[Bf-blender-cvs] [5361fc2c332] master: GPU: High Definition Color Buffer

Jeroen Bakker noreply at git.blender.org
Tue Jun 4 15:16:31 CEST 2019


Commit: 5361fc2c33253a7673c3352ae98070c9cf49165f
Author: Jeroen Bakker
Date:   Tue Jun 4 14:31:00 2019 +0200
Branches: master
https://developer.blender.org/rB5361fc2c33253a7673c3352ae98070c9cf49165f

GPU: High Definition Color Buffer

For offscreen rendering a high definition color buffer is needed.
Without it there are banding issues when doing multi-sampling viewport
rendering.

Reviewed By: fclem

Maniphest Tasks: T65287

Differential Revision: https://developer.blender.org/D5009

===================================================================

M	source/blender/draw/modes/overlay_mode.c
M	source/blender/gpu/intern/gpu_viewport.c

===================================================================

diff --git a/source/blender/draw/modes/overlay_mode.c b/source/blender/draw/modes/overlay_mode.c
index 3c5cb7cb5aa..fe989dbe8cd 100644
--- a/source/blender/draw/modes/overlay_mode.c
+++ b/source/blender/draw/modes/overlay_mode.c
@@ -482,7 +482,7 @@ static void overlay_draw_scene(void *vedata)
   /* This is replaced by the next code block  */
   // MULTISAMPLE_SYNC_ENABLE(dfbl, dtxl);
 
-  if (dfbl->multisample_fb != NULL) {
+  if (dfbl->multisample_fb != NULL && DRW_state_is_fbo()) {
     DRW_stats_query_start("Multisample Blit");
     GPU_framebuffer_bind(dfbl->multisample_fb);
     GPU_framebuffer_clear_color(dfbl->multisample_fb, (const float[4]){0.0f});
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c
index 4fd439f4203..e3c13b0ec14 100644
--- a/source/blender/gpu/intern/gpu_viewport.c
+++ b/source/blender/gpu/intern/gpu_viewport.c
@@ -95,7 +95,7 @@ static void gpu_viewport_buffers_free(FramebufferList *fbl,
 static void gpu_viewport_storage_free(StorageList *stl, int stl_len);
 static void gpu_viewport_passes_free(PassList *psl, int psl_len);
 static void gpu_viewport_texture_pool_free(GPUViewport *viewport);
-static void gpu_viewport_default_fb_create(GPUViewport *viewport);
+static void gpu_viewport_default_fb_create(GPUViewport *viewport, const bool high_bitdepth);
 
 void GPU_viewport_tag_update(GPUViewport *viewport)
 {
@@ -135,7 +135,7 @@ GPUViewport *GPU_viewport_create_from_offscreen(struct GPUOffScreen *ofs)
     viewport->txl->multisample_color = color;
     viewport->txl->multisample_depth = depth;
     viewport->fbl->multisample_fb = fb;
-    gpu_viewport_default_fb_create(viewport);
+    gpu_viewport_default_fb_create(viewport, true);
   }
   else {
     viewport->fbl->default_fb = fb;
@@ -384,14 +384,15 @@ void GPU_viewport_cache_release(GPUViewport *viewport)
   }
 }
 
-static void gpu_viewport_default_fb_create(GPUViewport *viewport)
+static void gpu_viewport_default_fb_create(GPUViewport *viewport, const bool high_bitdepth)
 {
   DefaultFramebufferList *dfbl = viewport->fbl;
   DefaultTextureList *dtxl = viewport->txl;
   int *size = viewport->size;
   bool ok = true;
 
-  dtxl->color = GPU_texture_create_2d(size[0], size[1], GPU_RGBA8, NULL, NULL);
+  dtxl->color = GPU_texture_create_2d(
+      size[0], size[1], high_bitdepth ? GPU_RGBA16F : GPU_RGBA8, NULL, NULL);
   dtxl->depth = GPU_texture_create_2d(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, NULL);
 
   if (!(dtxl->depth && dtxl->color)) {
@@ -500,7 +501,7 @@ void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect)
   }
 
   if (!dfbl->default_fb) {
-    gpu_viewport_default_fb_create(viewport);
+    gpu_viewport_default_fb_create(viewport, false);
   }
 }



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