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authorJeroen Bakker <jeroen@blender.org>2020-02-18 13:10:27 +0300
committerJeroen Bakker <jeroen@blender.org>2020-02-18 14:23:04 +0300
commite3e6dc41a77a2537b34e7f3699996b6b8a70542d (patch)
tree8ad407db098106bc502ac2e6fa1bd69fe60226ff /source/blender/draw/engines/eevee/eevee_private.h
parentf7386b97571e0207281f4504f45e13d4beb1c25b (diff)
Code cleanup EEVEE Render Passes
The render passes didn't follow the DrawManager way of doing things. It added new geometry and shading groups during drawing. This would make it harder to migrate to Vulkan later on. This change will re-implement this part by using uniform references. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6875
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_private.h')
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 1850324887c..bb3bb360d97 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -804,6 +804,11 @@ typedef struct EEVEE_PrivateData {
/* Renderpasses */
/* Bitmask containing the active render_passes */
eScenePassType render_passes;
+ /* Uniform references that are referenced inside the `renderpass_pass`. They are updated
+ * to reuse the drawing pass and the shading group. */
+ int renderpass_type;
+ int renderpass_current_sample;
+ GPUTexture *renderpass_input;
/** For rendering shadows. */
struct DRWView *cube_views[6];