Fix T64913 Eevee: shader compilation does not reset TAA
This tracks the number of compiling shaders and just reset the TAA if previous number mismatch.
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@@ -60,6 +60,7 @@ static void eevee_engine_init(void *ved)
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stl->g_data->background_alpha = DRW_state_draw_background() ? 1.0f : 0.0f;
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stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
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stl->g_data->valid_taa_history = (txl->taa_history != NULL);
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stl->g_data->queued_shaders_count = 0;
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/* Main Buffer */
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DRW_texture_ensure_fullscreen_2d(&txl->color, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
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@@ -145,6 +146,7 @@ void EEVEE_cache_populate(void *vedata, Object *ob)
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static void eevee_cache_finish(void *vedata)
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{
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EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
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EEVEE_PrivateData *g_data = ((EEVEE_Data *)vedata)->stl->g_data;
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EEVEE_volumes_cache_finish(sldata, vedata);
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EEVEE_materials_cache_finish(sldata, vedata);
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@@ -153,6 +155,13 @@ static void eevee_cache_finish(void *vedata)
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EEVEE_effects_draw_init(sldata, vedata);
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EEVEE_volumes_draw_init(sldata, vedata);
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/* Restart taa if a shader has finish compiling. */
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/* HACK We should use notification of some sort from the compilation job instead. */
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if (g_data->queued_shaders_count != g_data->queued_shaders_count_prev) {
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g_data->queued_shaders_count_prev = g_data->queued_shaders_count;
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EEVEE_temporal_sampling_reset(vedata);
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}
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}
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/* As renders in an HDR offscreen buffer, we need draw everything once
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@@ -344,6 +344,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
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if (wo->use_nodes && wo->nodetree) {
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static float error_col[3] = {1.0f, 0.0f, 1.0f};
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static float queue_col[3] = {0.5f, 0.5f, 0.5f};
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struct GPUMaterial *gpumat = EEVEE_material_world_lightprobe_get(scene, wo);
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eGPUMaterialStatus status = GPU_material_status(gpumat);
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@@ -361,6 +362,10 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
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DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
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DRW_shgroup_call(grp, geom, NULL);
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break;
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case GPU_MAT_QUEUED:
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stl->g_data->queued_shaders_count++;
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col = queue_col;
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break;
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default:
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col = error_col;
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break;
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@@ -1000,6 +1000,7 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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break;
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case GPU_MAT_QUEUED:
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/* TODO Bypass probe compilation. */
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stl->g_data->queued_shaders_count++;
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col = compile_col;
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break;
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case GPU_MAT_FAILED:
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@@ -1352,6 +1353,7 @@ static void material_opaque(Material *ma,
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break;
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}
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case GPU_MAT_QUEUED: {
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stl->g_data->queued_shaders_count++;
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color_p = compile_col;
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metal_p = spec_p = rough_p = ½
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break;
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@@ -1458,6 +1460,7 @@ static void material_transparent(Material *ma,
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}
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case GPU_MAT_QUEUED: {
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/* TODO Bypass probe compilation. */
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stl->g_data->queued_shaders_count++;
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color_p = compile_col;
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metal_p = spec_p = rough_p = ½
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break;
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@@ -1785,6 +1788,7 @@ void EEVEE_hair_cache_populate(EEVEE_Data *vedata,
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break;
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}
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case GPU_MAT_QUEUED: {
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stl->g_data->queued_shaders_count++;
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color_p = compile_col;
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metal_p = spec_p = rough_p = ½
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break;
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@@ -840,6 +840,10 @@ typedef struct EEVEE_PrivateData {
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/* Color Management */
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bool use_color_render_settings;
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/* Compiling shaders count. This is to track if a shader has finished compiling. */
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int queued_shaders_count;
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int queued_shaders_count_prev;
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/* LookDev Settings */
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int studiolight_index;
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float studiolight_rot_z;
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@@ -394,9 +394,13 @@ void EEVEE_volumes_cache_object_add(EEVEE_ViewLayerData *sldata,
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}
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struct GPUMaterial *mat = EEVEE_material_mesh_volume_get(scene, ma);
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eGPUMaterialStatus status = GPU_material_status(mat);
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if (status == GPU_MAT_QUEUED) {
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vedata->stl->g_data->queued_shaders_count++;
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}
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/* If shader failed to compile or is currently compiling. */
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if (GPU_material_status(mat) != GPU_MAT_SUCCESS) {
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if (status != GPU_MAT_SUCCESS) {
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return;
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}
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