Eevee: Fix missing UBO binds.

Some of them are unecessary and should be removed from the shader instead.

But for now we need a quick fix for the crashes happening on some platforms.

See T55475.
This commit is contained in:
Clément Foucault
2018-08-02 18:03:47 +02:00
parent ce551ada92
commit 3578212e46
7 changed files with 38 additions and 9 deletions

View File

@@ -376,7 +376,10 @@ void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley);
// DRW_shgroup_uniform_texture(grp, "texJitter", e_data.jitter);
DRW_shgroup_uniform_texture(grp, "probeHdr", rt_color);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
DRW_shgroup_call_add(grp, geom, NULL);
}
{
@@ -394,6 +397,7 @@ void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
#endif
DRW_shgroup_uniform_float(grp, "intensityFac", &pinfo->intensity_fac, 1);
DRW_shgroup_uniform_texture(grp, "probeHdr", rt_color);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
DRW_shgroup_call_add(grp, geom, NULL);
@@ -413,6 +417,7 @@ void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata,
DRW_shgroup_uniform_float(grp, "farClip", &pinfo->far_clip, 1);
DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley);
DRW_shgroup_uniform_texture(grp, "probeDepth", rt_depth);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
DRW_shgroup_call_add(grp, geom, NULL);
@@ -471,6 +476,13 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
case GPU_MAT_SUCCESS:
grp = DRW_shgroup_material_create(gpumat, psl->probe_background);
DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
/* TODO (fclem): remove thoses (need to clean the GLSL files). */
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
DRW_shgroup_call_add(grp, geom, NULL);
break;
default:

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@@ -112,18 +112,14 @@ void EEVEE_lookdev_cache_init(
if (!pinfo) {
/* Do not fadeout when doing probe rendering, only when drawing the background */
DRW_shgroup_uniform_float(*grp, "studioLightBackground", &v3d->shading.studiolight_background, 1);
if (v3d->shading.studiolight_background > 0.0f) {
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE);
tex = sl->equirectangular_irradiance_gputexture;
}
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE);
tex = sl->equirectangular_irradiance_gputexture;
}
else {
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE);
tex = sl->equirectangular_radiance_gputexture;
}
if (tex != NULL) {
DRW_shgroup_uniform_texture(*grp, "image", tex);
}
DRW_shgroup_uniform_texture(*grp, "image", tex);
/* Do we need to recalc the lightprobes? */
if (pinfo &&

View File

@@ -971,6 +971,13 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
case GPU_MAT_SUCCESS:
grp = DRW_shgroup_material_create(gpumat, psl->background_pass);
DRW_shgroup_uniform_float(grp, "backgroundAlpha", &stl->g_data->background_alpha, 1);
/* TODO (fclem): remove thoses (need to clean the GLSL files). */
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
DRW_shgroup_call_add(grp, geom, NULL);
break;
case GPU_MAT_QUEUED:
@@ -998,10 +1005,12 @@ void EEVEE_materials_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_WIRE;
psl->depth_pass = DRW_pass_create("Depth Pass", state);
stl->g_data->depth_shgrp = DRW_shgroup_create(e_data.default_prepass_sh, psl->depth_pass);
DRW_shgroup_uniform_block(stl->g_data->depth_shgrp, "clip_block", sldata->clip_ubo);
state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK;
psl->depth_pass_cull = DRW_pass_create("Depth Pass Cull", state);
stl->g_data->depth_shgrp_cull = DRW_shgroup_create(e_data.default_prepass_sh, psl->depth_pass_cull);
DRW_shgroup_uniform_block(stl->g_data->depth_shgrp_cull, "clip_block", sldata->clip_ubo);
state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CLIP_PLANES | DRW_STATE_WIRE;
psl->depth_pass_clip = DRW_pass_create("Depth Pass Clip", state);

View File

@@ -227,6 +227,8 @@ void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer);
DRW_shgroup_uniform_texture_ref(grp, "planarDepth", &vedata->txl->planar_depth);
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
if (!effects->reflection_trace_full) {
@@ -245,6 +247,7 @@ void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
DRW_shgroup_uniform_texture_ref(grp, "hitBuffer", &effects->ssr_hit_output);
DRW_shgroup_uniform_texture_ref(grp, "pdfBuffer", &effects->ssr_pdf_output);
DRW_shgroup_uniform_texture_ref(grp, "prevColorBuffer", &txl->color_double_buffer);
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);

View File

@@ -299,11 +299,11 @@ void EEVEE_temporal_sampling_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data
DRW_shgroup_uniform_texture_ref(grp, "colorHistoryBuffer", &txl->color_double_buffer);
DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &txl->color);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
if (effects->enabled_effects & EFFECT_TAA_REPROJECT) {
// DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
DRW_shgroup_uniform_texture_ref(grp, "velocityBuffer", &effects->velocity_tx);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
}
else {
DRW_shgroup_uniform_float(grp, "alpha", &effects->taa_alpha, 1);

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@@ -397,6 +397,12 @@ void EEVEE_volumes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
if (grp) {
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
/* TODO (fclem): remove thoses (need to clean the GLSL files). */
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
}
}

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@@ -318,6 +318,8 @@ float light_specular(LightData ld, vec4 ltc_mat, vec3 N, vec3 V, vec4 l_vector)
#define SSS_LUT_SIZE 64.0
#define SSS_LUT_SCALE ((SSS_LUT_SIZE - 1.0) / float(SSS_LUT_SIZE))
#define SSS_LUT_BIAS (0.5 / float(SSS_LUT_SIZE))
#ifdef USE_TRANSLUCENCY
layout(std140) uniform sssProfile {
vec4 kernel[MAX_SSS_SAMPLES];
vec4 radii_max_radius;
@@ -330,6 +332,7 @@ vec3 sss_profile(float s) {
s /= radii_max_radius.w;
return texture(sssTexProfile, saturate(s) * SSS_LUT_SCALE + SSS_LUT_BIAS).rgb;
}
#endif
vec3 light_translucent(LightData ld, vec3 W, vec3 N, vec4 l_vector, float scale)
{