Eevee: SSS: Fix issue with mac and stencil buffer blitting

Adding a workaround in this case: we blit the depth buffer instead of the
stencil buffer and use the copy as the texture. This is slower but at
least it should work.
This commit is contained in:
Clément Foucault 2018-10-25 22:13:46 +02:00
parent d5fe6e4785
commit 70d73ff500
Notes: blender-bot 2023-02-14 08:45:12 +01:00
Referenced by issue #57390, Crash when adding a new scene with empty
3 changed files with 43 additions and 9 deletions

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@ -272,6 +272,7 @@ typedef struct EEVEE_FramebufferList {
struct GPUFrameBuffer *bloom_down_fb[MAX_BLOOM_STEP];
struct GPUFrameBuffer *bloom_accum_fb[MAX_BLOOM_STEP - 1];
struct GPUFrameBuffer *sss_blur_fb;
struct GPUFrameBuffer *sss_blit_fb;
struct GPUFrameBuffer *sss_resolve_fb;
struct GPUFrameBuffer *sss_clear_fb;
struct GPUFrameBuffer *sss_accum_fb;

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@ -33,6 +33,7 @@
#include "eevee_private.h"
#include "GPU_texture.h"
#include "GPU_extensions.h"
static struct {
struct GPUShader *sss_sh[4];
@ -67,6 +68,7 @@ int EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
EEVEE_EffectsInfo *effects = stl->effects;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
const float *viewport_size = DRW_viewport_size_get();
const int fs_size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
@ -99,13 +101,27 @@ int EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
effects->sss_data = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA16F,
&draw_engine_eevee_type);
GPUTexture *stencil_tex = effects->sss_stencil;
if (GPU_depth_blitting_workaround()) {
/* Blitting stencil buffer does not work on macOS + Radeon Pro.
* Blit depth instead and use sss_stencil's depth as depth texture,
* and dtxl->depth as stencil mask. */
GPU_framebuffer_ensure_config(&fbl->sss_blit_fb, {
GPU_ATTACHMENT_TEXTURE(effects->sss_stencil),
GPU_ATTACHMENT_NONE
});
stencil_tex = dtxl->depth;
}
GPU_framebuffer_ensure_config(&fbl->sss_blur_fb, {
GPU_ATTACHMENT_TEXTURE(effects->sss_stencil),
GPU_ATTACHMENT_TEXTURE(stencil_tex),
GPU_ATTACHMENT_TEXTURE(effects->sss_blur)
});
GPU_framebuffer_ensure_config(&fbl->sss_resolve_fb, {
GPU_ATTACHMENT_TEXTURE(effects->sss_stencil),
GPU_ATTACHMENT_TEXTURE(stencil_tex),
GPU_ATTACHMENT_TEXTURE(txl->color)
});
@ -147,6 +163,7 @@ void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Dat
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
@ -154,8 +171,17 @@ void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Dat
DRW_texture_ensure_fullscreen_2D(&txl->sss_dir_accum, GPU_RGBA16F, 0);
DRW_texture_ensure_fullscreen_2D(&txl->sss_col_accum, GPU_RGBA16F, 0);
GPUTexture *stencil_tex = effects->sss_stencil;
if (GPU_depth_blitting_workaround()) {
/* Blitting stencil buffer does not work on macOS + Radeon Pro.
* Blit depth instead and use sss_stencil's depth as depth texture,
* and dtxl->depth as stencil mask. */
stencil_tex = dtxl->depth;
}
GPU_framebuffer_ensure_config(&fbl->sss_accum_fb, {
GPU_ATTACHMENT_TEXTURE(effects->sss_stencil),
GPU_ATTACHMENT_TEXTURE(stencil_tex),
GPU_ATTACHMENT_TEXTURE(txl->sss_dir_accum),
GPU_ATTACHMENT_TEXTURE(txl->sss_col_accum)
});
@ -205,10 +231,11 @@ void EEVEE_subsurface_add_pass(
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
GPUTexture **depth_src = GPU_depth_blitting_workaround() ? &effects->sss_stencil : &dtxl->depth;
DRWShadingGroup *grp = DRW_shgroup_create(e_data.sss_sh[0], psl->sss_blur_ps);
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src);
DRW_shgroup_uniform_texture_ref(grp, "sssData", &effects->sss_data);
DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
@ -218,7 +245,7 @@ void EEVEE_subsurface_add_pass(
struct GPUShader *sh = (effects->sss_separate_albedo) ? e_data.sss_sh[2] : e_data.sss_sh[1];
grp = DRW_shgroup_create(sh, psl->sss_resolve_ps);
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src);
DRW_shgroup_uniform_texture_ref(grp, "sssData", &effects->sss_blur);
DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
@ -232,7 +259,7 @@ void EEVEE_subsurface_add_pass(
if (DRW_state_is_image_render()) {
grp = DRW_shgroup_create(e_data.sss_sh[3], psl->sss_accum_ps);
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", depth_src);
DRW_shgroup_uniform_texture_ref(grp, "sssData", &effects->sss_blur);
DRW_shgroup_uniform_texture_ref(grp, "sssAlbedo", &effects->sss_albedo);
DRW_shgroup_uniform_block(grp, "sssProfile", sss_profile);
@ -292,8 +319,14 @@ void EEVEE_subsurface_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v
DRW_stats_group_start("SSS");
/* Copy stencil channel, could be avoided (see EEVEE_subsurface_init) */
GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_blur_fb, 0, GPU_STENCIL_BIT);
if (GPU_depth_blitting_workaround()) {
/* Copy depth channel */
GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_blit_fb, 0, GPU_DEPTH_BIT);
}
else {
/* Copy stencil channel, could be avoided (see EEVEE_subsurface_init) */
GPU_framebuffer_blit(fbl->main_fb, 0, fbl->sss_blur_fb, 0, GPU_STENCIL_BIT);
}
/* 1. horizontal pass */
GPU_framebuffer_bind(fbl->sss_blur_fb);

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@ -55,7 +55,7 @@ static struct GPUTextureGlobal {
} GG = {NULL, NULL, NULL};
/* Maximum number of FBOs a texture can be attached to. */
#define GPU_TEX_MAX_FBO_ATTACHED 9
#define GPU_TEX_MAX_FBO_ATTACHED 10
typedef enum GPUTextureFormatFlag {
GPU_FORMAT_DEPTH = (1 << 0),