes. */
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EEVEE_renderpasses_output_accumulate(sldata, vedata, false);
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/* Transparent */
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/* TODO(@fclem): should be its own Frame-buffer.
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* This is needed because dual-source blending only works with 1 color buffer. */
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GPU_framebuffer_texture_attach(fbl->main_color_fb, dtxl->depth, 0, 0);
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GPU_framebuffer_bind(fbl->main_color_fb);
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DRW_draw_pass(psl->transparent_pass);
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GPU_framebuffer_bind(fbl->main_fb);
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GPU_framebuffer_texture_detach(fbl->main_color_fb, dtxl->depth);
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/* Post Process */
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DRW_stats_group_start("Post FX");
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EEVEE_draw_effects(sldata, vedata);
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DRW_stats_group_end();
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DRW_view_set_active(NULL);
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if (DRW_state_is_image_render() && (stl->effects->enabled_effects & EFFECT_SSR) &&
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!stl->effects->ssr_was_valid_double_buffer) {
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/* SSR needs one iteration to start properly. */
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loop_len++;
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/* Reset sampling (and accumulation) after the first sample to avoid
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* washed out first bounce for SSR. */
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EEVEE_temporal_sampling_reset(vedata);
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stl->effects->ssr_was_valid_double_buffer = stl->g_data->valid_double_buffer;
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}
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/* Perform render step between samples to allow flushing of freed temporary GPUBackend
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* resources. This prevents the GPU backend accumulating a high amount of in-flight memory when
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* performing renders using eevee_draw_scene. e.g. During file thumbnail generation. */
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if (loop_len > 2) {
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if (GPU_backend_get_type() == GPU_BACKEND_METAL) {
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GPU_flush();
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GPU_render_step();
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}
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}
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}
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if ((stl->g_data->render_passes & EEVEE_RENDER_PASS_COMBINED) != 0) {
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/* Transfer result to default framebuffer. */
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GPU_framebuffer_bind(dfbl->default_fb);
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DRW_transform_none(stl->effects->final_tx);
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}
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else {
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EEVEE_renderpasses_draw(sldata, vedata);
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}
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if (stl->effects->bypass_drawing) {
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/* Restore the depth from sample 1. */
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GPU_framebuffer_blit(fbl->double_buffer_depth_fb, 0, dfbl->default_fb, 0, GPU_DEPTH_BIT);
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}
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EEVEE_renderpasses_draw_debug(vedata);
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stl->g_data->view_updated = false;
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DRW_view_set_active(NULL);
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}
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static void eevee_view_update(void *vedata)
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{
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EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
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if (stl && stl->g_data) {
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stl->g_data->view_updated = true;
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}
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}
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static void eevee_id_object_update(void *UNUSED(vedata), Object *object)
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{
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EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(object);
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if (ped != NULL && ped->dd.recalc != 0) {
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ped->need_update = (ped->dd.recalc & ID_RECALC_TRANSFORM) != 0;
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ped->dd.recalc = 0;
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}
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EEVEE_LightEngineData *led = EEVEE_light_data_get(object);
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if (led != NULL && led->dd.recalc != 0) {
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led->need_update = true;
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led->dd.recalc = 0;
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}
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EEVEE_ObjectEngineData *oedata = EEVEE_object_data_get(object);
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if (oedata != NULL && oedata->dd.recalc != 0) {
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oedata->need_update = true;
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oedata->geom_update = (oedata->dd.recalc & (ID_RECALC_GEOMETRY)) != 0;
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oedata->dd.recalc = 0;
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}
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}
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static void eevee_id_world_update(void *vedata, World *wo)
|
|
{
|
|
EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
|
|
LightCache *lcache = stl->g_data->light_cache;
|
|
|
|
if (ELEM(lcache, NULL, stl->lookdev_lightcache)) {
|
|
/* Avoid Lookdev viewport clearing the update flag (see #67741). */
|
|
return;
|
|
}
|
|
|
|
EEVEE_WorldEngineData *wedata = EEVEE_world_data_ensure(wo);
|
|
|
|
if (wedata != NULL && wedata->dd.recalc != 0) {
|
|
if ((lcache->flag & LIGHTCACHE_BAKING) == 0) {
|
|
lcache->flag |= LIGHTCACHE_UPDATE_WORLD;
|
|
}
|
|
wedata->dd.recalc = 0;
|
|
}
|
|
}
|
|
|
|
void eevee_id_update(void *vedata, ID *id)
|
|
{
|
|
/* Handle updates based on ID type. */
|
|
switch (GS(id->name)) {
|
|
case ID_WO:
|
|
eevee_id_world_update(vedata, (World *)id);
|
|
break;
|
|
case ID_OB:
|
|
eevee_id_object_update(vedata, (Object *)id);
|
|
break;
|
|
default:
|
|
/* pass */
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void eevee_render_reset_passes(EEVEE_Data *vedata)
|
|
{
|
|
/* Reset passlist. This is safe as they are stored into managed memory chunks. */
|
|
memset(vedata->psl, 0, sizeof(*vedata->psl));
|
|
}
|
|
|
|
static void eevee_render_to_image(void *vedata,
|
|
RenderEngine *engine,
|
|
struct RenderLayer *render_layer,
|
|
const rcti *rect)
|
|
{
|
|
EEVEE_Data *ved = (EEVEE_Data *)vedata;
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
Depsgraph *depsgraph = draw_ctx->depsgraph;
|
|
Scene *scene = DEG_get_evaluated_scene(depsgraph);
|
|
EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
|
|
const bool do_motion_blur = (scene->eevee.flag & SCE_EEVEE_MOTION_BLUR_ENABLED) != 0;
|
|
const bool do_motion_blur_fx = do_motion_blur && (scene->eevee.motion_blur_max > 0);
|
|
|
|
if (!EEVEE_render_init(vedata, engine, depsgraph)) {
|
|
return;
|
|
}
|
|
EEVEE_PrivateData *g_data = ved->stl->g_data;
|
|
|
|
int initial_frame = scene->r.cfra;
|
|
float initial_subframe = scene->r.subframe;
|
|
float shuttertime = (do_motion_blur) ? scene->eevee.motion_blur_shutter : 0.0f;
|
|
int time_steps_tot = (do_motion_blur) ? max_ii(1, scene->eevee.motion_blur_steps) : 1;
|
|
g_data->render_timesteps = time_steps_tot;
|
|
|
|
EEVEE_render_modules_init(vedata, engine, depsgraph);
|
|
|
|
g_data->render_sample_count_per_timestep = EEVEE_temporal_sampling_sample_count_get(scene,
|
|
ved->stl);
|
|
|
|
/* Reset in case the same engine is used on multiple views. */
|
|
EEVEE_temporal_sampling_reset(vedata);
|
|
|
|
/* Compute start time. The motion blur will cover `[time ...time + shuttertime]`. */
|
|
float time = initial_frame + initial_subframe;
|
|
switch (scene->eevee.motion_blur_position) {
|
|
case SCE_EEVEE_MB_START:
|
|
/* No offset. */
|
|
break;
|
|
case SCE_EEVEE_MB_CENTER:
|
|
time -= shuttertime * 0.5f;
|
|
break;
|
|
case SCE_EEVEE_MB_END:
|
|
time -= shuttertime;
|
|
break;
|
|
default:
|
|
BLI_assert_msg(0, "Invalid motion blur position enum!");
|
|
break;
|
|
}
|
|
|
|
float time_step = shuttertime / time_steps_tot;
|
|
for (int i = 0; i < time_steps_tot && !RE_engine_test_break(engine); i++) {
|
|
float time_prev = time;
|
|
float time_curr = time + time_step * 0.5f;
|
|
float time_next = time + time_step;
|
|
time += time_step;
|
|
|
|
/* Previous motion step. */
|
|
if (do_motion_blur_fx) {
|
|
if (i == 0) {
|
|
EEVEE_motion_blur_step_set(ved, MB_PREV);
|
|
DRW_render_set_time(engine, depsgraph, floorf(time_prev), fractf(time_prev));
|
|
EEVEE_render_modules_init(vedata, engine, depsgraph);
|
|
sldata = EEVEE_view_layer_data_ensure();
|
|
|
|
EEVEE_render_cache_init(sldata, vedata);
|
|
|
|
DRW_render_object_iter(vedata, engine, depsgraph, EEVEE_render_cache);
|
|
|
|
EEVEE_motion_blur_cache_finish(vedata);
|
|
EEVEE_materials_cache_finish(sldata, vedata);
|
|
eevee_render_reset_passes(vedata);
|
|
}
|
|
}
|
|
|
|
/* Next motion step. */
|
|
if (do_motion_blur_fx) {
|
|
EEVEE_motion_blur_step_set(ved, MB_NEXT);
|
|
DRW_render_set_time(engine, depsgraph, floorf(time_next), fractf(time_next));
|
|
EEVEE_render_modules_init(vedata, engine, depsgraph);
|
|
sldata = EEVEE_view_layer_data_ensure();
|
|
|
|
EEVEE_render_cache_init(sldata, vedata);
|
|
|
|
DRW_render_object_iter(vedata, engine, depsgraph, EEVEE_render_cache);
|
|
|
|
EEVEE_motion_blur_cache_finish(vedata);
|
|
EEVEE_materials_cache_finish(sldata, vedata);
|
|
eevee_render_reset_passes(vedata);
|
|
}
|
|
|
|
/* Current motion step. */
|
|
{
|
|
if (do_motion_blur) {
|
|
EEVEE_motion_blur_step_set(ved, MB_CURR);
|
|
DRW_render_set_time(engine, depsgraph, floorf(time_curr), fractf(time_curr));
|
|
EEVEE_render_modules_init(vedata, engine, depsgraph);
|
|
sldata = EEVEE_view_layer_data_ensure();
|
|
}
|
|
|
|
EEVEE_render_cache_init(sldata, vedata);
|
|
|
|
DRW_render_object_iter(vedata, engine, depsgraph, EEVEE_render_cache);
|
|
|
|
EEVEE_motion_blur_cache_finish(vedata);
|
|
EEVEE_volumes_cache_finish(sldata, vedata);
|
|
EEVEE_materials_cache_finish(sldata, vedata);
|
|
EEVEE_lights_cache_finish(sldata, vedata);
|
|
EEVEE_lightprobes_cache_finish(sldata, vedata);
|
|
EEVEE_renderpasses_cache_finish(sldata, vedata);
|
|
|
|
EEVEE_subsurface_draw_init(sldata, vedata);
|
|
EEVEE_effects_draw_init(sldata, vedata);
|
|
EEVEE_volumes_draw_init(sldata, vedata);
|
|
}
|
|
|
|
/* Actual drawing. */
|
|
{
|
|
EEVEE_renderpasses_output_init(
|
|
sldata, vedata, g_data->render_sample_count_per_timestep * time_steps_tot);
|
|
|
|
if (scene->world) {
|
|
/* Update world in case of animated world material. */
|
|
eevee_id_world_update(vedata, scene->world);
|
|
}
|
|
|
|
EEVEE_temporal_sampling_create_view(vedata);
|
|
EEVEE_render_draw(vedata, engine, render_layer, rect);
|
|
|
|
if (i < time_steps_tot - 1) {
|
|
/* Don't reset after the last loop. Since EEVEE_render_read_result
|
|
* might need some DRWPasses. */
|
|
DRW_cache_restart();
|
|
}
|
|
}
|
|
|
|
if (do_motion_blur_fx) {
|
|
/* The previous step of next iteration N is exactly the next step of this iteration N - 1.
|
|
* So we just swap the resources to avoid too much re-evaluation.
|
|
* Note that this also clears the VBO references from the GPUBatches of deformed
|
|
* geometries. */
|
|
EEVEE_motion_blur_swap_data(vedata);
|
|
}
|
|
}
|
|
|
|
EEVEE_motion_blur_data_free(&ved->stl->effects->motion_blur);
|
|
|
|
if (RE_engine_test_break(engine)) {
|
|
return;
|
|
}
|
|
|
|
EEVEE_render_read_result(vedata, engine, render_layer, rect);
|
|
|
|
/* Restore original viewport size. */
|
|
DRW_render_viewport_size_set((int[2]){g_data->size_orig[0], g_data->size_orig[1]});
|
|
|
|
if (scene->r.cfra != initial_frame || scene->r.subframe != initial_subframe) {
|
|
/* Restore original frame number. This is because the render pipeline expects it. */
|
|
RE_engine_frame_set(engine, initial_frame, initial_subframe);
|
|
}
|
|
}
|
|
|
|
static void eevee_store_metadata(void *vedata, struct RenderResult *render_result)
|
|
{
|
|
EEVEE_Data *ved = (EEVEE_Data *)vedata;
|
|
EEVEE_PrivateData *g_data = ved->stl->g_data;
|
|
if (g_data->render_passes & EEVEE_RENDER_PASS_CRYPTOMATTE) {
|
|
EEVEE_cryptomatte_store_metadata(ved, render_result);
|
|
EEVEE_cryptomatte_free(ved);
|
|
}
|
|
}
|
|
|
|
static void eevee_engine_free(void)
|
|
{
|
|
EEVEE_shaders_free();
|
|
EEVEE_lightprobes_free();
|
|
EEVEE_materials_free();
|
|
EEVEE_occlusion_free();
|
|
EEVEE_volumes_free();
|
|
}
|
|
|
|
static const DrawEngineDataSize eevee_data_size = DRW_VIEWPORT_DATA_SIZE(EEVEE_Data);
|
|
|
|
DrawEngineType draw_engine_eevee_type = {
|
|
NULL,
|
|
NULL,
|
|
N_("Eevee"),
|
|
&eevee_data_size,
|
|
&eevee_engine_init,
|
|
&eevee_engine_free,
|
|
/*instance_free*/ NULL,
|
|
&eevee_cache_init,
|
|
&EEVEE_cache_populate,
|
|
&eevee_cache_finish,
|
|
&eevee_draw_scene,
|
|
&eevee_view_update,
|
|
&eevee_id_update,
|
|
&eevee_render_to_image,
|
|
&eevee_store_metadata,
|
|
};
|
|
|
|
RenderEngineType DRW_engine_viewport_eevee_type = {
|
|
NULL,
|
|
NULL,
|
|
EEVEE_ENGINE,
|
|
N_("Eevee"),
|
|
RE_INTERNAL | RE_USE_PREVIEW | RE_USE_STEREO_VIEWPORT | RE_USE_GPU_CONTEXT,
|
|
NULL,
|
|
&DRW_render_to_image,
|
|
NULL,
|
|
NULL,
|
|
NULL,
|
|
NULL,
|
|
NULL,
|
|
NULL,
|
|
&EEVEE_render_update_passes,
|
|
&draw_engine_eevee_type,
|
|
{NULL, NULL, NULL},
|
|
};
|
|
|
|
#undef EEVEE_ENGINE
|