[Bf-blender-cvs] [7e754023a70] tmp-workbench-rewrite2: Use stencil buffer for Opaque in_front

Miguel Pozo noreply at git.blender.org
Fri Oct 14 12:51:14 CEST 2022


Commit: 7e754023a7079b78188e6c14d1acc5c6a232c3de
Author: Miguel Pozo
Date:   Fri Oct 14 12:51:01 2022 +0200
Branches: tmp-workbench-rewrite2
https://developer.blender.org/rB7e754023a7079b78188e6c14d1acc5c6a232c3de

Use stencil buffer for Opaque in_front

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

M	source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh
M	source/blender/draw/engines/workbench/shaders/workbench_composite_comp.glsl
M	source/blender/draw/engines/workbench/workbench_engine.cc
M	source/blender/draw/engines/workbench/workbench_mesh_passes.cc
M	source/blender/draw/engines/workbench/workbench_private.hh

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

diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh
index f2e996a1f0f..5b8fee31f45 100644
--- a/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh
@@ -22,7 +22,6 @@ GPU_SHADER_CREATE_INFO(workbench_next_composite)
     .sampler(3, ImageType::FLOAT_2D, "normal_tx")
     .sampler(4, ImageType::FLOAT_2D, "material_tx")
     .sampler(5, ImageType::DEPTH_2D, "depth_tx")
-    .sampler(6, ImageType::DEPTH_2D, "depth_in_front_tx")
     .uniform_buf(WB_WORLD_SLOT, "WorldData", "world_data")
     .push_constant(Type::BOOL, "forceShadowing")
     .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_color_img")
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_composite_comp.glsl b/source/blender/draw/engines/workbench/shaders/workbench_composite_comp.glsl
index 837f0628fbc..8ece9c17caf 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_composite_comp.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_composite_comp.glsl
@@ -13,7 +13,7 @@ void main()
   vec3 N = workbench_normal_decode(texture(normal_tx, uv));
   vec4 mat_data = texture(material_tx, uv);
   float depth = texture(depth_tx, uv).r;
-  depth = min(depth, texture(depth_in_front_tx, uv).r);
+  // depth = min(depth, texture(depth_in_front_tx, uv).r);
 
   vec3 base_color = mat_data.rgb;
   vec4 color = world_data.background_color;
diff --git a/source/blender/draw/engines/workbench/workbench_engine.cc b/source/blender/draw/engines/workbench/workbench_engine.cc
index ad00f91a415..0de83b2c560 100644
--- a/source/blender/draw/engines/workbench/workbench_engine.cc
+++ b/source/blender/draw/engines/workbench/workbench_engine.cc
@@ -182,7 +182,6 @@ class Instance {
     /* TODO(pragma37) volumes_do */
 
     resources.depth_tx.ensure_2d(GPU_DEPTH24_STENCIL8, output_res);
-    resources.depth_in_front_tx.ensure_2d(GPU_DEPTH24_STENCIL8, output_res);
 
     anti_aliasing_ps.init(reset_taa);
     /* TODO(pragma37) taa_sample_len */
@@ -517,7 +516,7 @@ class Instance {
   {
     resources.color_tx.acquire(int2(resources.depth_tx.size()), GPU_RGBA16F);
 
-    opaque_ps.draw_prepass(manager, view, resources.depth_tx, resources.depth_in_front_tx);
+    opaque_ps.draw_prepass(manager, view, resources.depth_tx);
     // transparent_ps.draw_prepass(manager, view, resources.depth_tx);
     // volume_ps.draw_prepass(manager, view, resources.depth_tx);
 
diff --git a/source/blender/draw/engines/workbench/workbench_mesh_passes.cc b/source/blender/draw/engines/workbench/workbench_mesh_passes.cc
index 23fa3bd7f5e..e6d0b1c78f6 100644
--- a/source/blender/draw/engines/workbench/workbench_mesh_passes.cc
+++ b/source/blender/draw/engines/workbench/workbench_mesh_passes.cc
@@ -90,14 +90,16 @@ void OpaquePass::sync(DRWState cull_state,
                       SceneResources &resources)
 {
   Texture &depth_tx = resources.depth_tx;
-  Texture &depth_in_front_tx = resources.depth_in_front_tx;
   TextureFromPool &color_tx = resources.color_tx;
   ShaderCache &shaders = resources.shader_cache;
   DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL |
                    cull_state | clip_state;
 
-  gbuffer_ps_.init(ePipelineType::OPAQUE, shading_type, resources, state);
   gbuffer_in_front_ps_.init(ePipelineType::OPAQUE, shading_type, resources, state);
+  gbuffer_in_front_ps_.clear_depth_stencil(1.0, 0x00);
+  gbuffer_in_front_ps_.state_stencil(0xFF, 0x00, 0x00);
+  gbuffer_ps_.init(ePipelineType::OPAQUE, shading_type, resources, state);
+  gbuffer_in_front_ps_.state_stencil(0x00, 0x00, 0xFF);
 
   deferred_ps_.init();
   deferred_ps_.shader_set(shaders.resolve_shader_get(ePipelineType::OPAQUE, shading_type));
@@ -106,16 +108,12 @@ void OpaquePass::sync(DRWState cull_state,
   deferred_ps_.bind_texture("normal_tx", &gbuffer_normal_tx);
   deferred_ps_.bind_texture("material_tx", &gbuffer_material_tx);
   deferred_ps_.bind_texture("depth_tx", &depth_tx);
-  deferred_ps_.bind_texture("depth_in_front_tx", &depth_in_front_tx);
   deferred_ps_.bind_image("out_color_img", &color_tx);
   deferred_ps_.dispatch(math::divide_ceil(int2(depth_tx.size()), int2(WB_RESOLVE_GROUP_SIZE)));
   deferred_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH);
 }
 
-void OpaquePass::draw_prepass(Manager &manager,
-                              View &view,
-                              Texture &depth_tx,
-                              Texture &depth_in_front_tx)
+void OpaquePass::draw_prepass(Manager &manager, View &view, Texture &depth_tx)
 {
   gbuffer_material_tx.acquire(int2(depth_tx.size()), GPU_RGBA16F);
   gbuffer_normal_tx.acquire(int2(depth_tx.size()), GPU_RG16F);
@@ -126,19 +124,9 @@ void OpaquePass::draw_prepass(Manager &manager,
                    GPU_ATTACHMENT_TEXTURE(gbuffer_normal_tx),
                    GPU_ATTACHMENT_TEXTURE(gbuffer_object_id_tx));
   opaque_fb.bind();
-  opaque_fb.clear_depth(1.0f);
-  manager.submit(gbuffer_ps_, view);
 
-  /* TODO(pragma37): render in front first and setup stencil testing */
-  if (!gbuffer_in_front_ps_.is_empty()) {
-    opaque_fb.ensure(GPU_ATTACHMENT_TEXTURE(depth_in_front_tx),
-                     GPU_ATTACHMENT_TEXTURE(gbuffer_material_tx),
-                     GPU_ATTACHMENT_TEXTURE(gbuffer_normal_tx),
-                     GPU_ATTACHMENT_TEXTURE(gbuffer_object_id_tx));
-    opaque_fb.bind();
-    opaque_fb.clear_depth(1.0f);
-    manager.submit(gbuffer_in_front_ps_, view);
-  }
+  manager.submit(gbuffer_in_front_ps_, view);
+  manager.submit(gbuffer_ps_, view);
 }
 
 void OpaquePass::draw_resolve(Manager &manager, View &view)
diff --git a/source/blender/draw/engines/workbench/workbench_private.hh b/source/blender/draw/engines/workbench/workbench_private.hh
index 07624ccdc19..6d88eb19bbb 100644
--- a/source/blender/draw/engines/workbench/workbench_private.hh
+++ b/source/blender/draw/engines/workbench/workbench_private.hh
@@ -103,7 +103,7 @@ class OpaquePass {
             eShadingType shading_type,
             SceneResources &resources);
 
-  void draw_prepass(Manager &manager, View &view, Texture &depth_tx, Texture &depth_in_front_tx);
+  void draw_prepass(Manager &manager, View &view, Texture &depth_tx);
 
   void draw_resolve(Manager &manager, View &view);



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