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authorClément Foucault <foucault.clem@gmail.com>2021-11-23 23:24:00 +0300
committerClément Foucault <foucault.clem@gmail.com>2021-12-04 00:41:37 +0300
commit1b00ca35758dacf7ece7b95275ea3c41e53bec6c (patch)
treeb587d29f39a3cffd5c88ab86ceea674a1aaeb1b4 /source/blender/draw/engines/eevee/eevee_shader.hh
parent68b0195bf3e27ee687eb87e37257891a3a7f4e78 (diff)
EEVEE: Light: Port light culling to GPU
This removes the light count limit for the forward shaded object. This also provides a more efficient way of computing the culling directly on the GPU. Moreover, this avoids doing multiple lighting passes for high light counts in the deferred pipeline, improving performance.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_shader.hh')
-rw-r--r--source/blender/draw/engines/eevee/eevee_shader.hh4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_shader.hh b/source/blender/draw/engines/eevee/eevee_shader.hh
index f9d4fe2785d..e42e49e35c3 100644
--- a/source/blender/draw/engines/eevee/eevee_shader.hh
+++ b/source/blender/draw/engines/eevee/eevee_shader.hh
@@ -40,7 +40,9 @@ namespace blender::eevee {
/* Keep alphabetical order and clean prefix. */
enum eShaderType {
CULLING_DEBUG = 0,
- CULLING_LIGHT,
+ CULLING_SELECT,
+ CULLING_SORT,
+ CULLING_TILE,
DEFERRED_EVAL_DIRECT,
DEFERRED_EVAL_HOLDOUT,