Eevee: Fix T52713: SSR not working in AMD
This was cause by a fairly funky unitialize buffer (last frame) that was causing NANs during the SSR resolve stage. They were then propagated to the whole image during the next swap. Bypassing the SSR completly if no valid history exists fixes the problem. Also disabling SSR data output in this case so we can have correct reflection in the 1st history buffer.
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Notes:
blender-bot
2023-02-14 06:35:51 +01:00
Referenced by issue #52713, Eevee: SSR not working in AMD
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@ -1257,7 +1257,7 @@ void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *veda
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_EffectsInfo *effects = stl->effects;
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if ((effects->enabled_effects & EFFECT_SSR) != 0) {
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if (((effects->enabled_effects & EFFECT_SSR) != 0) && stl->g_data->valid_double_buffer) {
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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e_data.depth_src = dtxl->depth;
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@ -1266,14 +1266,8 @@ void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *veda
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}
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DRW_framebuffer_bind(fbl->screen_tracing_fb);
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if (stl->g_data->valid_double_buffer) {
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/* Raytrace. */
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DRW_draw_pass(psl->ssr_raytrace);
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}
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else {
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float clear_col[4] = {0.0f, 0.0f, -1.0f, 0.001f};
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DRW_framebuffer_clear(true, false, false, clear_col, 0.0f);
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}
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/* Raytrace. */
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DRW_draw_pass(psl->ssr_raytrace);
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for (int i = 0; i < effects->ssr_ray_count; ++i) {
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DRW_framebuffer_texture_detach(stl->g_data->ssr_hit_output[i]);
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@ -366,7 +366,7 @@ static void add_standard_uniforms(
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DRWShadingGroup *shgrp, EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata,
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int *ssr_id, float *refract_depth, bool use_ssrefraction)
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{
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if (ssr_id == NULL) {
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if (ssr_id == NULL || !vedata->stl->g_data->valid_double_buffer) {
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static int no_ssr = -1.0f;
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ssr_id = &no_ssr;
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}
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