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authorClément Foucault <foucault.clem@gmail.com>2019-06-04 19:26:36 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-06-04 19:42:50 +0300
commit942a748d5d5d3d03c09ae2b0b0767f1b1eb16147 (patch)
tree1bb83d9578806a72bc8715a1bdd5c845791adc52 /source/blender/draw/engines/eevee/eevee_data.c
parentff7401b02c4b9e111c0632f33bf5b51fc63026f6 (diff)
Eevee: Merge shadow map processing into one drawcall per light
This removes a lot of framebuffer configuration and binding.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_data.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_data.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_data.c b/source/blender/draw/engines/eevee/eevee_data.c
index 0ce271275d0..b792f93ced2 100644
--- a/source/blender/draw/engines/eevee/eevee_data.c
+++ b/source/blender/draw/engines/eevee/eevee_data.c
@@ -38,8 +38,10 @@ void EEVEE_view_layer_data_free(void *storage)
DRW_UBO_FREE_SAFE(sldata->shadow_render_ubo);
GPU_FRAMEBUFFER_FREE_SAFE(sldata->shadow_cube_target_fb);
GPU_FRAMEBUFFER_FREE_SAFE(sldata->shadow_cube_store_fb);
+ GPU_FRAMEBUFFER_FREE_SAFE(sldata->shadow_cube_copy_fb);
GPU_FRAMEBUFFER_FREE_SAFE(sldata->shadow_cascade_target_fb);
GPU_FRAMEBUFFER_FREE_SAFE(sldata->shadow_cascade_store_fb);
+ GPU_FRAMEBUFFER_FREE_SAFE(sldata->shadow_cascade_copy_fb);
DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_target);
DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_blur);
DRW_TEXTURE_FREE_SAFE(sldata->shadow_cube_pool);