Eevee: Fix missing UBO bound if using a muted Shader to RGB node with SSS

This is a nasty bug. Because the node does not get properlly tagged as SSS
(sss_id is 0) but is still evaluated (so tagging the GPUMaterial as having
SSS). The sssProfile UBO is still declared and we need to bind something
to it.
This commit is contained in:
Clément Foucault 2018-11-05 20:09:04 +01:00
parent 15ad75ffef
commit 2a0a7cd73d
3 changed files with 28 additions and 0 deletions

View File

@ -66,6 +66,8 @@ static struct {
struct GPUTexture *util_tex;
struct GPUTexture *noise_tex;
struct GPUUniformBuffer *dummy_sss_profile;
uint sss_count;
float alpha_hash_offset;
@ -433,6 +435,11 @@ static void create_default_shader(int options)
MEM_freeN(frag_str);
}
static void eevee_init_dummys(void)
{
e_data.dummy_sss_profile = GPU_material_create_sss_profile_ubo();
}
static void eevee_init_noise_texture(void)
{
e_data.noise_tex = DRW_texture_create_2D(64, 64, GPU_RGBA16F, 0, (float *)blue_noise);
@ -621,6 +628,7 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, E
eevee_init_util_texture();
eevee_init_noise_texture();
eevee_init_dummys();
}
if (!DRW_state_is_image_render() &&
@ -1245,6 +1253,19 @@ static void material_opaque(
printf("Error: Too many different Subsurface shader in the scene.\n");
}
}
else {
if (use_translucency) {
/* NOTE: This is a nasty workaround, because the sss profile might not have been generated
* but the UBO is still declared in this case even if not used. But rendering without a
* bound UBO might result in crashes on certain platform. */
DRW_shgroup_uniform_block(*shgrp, "sssProfile", e_data.dummy_sss_profile);
}
}
}
else {
if (use_translucency) {
DRW_shgroup_uniform_block(*shgrp, "sssProfile", e_data.dummy_sss_profile);
}
}
break;
}
@ -1776,6 +1797,7 @@ void EEVEE_materials_free(void)
DRW_SHADER_FREE_SAFE(e_data.update_noise_sh);
DRW_TEXTURE_FREE_SAFE(e_data.util_tex);
DRW_TEXTURE_FREE_SAFE(e_data.noise_tex);
DRW_UBO_FREE_SAFE(e_data.dummy_sss_profile);
}
void EEVEE_draw_default_passes(EEVEE_PassList *psl)

View File

@ -194,6 +194,7 @@ GPUMaterialStatus GPU_material_status(GPUMaterial *mat);
struct GPUUniformBuffer *GPU_material_uniform_buffer_get(GPUMaterial *material);
void GPU_material_uniform_buffer_create(GPUMaterial *material, ListBase *inputs);
struct GPUUniformBuffer *GPU_material_create_sss_profile_ubo(void);
void GPU_material_vertex_attributes(
GPUMaterial *material,

View File

@ -568,6 +568,11 @@ struct GPUUniformBuffer *GPU_material_sss_profile_get(GPUMaterial *material, int
return material->sss_profile;
}
struct GPUUniformBuffer *GPU_material_create_sss_profile_ubo(void)
{
return GPU_uniformbuffer_create(sizeof(GPUSssKernelData), NULL, NULL);
}
#undef SSS_EXPONENT
#undef SSS_SAMPLES