[Bf-blender-cvs] [a68bd94d110] blender-v2.83-release: Workbench: Use GPU_texture_copy instead of GPU_framebuffer_blit for TAA
Clément Foucault
noreply at git.blender.org
Wed Apr 22 21:41:57 CEST 2020
Commit: a68bd94d110a187b00f530a6e9a7122ca76a52ab
Author: Clément Foucault
Date: Wed Apr 22 21:27:07 2020 +0200
Branches: blender-v2.83-release
https://developer.blender.org/rBa68bd94d110a187b00f530a6e9a7122ca76a52ab
Workbench: Use GPU_texture_copy instead of GPU_framebuffer_blit for TAA
This fixes T75477 which seems to be a driver but caused by framebuffer
blitting.
===================================================================
M source/blender/draw/engines/workbench/workbench_effect_antialiasing.c
===================================================================
diff --git a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c
index 5c960acbd78..a7ddd1c547b 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.c
@@ -417,8 +417,10 @@ void workbench_antialiasing_draw_pass(WORKBENCH_Data *vedata)
{
WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
WORKBENCH_FramebufferList *fbl = vedata->fbl;
+ WORKBENCH_TextureList *txl = vedata->txl;
WORKBENCH_PassList *psl = vedata->psl;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
if (wpd->taa_sample_len == 0) {
/* AA disabled. */
@@ -438,12 +440,14 @@ void workbench_antialiasing_draw_pass(WORKBENCH_Data *vedata)
const bool taa_finished = wpd->taa_sample >= wpd->taa_sample_len;
if (wpd->taa_sample == 0) {
wpd->valid_history = true;
+ GPU_texture_copy(txl->history_buffer_tx, dtxl->color);
/* In playback mode, we are sure the next redraw will not use the same viewmatrix.
* In this case no need to save the depth buffer. */
- eGPUFrameBufferBits bits = GPU_COLOR_BIT | (!wpd->is_playback ? GPU_DEPTH_BIT : 0);
- GPU_framebuffer_blit(dfbl->default_fb, 0, fbl->antialiasing_fb, 0, bits);
+ if (!wpd->is_playback) {
+ GPU_texture_copy(txl->depth_buffer_tx, dtxl->depth);
+ }
if (workbench_in_front_history_needed(vedata)) {
- GPU_framebuffer_blit(dfbl->in_front_fb, 0, fbl->antialiasing_in_front_fb, 0, GPU_DEPTH_BIT);
+ GPU_texture_copy(txl->depth_buffer_in_front_tx, dtxl->depth_in_front);
}
}
else {
@@ -453,9 +457,9 @@ void workbench_antialiasing_draw_pass(WORKBENCH_Data *vedata)
DRW_draw_pass(psl->aa_accum_ps);
}
/* Copy back the saved depth buffer for correct overlays. */
- GPU_framebuffer_blit(fbl->antialiasing_fb, 0, dfbl->default_fb, 0, GPU_DEPTH_BIT);
+ GPU_texture_copy(dtxl->depth, txl->depth_buffer_tx);
if (workbench_in_front_history_needed(vedata)) {
- GPU_framebuffer_blit(fbl->antialiasing_in_front_fb, 0, dfbl->in_front_fb, 0, GPU_DEPTH_BIT);
+ GPU_texture_copy(dtxl->depth_in_front, txl->depth_buffer_in_front_tx);
}
}
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