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authorClément Foucault <foucault.clem@gmail.com>2017-06-22 03:41:17 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-06-22 04:51:06 +0300
commit5ccc02277d7cee7affa5d3b49a8b9e6e4368b201 (patch)
treecb6e7f9ecf9f4acde5a50aecec9b02c99cb0bfba /source/blender/draw/engines/eevee/eevee_engine.c
parent1159d8ccc9649fe1da7cfab006c19843e19eb61d (diff)
Eevee: Improve material variation managment.
- Unify variations between default shaders and material shader. - Only create default shader passes if needed. Downside is that we have a big array of passes and shading grp in the vedata ... And it will double in size each time a new variation flag is added.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_engine.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c4
1 files changed, 1 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index 8d3cf5ea077..62edfa642eb 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -157,9 +157,7 @@ static void EEVEE_draw_scene(void *vedata)
/* Shading pass */
DRW_draw_pass(psl->probe_display);
- DRW_draw_pass(psl->default_pass);
- DRW_draw_pass(psl->default_flat_pass);
- DRW_draw_pass(psl->default_hair_pass);
+ EEVEE_draw_default_passes(psl);
DRW_draw_pass(psl->material_pass);
/* Post Process */