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authorClément Foucault <foucault.clem@gmail.com>2018-05-04 15:39:05 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-05-04 17:22:23 +0300
commitf48e53f5625b5c4091cddee09154b43ee98ecfdb (patch)
tree6c9361360d1bc5631795c97650523f675758d325 /source/blender/draw/engines/eevee/eevee_data.c
parentd4dd872d56b34f9ce0b03d570cddff52460b5b0f (diff)
Eevee: Shadows: Separate Cube and Cascade shadow maps into 2 texture array.
This mean we can now have different shadow resolutions for both. However each shadow type keep the same size accross all lamps because of future "real" Cube Shadowmaps limitation and to save texture sampler slots. That said the cascade shadow resolution could (in the future) still be changed to be adjustable per sun lamp.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_data.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_data.c6
1 files changed, 4 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_data.c b/source/blender/draw/engines/eevee/eevee_data.c
index 5adcf9e9ffb..e9883cc3054 100644
--- a/source/blender/draw/engines/eevee/eevee_data.c
+++ b/source/blender/draw/engines/eevee/eevee_data.c
@@ -39,13 +39,15 @@ static void eevee_view_layer_data_free(void *storage)
DRW_UBO_FREE_SAFE(sldata->shadow_ubo);
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_cascade_target_fb);
- GPU_FRAMEBUFFER_FREE_SAFE(sldata->shadow_store_fb);
+ GPU_FRAMEBUFFER_FREE_SAFE(sldata->shadow_cascade_store_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);
DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_target);
DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_blur);
- DRW_TEXTURE_FREE_SAFE(sldata->shadow_pool);
+ DRW_TEXTURE_FREE_SAFE(sldata->shadow_cascade_pool);
MEM_SAFE_FREE(sldata->shcasters_buffers[0].shadow_casters);
MEM_SAFE_FREE(sldata->shcasters_buffers[0].flags);
MEM_SAFE_FREE(sldata->shcasters_buffers[1].shadow_casters);