Fix border rendering for eevee + stop passing render result around

Technically the original issue is that xof/yof in render result is calculated
for drawing border render. So a simpler patch could be:

```
- rr->xof = re->disprect.xmin;
+ rr->xof = re->disprect.xmin + BLI_rcti_cent_x(&re->disprect) - (re->winx / 2);
```

However everywhere in the code we are getting border directly from re->disprect
which we may as well do here too.

Besides I'm taking this as a chance to get rid of RenderResult in the internal
loop of eevee, to help prepare the code to the upcoming rendering pipeline
changes.
This commit is contained in:
Dalai Felinto 2018-02-23 13:26:28 -03:00
parent 5127910749
commit 0305fc30b3
Notes: blender-bot 2023-02-13 12:00:34 +01:00
Referenced by commit c4abb33102, Fixup for border render changes
5 changed files with 36 additions and 31 deletions

View File

@ -377,7 +377,7 @@ static void eevee_id_update(void *vedata, ID *id)
}
}
static void eevee_render_to_image(void *vedata, RenderEngine *engine, struct RenderResult *render_result, struct RenderLayer *render_layer)
static void eevee_render_to_image(void *vedata, RenderEngine *engine, struct RenderLayer *render_layer, const rcti *rect)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
EEVEE_render_init(vedata, engine, draw_ctx->depsgraph);
@ -385,7 +385,7 @@ static void eevee_render_to_image(void *vedata, RenderEngine *engine, struct Ren
DRW_render_object_iter(vedata, engine, draw_ctx->depsgraph, EEVEE_render_cache);
/* Actually do the rendering. */
EEVEE_render_draw(vedata, engine, render_result, render_layer);
EEVEE_render_draw(vedata, engine, render_layer, rect);
}
static void eevee_engine_free(void)

View File

@ -888,7 +888,7 @@ void EEVEE_effects_free(void);
/* eevee_render.c */
void EEVEE_render_init(EEVEE_Data *vedata, struct RenderEngine *engine, struct Depsgraph *depsgraph);
void EEVEE_render_cache(void *vedata, struct Object *ob, struct RenderEngine *engine, struct Depsgraph *depsgraph);
void EEVEE_render_draw(EEVEE_Data *vedata, struct RenderEngine *engine, struct RenderResult *render_result, struct RenderLayer *render_layer);
void EEVEE_render_draw(EEVEE_Data *vedata, struct RenderEngine *engine, struct RenderLayer *render_layer, const struct rcti *rect);
void EEVEE_render_update_passes(struct RenderEngine *engine, struct Scene *scene, struct ViewLayer *view_layer);
/* Shadow Matrix */

View File

@ -33,6 +33,7 @@
#include "DNA_node_types.h"
#include "BLI_rand.h"
#include "BLI_rect.h"
#include "DEG_depsgraph_query.h"
@ -152,17 +153,17 @@ void EEVEE_render_cache(
}
static void eevee_render_result_combined(
RenderResult *rr, RenderLayer *rl, const char *viewname,
RenderLayer *rl, const char *viewname, const rcti *rect,
EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata))
{
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_COMBINED, viewname);
DRW_framebuffer_bind(vedata->stl->effects->final_fb);
DRW_framebuffer_read_data(rr->xof, rr->yof, rr->rectx, rr->recty, 4, 0, rp->rect);
DRW_framebuffer_read_data(rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), 4, 0, rp->rect);
}
static void eevee_render_result_subsurface(
RenderResult *rr, RenderLayer *rl, const char *viewname,
RenderLayer *rl, const char *viewname, const rcti *rect,
EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata))
{
const DRWContextState *draw_ctx = DRW_context_state_get();
@ -180,10 +181,10 @@ static void eevee_render_result_subsurface(
float render_samples = (float)BKE_collection_engine_property_value_get_int(props, "taa_render_samples");
DRW_framebuffer_bind(vedata->fbl->sss_accum_fb);
DRW_framebuffer_read_data(rr->xof, rr->yof, rr->rectx, rr->recty, 3, 1, rp->rect);
DRW_framebuffer_read_data(rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), 3, 1, rp->rect);
/* This is the accumulated color. Divide by the number of samples. */
for (int i = 0; i < rr->rectx * rr->recty * 3; i++) {
for (int i = 0; i < rp->rectx * rp->recty * 3; i++) {
rp->rect[i] /= render_samples;
}
}
@ -195,10 +196,10 @@ static void eevee_render_result_subsurface(
float render_samples = (float)BKE_collection_engine_property_value_get_int(props, "taa_render_samples");
DRW_framebuffer_bind(vedata->fbl->sss_accum_fb);
DRW_framebuffer_read_data(rr->xof, rr->yof, rr->rectx, rr->recty, 3, 0, rp->rect);
DRW_framebuffer_read_data(rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), 3, 0, rp->rect);
/* This is the accumulated color. Divide by the number of samples. */
for (int i = 0; i < rr->rectx * rr->recty * 3; i++) {
for (int i = 0; i < rp->rectx * rp->recty * 3; i++) {
rp->rect[i] /= render_samples;
}
}
@ -210,7 +211,7 @@ static void eevee_render_result_subsurface(
}
static void eevee_render_result_normal(
RenderResult *rr, RenderLayer *rl, const char *viewname,
RenderLayer *rl, const char *viewname, const rcti *rect,
EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata))
{
const DRWContextState *draw_ctx = DRW_context_state_get();
@ -225,10 +226,10 @@ static void eevee_render_result_normal(
if ((view_layer->passflag & SCE_PASS_NORMAL) != 0) {
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_NORMAL, viewname);
DRW_framebuffer_read_data(rr->xof, rr->yof, rr->rectx, rr->recty, 3, 1, rp->rect);
DRW_framebuffer_read_data(rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), 3, 1, rp->rect);
/* Convert Eevee encoded normals to Blender normals. */
for (int i = 0; i < rr->rectx * rr->recty * 3; i += 3) {
for (int i = 0; i < rp->rectx * rp->recty * 3; i += 3) {
if (rp->rect[i] == 0.0f && rp->rect[i + 1] == 0.0f) {
/* If normal is not correct then do not produce NANs. */
continue;
@ -251,7 +252,7 @@ static void eevee_render_result_normal(
}
static void eevee_render_result_z(
RenderResult *rr, RenderLayer *rl, const char *viewname,
RenderLayer *rl, const char *viewname, const rcti *rect,
EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
@ -267,12 +268,12 @@ static void eevee_render_result_z(
if ((view_layer->passflag & SCE_PASS_Z) != 0) {
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_Z, viewname);
DRW_framebuffer_read_depth(rr->xof, rr->yof, rr->rectx, rr->recty, rp->rect);
DRW_framebuffer_read_depth(rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), rp->rect);
bool is_persp = DRW_viewport_is_persp_get();
/* Convert ogl depth [0..1] to view Z [near..far] */
for (int i = 0; i < rr->rectx * rr->recty; ++i) {
for (int i = 0; i < rp->rectx * rp->recty; ++i) {
if (rp->rect[i] == 1.0f ) {
rp->rect[i] = 1e10f; /* Background */
}
@ -290,7 +291,7 @@ static void eevee_render_result_z(
}
static void eevee_render_result_mist(
RenderResult *rr, RenderLayer *rl, const char *viewname,
RenderLayer *rl, const char *viewname, const rcti *rect,
EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata))
{
const DRWContextState *draw_ctx = DRW_context_state_get();
@ -303,17 +304,17 @@ static void eevee_render_result_mist(
float render_samples = (float)BKE_collection_engine_property_value_get_int(props, "taa_render_samples");
DRW_framebuffer_bind(vedata->fbl->mist_accum_fb);
DRW_framebuffer_read_data(rr->xof, rr->yof, rr->rectx, rr->recty, 1, 0, rp->rect);
DRW_framebuffer_read_data(rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), 1, 0, rp->rect);
/* This is the accumulated color. Divide by the number of samples. */
for (int i = 0; i < rr->rectx * rr->recty; i++) {
for (int i = 0; i < rp->rectx * rp->recty; i++) {
rp->rect[i] /= render_samples;
}
}
}
static void eevee_render_result_occlusion(
RenderResult *rr, RenderLayer *rl, const char *viewname,
RenderLayer *rl, const char *viewname, const rcti *rect,
EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata))
{
const DRWContextState *draw_ctx = DRW_context_state_get();
@ -331,10 +332,10 @@ static void eevee_render_result_occlusion(
float render_samples = (float)BKE_collection_engine_property_value_get_int(props, "taa_render_samples");
DRW_framebuffer_bind(vedata->fbl->ao_accum_fb);
DRW_framebuffer_read_data(rr->xof, rr->yof, rr->rectx, rr->recty, 3, 0, rp->rect);
DRW_framebuffer_read_data(rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), 3, 0, rp->rect);
/* This is the accumulated color. Divide by the number of samples. */
for (int i = 0; i < rr->rectx * rr->recty * 3; i += 3) {
for (int i = 0; i < rp->rectx * rp->recty * 3; i += 3) {
rp->rect[i] = rp->rect[i + 1] = rp->rect[i+2] = min_ff(1.0f, rp->rect[i] / render_samples);
}
}
@ -368,7 +369,7 @@ static void eevee_render_draw_background(EEVEE_Data *vedata)
DRW_framebuffer_bind(fbl->main);
}
void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderResult *rr, RenderLayer *rl)
void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl, const rcti *rect)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ViewLayer *view_layer = draw_ctx->view_layer;
@ -470,7 +471,7 @@ void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderResult *r
/* Occlusion output */
EEVEE_occlusion_output_accumulate(sldata, vedata);
/* Result NORMAL */
eevee_render_result_normal(rr, rl, viewname, vedata, sldata);
eevee_render_result_normal(rl, viewname, rect, vedata, sldata);
/* Volumetrics Resolve Opaque */
EEVEE_volumes_resolve(sldata, vedata);
/* Mist output */
@ -478,15 +479,15 @@ void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderResult *r
/* Transparent */
DRW_draw_pass(psl->transparent_pass);
/* Result Z */
eevee_render_result_z(rr, rl, viewname, vedata, sldata);
eevee_render_result_z(rl, viewname, rect, vedata, sldata);
/* Post Process */
EEVEE_draw_effects(sldata, vedata);
}
eevee_render_result_combined(rr, rl, viewname, vedata, sldata);
eevee_render_result_subsurface(rr, rl, viewname, vedata, sldata);
eevee_render_result_mist(rr, rl, viewname, vedata, sldata);
eevee_render_result_occlusion(rr, rl, viewname, vedata, sldata);
eevee_render_result_combined(rl, viewname, rect, vedata, sldata);
eevee_render_result_subsurface(rl, viewname, rect, vedata, sldata);
eevee_render_result_mist(rl, viewname, rect, vedata, sldata);
eevee_render_result_occlusion(rl, viewname, rect, vedata, sldata);
}
void EEVEE_render_update_passes(RenderEngine *engine, Scene *scene, ViewLayer *view_layer)

View File

@ -55,6 +55,7 @@
#include "RE_engine.h"
struct rcti;
struct bContext;
struct GPUFrameBuffer;
struct GPUShader;
@ -140,7 +141,7 @@ typedef struct DrawEngineType {
void (*view_update)(void *vedata);
void (*id_update)(void *vedata, struct ID *id);
void (*render_to_image)(void *vedata, struct RenderEngine *engine, struct RenderResult *result, struct RenderLayer *layer);
void (*render_to_image)(void *vedata, struct RenderEngine *engine, struct RenderLayer *layer, const struct rcti *rect);
} DrawEngineType;
#ifndef __DRW_ENGINE_H__

View File

@ -3656,6 +3656,9 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
/* Init render result. */
const float *render_size = DRW_viewport_size_get();
RenderResult *render_result = RE_engine_begin_result(engine, 0, 0, (int)render_size[0], (int)render_size[1], NULL, NULL);
rctf view_rect;
rcti render_rect;
RE_GetViewPlane(render, &view_rect, &render_rect);
for (RenderView *render_view = render_result->views.first;
render_view != NULL;
@ -3673,7 +3676,7 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
* For rendering depsgraph is to be owned by Render. */
DST.draw_ctx.depsgraph = BKE_scene_get_depsgraph(scene, view_layer, true);
engine_type->draw_engine->render_to_image(data, engine, render_result, render_layer);
engine_type->draw_engine->render_to_image(data, engine, render_layer, &render_rect);
DST.buffer_finish_called = false;
/* Force cache to reset. */
drw_viewport_cache_resize();