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authorJeroen Bakker <j.bakker@atmind.nl>2019-11-07 15:14:15 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2019-11-27 17:50:54 +0300
commit9d7f65630b206385c03d997aa308dbe36c60298f (patch)
tree2cda98bf56d5184d4896d5dc6f971cc42fd4f057 /source/blender/draw/engines/eevee/eevee_engine.c
parent17b63db4e2721f5cf8389c3354460771d8348c50 (diff)
EEVEE: GLSL Renderpasses
Most of the renderpasses in EEVEE used post-processing on the CPU. For final image rendering this is sufficient, but when we want to display the data to the user we don't want to transfer to the CPU to do post processing to then upload it back to the GPU to display the result. This patch moves the renderpass postprocessing to a GLSL shader. This is the first step to do, before we will enable the renderpasses in the viewport. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6206
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_engine.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index a1096390bce..173b7ff57a1 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -483,6 +483,7 @@ static void eevee_engine_free(void)
EEVEE_screen_raytrace_free();
EEVEE_subsurface_free();
EEVEE_volumes_free();
+ EEVEE_renderpasses_free();
}
static const DrawEngineDataSize eevee_data_size = DRW_VIEWPORT_DATA_SIZE(EEVEE_Data);