Eevee: Fix first sample being accumulated without SSR

We check if the previous iteration (sample) was using a valid double buffer.
If it wasn't, we request another iteration.

This fix the issue for viewport,viewport render and image render.

Related to T65761 Eevee render inconsistency between 3D View, Viewport render, and F12 Render
This commit is contained in:
Clément Foucault 2019-07-09 14:34:38 +02:00
parent 986ff461fb
commit 484794ce67
Notes: blender-bot 2023-02-14 10:35:28 +01:00
Referenced by issue #66811, Painted area blinks in Weight Paint mode when the mesh is rigged (Blender 2.8.0 RC 1)
4 changed files with 41 additions and 8 deletions

View File

@ -303,6 +303,16 @@ static void eevee_draw_background(void *vedata)
DRW_stats_group_end();
DRW_view_set_active(NULL);
if (DRW_state_is_image_render() && (stl->effects->enabled_effects & EFFECT_SSR) &&
!stl->effects->ssr_was_valid_double_buffer) {
/* SSR needs one iteration to start properly. */
loop_len++;
/* Reset sampling (and accumulation) after the first sample to avoid
* washed out first bounce for SSR. */
EEVEE_temporal_sampling_reset(vedata);
stl->effects->ssr_was_valid_double_buffer = stl->g_data->valid_double_buffer;
}
}
/* Tonemapping and transfer result to default framebuffer. */

View File

@ -562,6 +562,7 @@ typedef struct EEVEE_EffectsInfo {
/* SSR */
bool reflection_trace_full;
bool ssr_was_persp;
bool ssr_was_valid_double_buffer;
int ssr_neighbor_ofs;
int ssr_halfres_ofs[2];
struct GPUTexture *ssr_normal_input; /* Textures from pool */

View File

@ -536,6 +536,11 @@ void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl
return;
}
/* SSR needs one iteration to start properly. */
if (stl->effects->enabled_effects & EFFECT_SSR) {
tot_sample += 1;
}
while (render_samples < tot_sample && !RE_engine_test_break(engine)) {
float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
float clear_depth = 1.0f;
@ -544,6 +549,25 @@ void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl
double offset[3] = {0.0, 0.0, 0.0};
double r[3];
if ((stl->effects->enabled_effects & EFFECT_SSR) && (render_samples == 1) &&
!stl->effects->ssr_was_valid_double_buffer) {
/* SSR needs one iteration to start properly.
* This iteration was done, reset to the original target sample count. */
render_samples--;
tot_sample--;
/* Reset sampling (and accumulation) after the first sample to avoid
* washed out first bounce for SSR. */
EEVEE_temporal_sampling_reset(vedata);
stl->effects->ssr_was_valid_double_buffer = stl->g_data->valid_double_buffer;
}
/* Don't print every samples as it can lead to bad performance. (see T59649) */
else if ((render_samples % 25) == 0 || (render_samples + 1) == tot_sample) {
char info[42];
BLI_snprintf(
info, sizeof(info), "Rendering %u / %u samples", render_samples + 1, tot_sample);
RE_engine_update_stats(engine, NULL, info);
}
/* Copy previous persmat to UBO data */
copy_m4_m4(sldata->common_data.prev_persmat, stl->effects->prev_persmat);
@ -557,14 +581,6 @@ void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl
EEVEE_lightprobes_refresh(sldata, vedata);
EEVEE_lightprobes_refresh_planar(sldata, vedata);
/* Don't print every samples as it can lead to bad performance. (see T59649) */
if ((render_samples % 25) == 0 || (render_samples + 1) == tot_sample) {
char info[42];
BLI_snprintf(
info, sizeof(info), "Rendering %u / %u samples", render_samples + 1, tot_sample);
RE_engine_update_stats(engine, NULL, info);
}
/* Refresh Shadows */
EEVEE_lights_update(sldata, vedata);
EEVEE_draw_shadows(sldata, vedata, stl->effects->taa_view);

View File

@ -135,6 +135,12 @@ int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
stl->g_data->valid_double_buffer = false;
}
if (!effects->ssr_was_valid_double_buffer) {
DRW_viewport_request_redraw();
EEVEE_temporal_sampling_reset(vedata);
}
effects->ssr_was_valid_double_buffer = stl->g_data->valid_double_buffer;
effects->reflection_trace_full = (scene_eval->eevee.flag & SCE_EEVEE_SSR_HALF_RESOLUTION) == 0;
common_data->ssr_thickness = scene_eval->eevee.ssr_thickness;
common_data->ssr_border_fac = scene_eval->eevee.ssr_border_fade;