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authorJeroen Bakker <jeroen@blender.org>2021-06-02 17:56:10 +0300
committerJeroen Bakker <jeroen@blender.org>2021-06-02 17:56:10 +0300
commit2489f72d79401fdefa6cf70d5acde806096b7b4a (patch)
tree20b3709136b1b33875dbf6d771799717fd69c95b
parent730a46e87d261543c9550ddef406894e14d5bea6 (diff)
Revert "EEVEE: AOVs not same as cycles."
This reverts commit 730a46e87d261543c9550ddef406894e14d5bea6.
m---------release/scripts/addons0
-rw-r--r--source/blender/draw/engines/eevee/eevee_renderpasses.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_output_aov.c5
3 files changed, 3 insertions, 4 deletions
diff --git a/release/scripts/addons b/release/scripts/addons
-Subproject cdabac54c4fe7c6f8df125814442762aa539172
+Subproject 27fe7f3a4f964b53af436c4da4ddea337eff0c7
diff --git a/source/blender/draw/engines/eevee/eevee_renderpasses.c b/source/blender/draw/engines/eevee/eevee_renderpasses.c
index 5ada53ab98c..5739024993e 100644
--- a/source/blender/draw/engines/eevee/eevee_renderpasses.c
+++ b/source/blender/draw/engines/eevee/eevee_renderpasses.c
@@ -79,7 +79,7 @@ bool EEVEE_renderpasses_only_first_sample_pass_active(EEVEE_Data *vedata)
* type the rest of the bits are used for the name hash. */
int EEVEE_renderpasses_aov_hash(const ViewLayerAOV *aov)
{
- int hash = BLI_hash_string(aov->name) << 1;
+ int hash = BLI_hash_string(aov->name);
SET_FLAG_FROM_TEST(hash, aov->type == AOV_TYPE_COLOR, EEVEE_AOV_HASH_COLOR_TYPE_MASK);
return hash;
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_output_aov.c b/source/blender/nodes/shader/nodes/node_shader_output_aov.c
index 7e7e1b703f1..403b3e6d9d6 100644
--- a/source/blender/nodes/shader/nodes/node_shader_output_aov.c
+++ b/source/blender/nodes/shader/nodes/node_shader_output_aov.c
@@ -43,9 +43,8 @@ static int node_shader_gpu_output_aov(GPUMaterial *mat,
{
GPUNodeLink *outlink;
NodeShaderOutputAOV *aov = (NodeShaderOutputAOV *)node->storage;
- /* Keep in sync with `renderpass_lib.glsl#render_pass_aov_hash` and
- * `EEVEE_renderpasses_aov_hash`. */
- unsigned int hash = BLI_hash_string(aov->name) << 1;
+ /* Keep in sync with `renderpass_lib.glsl#render_pass_aov_hash`. */
+ unsigned int hash = BLI_hash_string(aov->name) & ~1;
GPU_stack_link(mat, node, "node_output_aov", in, out, &outlink);
GPU_material_add_output_link_aov(mat, outlink, hash);