DrawManager: Adding Custom Render Passes
Currently render passes in the draw manager (eevee) must be predefined in the render result. This patch would ask the render engine for the render passes it needs, and create these as a preparation step during rendering. This allows any draw engine to define more complex render passes setup. Render passes can only be added before the call to `RE_engine_begin_result`. `RE_engine_begin_result` makes a full copy of the render passes. During rendering the render engines renders to the duplicated passes. `RE_engine_end_result` syncs the data back to the original render passes, but only if the passes existed in the original render result. Currently we work-around this issue by registering the passes in `render_result_new`. This is legacy blender internal structure and should be avoided. With upcoming projects (AOV/Cryptomatte) it becomes a bit of a mess as we are extending legacy code to support new features. This patch allows us to let each draw engine register their own render passes at render time (similar to cycles and other render engines). In the future we could get rid of legacy render passes registration in render_result_new. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D9088
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blender-bot
2023-02-14 05:28:01 +01:00
Referenced by issue #81058, EEVEE: Cryptomatte
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@ -1803,6 +1803,20 @@ void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph
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DST.buffer_finish_called = false;
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}
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/* Callback function for RE_engine_update_render_passes to ensure all
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* render passes are registered. */
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static void draw_render_result_ensure_pass_cb(void *user_data,
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struct Scene *UNUSED(scene),
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struct ViewLayer *view_layer,
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const char *name,
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int channels,
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const char *chanid,
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eNodeSocketDatatype UNUSED(type))
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{
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RenderEngine *engine = user_data;
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RE_engine_add_pass(engine, name, channels, chanid, view_layer->name);
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}
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void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
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{
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Scene *scene = DEG_get_evaluated_scene(depsgraph);
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@ -1851,6 +1865,10 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
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/* set default viewport */
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GPU_viewport(0, 0, size[0], size[1]);
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/* Update the render passes. This needs to be done before acquiring the render result. */
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RE_engine_update_render_passes(
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engine, scene, view_layer, draw_render_result_ensure_pass_cb, engine);
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/* Init render result. */
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RenderResult *render_result = RE_engine_begin_result(engine,
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0,
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@ -1859,7 +1877,6 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
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size[1],
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view_layer->name,
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/* RR_ALL_VIEWS */ NULL);
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RenderLayer *render_layer = render_result->layers.first;
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for (RenderView *render_view = render_result->views.first; render_view != NULL;
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render_view = render_view->next) {
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@ -444,15 +444,6 @@ RenderResult *render_result_new(Render *re,
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if (view_layer->passflag & SCE_PASS_SUBSURFACE_COLOR) {
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RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_SUBSURFACE_COLOR, view, "RGB");
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}
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if (view_layer->eevee.render_passes & EEVEE_RENDER_PASS_BLOOM) {
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RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_BLOOM, view, "RGB");
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}
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if (view_layer->eevee.render_passes & EEVEE_RENDER_PASS_VOLUME_SCATTER) {
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RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_VOLUME_SCATTER, view, "RGB");
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}
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if (view_layer->eevee.render_passes & EEVEE_RENDER_PASS_VOLUME_TRANSMITTANCE) {
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RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_VOLUME_TRANSMITTANCE, view, "RGB");
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}
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#undef RENDER_LAYER_ADD_PASS_SAFE
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}
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}
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