Fix T62961 EEVEE: Viewport refresh when hovering widgets
We now bypass EEVEE's rendering if the TAA accumulation has ended.
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blender-bot
2023-02-14 09:09:43 +01:00
Referenced by commit574bd866c8
, Fix T78520 EEVEE: No viewport update when changing material nodetree Referenced by commitf3e724b93d
, Fix T79370 EEVEE: Texture paint does not update during stroke Referenced by commitbcc086584f
, Fix unreported 1 pixel offset when drawing with GPencil Referenced by issue #79370, Texture paint does not update during stroke on material and render viewport shading Referenced by issue #67236, multi monitor evvee keeps refreshing when moving image editor on second screen Referenced by issue #62961, 3d viewport shimmers when moving mouse over the interface in Solid & Lookdev modes
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@ -214,6 +214,10 @@ static void eevee_draw_scene(void *vedata)
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loop_len = MAX2(1, scene->eevee.taa_samples);
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}
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if (stl->effects->bypass_drawing) {
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loop_len = 0;
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}
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while (loop_len--) {
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float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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float clear_depth = 1.0f;
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@ -352,6 +356,11 @@ static void eevee_draw_scene(void *vedata)
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EEVEE_renderpasses_draw(sldata, vedata);
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}
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if (stl->effects->bypass_drawing) {
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/* Restore the depth from sample 1. */
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GPU_framebuffer_blit(fbl->double_buffer_depth_fb, 0, dfbl->default_fb, 0, GPU_DEPTH_BIT);
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}
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EEVEE_renderpasses_draw_debug(vedata);
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EEVEE_volumes_free_smoke_textures();
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@ -668,6 +668,7 @@ typedef struct EEVEE_EffectsInfo {
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int taa_render_sample;
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int taa_total_sample;
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float taa_alpha;
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bool bypass_drawing;
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bool prev_drw_support;
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bool prev_is_navigating;
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float prev_drw_persmat[4][4]; /* Used for checking view validity and reprojection. */
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@ -213,6 +213,7 @@ int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data
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* we accumulate the redraw inside the drawing loop in eevee_draw_scene().
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**/
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effects->taa_render_sample = 1;
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effects->bypass_drawing = false;
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EEVEE_temporal_sampling_create_view(vedata);
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@ -255,7 +256,7 @@ int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data
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if (((effects->taa_total_sample == 0) ||
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(effects->taa_current_sample < effects->taa_total_sample)) ||
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DRW_state_is_image_render()) {
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(!view_is_valid) || DRW_state_is_image_render()) {
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if (view_is_valid) {
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/* Viewport rendering updates the matrices in `eevee_draw_scene` */
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if (!DRW_state_is_image_render()) {
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@ -268,7 +269,7 @@ int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data
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}
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}
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else {
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effects->taa_current_sample = 1;
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effects->bypass_drawing = true;
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}
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return repro_flag | EFFECT_TAA | EFFECT_DOUBLE_BUFFER | EFFECT_DEPTH_DOUBLE_BUFFER |
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