Workbench-Next: Support multiple samples for Viewport Image Render #111661

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Miguel Pozo merged 1 commits from pragma37/blender:pull-workbench-viewport-image-multi-sample into main 2023-09-01 15:57:30 +02:00
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Viewport Image Render follows a somewhat strange path since it renders a single sample using the regular DRW_draw_render_loop_ex, but the engine is expected to draw multiple samples in the draw callback (at least that's what old Workbench and EEVEE do).

I did an initial fix in 3acda70d8c by limiting the antialiasing to a single sample when doing a Viewport Image Render.

This PR removes this limitation and allows rendering multiple samples within a single draw callback.
However, this feels quite fragile and against the intended design of Draw Engines.

So I wonder if we should limit Viewport Image Renders to an actual single sample, or maybe find a less hacky way to support this at the Draw Manager level.
A clean way to render multiple samples without having to re-sync all objects would benefit the actual viewport too.

Viewport Image Render follows a somewhat strange path since it renders a single sample using the regular `DRW_draw_render_loop_ex`, but the engine is expected to draw multiple samples in the draw callback (at least that's what old Workbench and EEVEE do). I did an initial fix in 3acda70d8c by limiting the antialiasing to a single sample when doing a Viewport Image Render. This PR removes this limitation and allows rendering multiple samples within a single draw callback. However, this feels quite fragile and against the intended design of Draw Engines. So I wonder if we should limit Viewport Image Renders to an actual single sample, or maybe find a less hacky way to support this at the Draw Manager level. A clean way to render multiple samples without having to re-sync all objects would benefit the actual viewport too.
Miguel Pozo added the
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EEVEE & Viewport
label 2023-08-29 17:20:48 +02:00
Miguel Pozo added 1 commit 2023-08-29 17:20:59 +02:00
Miguel Pozo added this to the EEVEE & Viewport project 2023-08-29 17:21:08 +02:00
Miguel Pozo requested review from Clément Foucault 2023-08-29 17:21:22 +02:00
Miguel Pozo requested review from Jeroen Bakker 2023-08-29 17:21:34 +02:00
Clément Foucault approved these changes 2023-09-01 11:42:06 +02:00

However, this feels quite fragile and against the intended design of Draw Engines.

This is actually what the draw passes are for. Reusing their commands. So as long as you don't invalidate any of the data reference by them, resubmitting them should be fine. This is actually how we render samples in render.

> However, this feels quite fragile and against the intended design of Draw Engines. This is actually what the draw passes are for. Reusing their commands. So as long as you don't invalidate any of the data reference by them, resubmitting them should be fine. This is actually how we render samples in render.
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This is actually what the draw passes are for. Reusing their commands.

Sure, but that's not what I mean.
My point is that calling init and sync functions from the draw callback doesn't fit the design that draw engines follow.
And that implementing a proper interface to support drawing multiple samples (or even frames) without doing a full re-sync would benefit the regular viewport rendering too.

> This is actually what the draw passes are for. Reusing their commands. Sure, but that's not what I mean. My point is that calling `init` and `sync` functions from the `draw` callback doesn't fit the design that draw engines follow. And that implementing a proper interface to support drawing multiple samples (or even frames) without doing a full re-sync would benefit the regular viewport rendering too.
Miguel Pozo merged commit fc0f2bd73e into main 2023-09-01 15:57:30 +02:00
Miguel Pozo deleted branch pull-workbench-viewport-image-multi-sample 2023-09-01 15:57:31 +02:00
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Reference: blender/blender#111661
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