[Bf-blender-cvs] [9aaf75da3de] blender2.8: Eevee: Fix SSR ans SSAO for intel GPU.
Clément Foucault
noreply at git.blender.org
Fri Dec 8 12:06:28 CET 2017
Commit: 9aaf75da3de1d66b51562aebfa4f350df08daeb5
Author: Clément Foucault
Date: Fri Dec 8 11:56:48 2017 +0100
Branches: blender2.8
https://developer.blender.org/rB9aaf75da3de1d66b51562aebfa4f350df08daeb5
Eevee: Fix SSR ans SSAO for intel GPU.
On my intel GPU there is some issue when rendering to depth only format.
This workaround the issue.
===================================================================
M source/blender/draw/engines/eevee/eevee_effects.c
M source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
===================================================================
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 12017e0ed78..223012e3906 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -31,6 +31,7 @@
#include "eevee_private.h"
#include "GPU_texture.h"
+#include "GPU_extensions.h"
static struct {
/* Downsample Depth */
@@ -148,10 +149,17 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
* MinMax Pyramid
*/
DRWFboTexture texmax = {&txl->maxzbuffer, DRW_TEX_DEPTH_24, DRW_TEX_MIPMAP};
+
+ if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
+ /* Intel gpu seems to have problem rendering to only depth format */
+ texmax.format = DRW_TEX_R_32;
+ }
+
DRW_framebuffer_init(&fbl->downsample_fb, &draw_engine_eevee_type,
(int)viewport_size[0] / 2, (int)viewport_size[1] / 2,
&texmax, 1);
+
/**
* Compute Mipmap texel alignement.
*/
@@ -207,6 +215,13 @@ void EEVEE_effects_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v
EEVEE_StorageList *stl = vedata->stl;
EEVEE_TextureList *txl = vedata->txl;
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 Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
@@ -233,39 +248,39 @@ void EEVEE_effects_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v
DRWShadingGroup *grp;
#if 0 /* Not used for now */
- psl->minz_downlevel_ps = DRW_pass_create("HiZ Min Down Level", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ psl->minz_downlevel_ps = DRW_pass_create("HiZ Min Down Level", downsample_write | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.minz_downlevel_sh, psl->minz_downlevel_ps);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &stl->g_data->minzbuffer);
DRW_shgroup_call_add(grp, quad, NULL);
#endif
- psl->maxz_downlevel_ps = DRW_pass_create("HiZ Max Down Level", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ 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_buffer(grp, "depthBuffer", &txl->maxzbuffer);
DRW_shgroup_call_add(grp, quad, NULL);
/* Copy depth buffer to halfres top level of HiZ */
#if 0 /* Not used for now */
- psl->minz_downdepth_ps = DRW_pass_create("HiZ Min Copy Depth Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ psl->minz_downdepth_ps = DRW_pass_create("HiZ Min Copy Depth Halfres", downsample_write | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.minz_downdepth_sh, psl->minz_downdepth_ps);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call_add(grp, quad, NULL);
#endif
- psl->maxz_downdepth_ps = DRW_pass_create("HiZ Max Copy Depth Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ 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_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call_add(grp, quad, NULL);
#if 0 /* Not used for now */
- psl->minz_downdepth_layer_ps = DRW_pass_create("HiZ Min Copy DepthLayer Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ psl->minz_downdepth_layer_ps = DRW_pass_create("HiZ Min Copy DepthLayer Halfres", downsample_write | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.minz_downdepth_layer_sh, psl->minz_downdepth_layer_ps);
DRW_shgroup_uniform_buffer(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);
#endif
- psl->maxz_downdepth_layer_ps = DRW_pass_create("HiZ Max Copy DepthLayer Halfres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ 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_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_int(grp, "depthLayer", &e_data.depth_src_layer, 1);
@@ -273,13 +288,13 @@ void EEVEE_effects_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v
/* Copy depth buffer to halfres top level of HiZ */
#if 0 /* Not used for now */
- psl->minz_copydepth_ps = DRW_pass_create("HiZ Min Copy Depth Fullres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ psl->minz_copydepth_ps = DRW_pass_create("HiZ Min Copy Depth Fullres", downsample_write | DRW_STATE_DEPTH_ALWAYS);
grp = DRW_shgroup_create(e_data.minz_copydepth_sh, psl->minz_copydepth_ps);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call_add(grp, quad, NULL);
#endif
- psl->maxz_copydepth_ps = DRW_pass_create("HiZ Max Copy Depth Fullres", DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS);
+ 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_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_call_add(grp, quad, NULL);
diff --git a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
index ce6f3568cdf..65d3970a82a 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
@@ -23,6 +23,10 @@ uniform sampler2D depthBuffer;
#define minmax(a, b) max(a, b)
#endif
+#ifdef GPU_INTEL
+out vec4 fragColor;
+#endif
+
void main()
{
ivec2 texelPos = ivec2(gl_FragCoord.xy);
@@ -61,5 +65,10 @@ void main()
}
#endif
+#ifdef GPU_INTEL
+ /* Use color format instead of 24bit depth texture */
+ fragColor = vec4(val);
+#else
gl_FragDepth = val;
+#endif
}
\ No newline at end of file
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