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.
You can now use a transparent shader as a completly transparent bsdf. And use whatever alpha mask in a mix shader between a transparent bsdf and another bsdf.
This is in order to use the same texture on multiple sampler.
Also texture counter is reset after each shading group. This mimics the previous behaviour.
Previously only the active object was used.
Use coroutines to support baking frames for multiple objects at once,
without having to playback the animation multiple times.
- Replace poisson by concentric samples: Less variance. They are sorted by radius then by angle.
- Separate filtering into 2 blur. First blur is 3x3 box blur. Second is user dependant.
- Group fetches by group of 4.
This brings some data structure changes.
Shared shadow data are stored in ShadowData (in glsl) (aka EEVEE_Shadow in C).
This structure contains the array indices of the first shadow element of this shadow "object".
It also contains how many shadow to evaluate (to be used for Multiple shadow maps).
The filtering is noisy and needs improvement.
- Use only one 2d texture array to store all shadowmaps.
- Allow to change shadow maps resolution.
- Do not output radial distance when rendering shadowmaps. This will allow fast rendering of shadowmaps when we will drop the use of geometry shaders.
- Use indices instead of character args.
- Use numbered macros instead of variadic args.
Parsing using rtags used over 11gb of memory. While this should be
resolved upstream (report as #1053), the extra complexity didn't give
any real advantage.
Disabled forceinline for those architectures, which seems to be compiling
successfully more often.
There might be ~3% slowdown based on quick tests, but better be rendering
something rather than failing to compile kernels again and again.
Those architectures will be doomed for abandon once we'll switch to toolkit 9.
Empty BVH nodes are set to NaN which must be preserved all the way to the
tnear <= tfar test which can then give false for empty nodes. This needs
strict semantices and careful argument ordering for min() and max(), so
the second argument is used if either of the arguments is NaN.
Fixes T52635: crash in BVH traversal with SSE4.1.
Differential Revision: https://developer.blender.org/D2828