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authorJeroen Bakker <jeroen@blender.org>2022-09-16 15:55:04 +0300
committerJeroen Bakker <jeroen@blender.org>2022-09-16 15:55:04 +0300
commitbf05b998b6ec2aaac072fbd39a3f221af5aeef3d (patch)
tree56636c567ef056a6fd3141355add72f0350c077c /source/blender/draw/engines/eevee/eevee_shaders.c
parent4b326d5a78b63aae7e5a788ef489aa95315456dd (diff)
Revert "EEVEE: Fix volumetric resolve in large scenes."
This reverts commit 34051fcc12f388375697dcfc6da53e9909058fe1. Although for normal use this doesn't make a difference. But when working with huge scenes and volumetrics + NVIDIA it made a work-around not possible anymore. For the heist production we added a fix on the render-farm (enable GPU workarounds). {rB34051fcc12f388375697dcfc6da53e9909058fe1} made another work-around not accessible anymore and it and was requested to revert this change.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_shaders.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_shaders.c16
1 files changed, 0 insertions, 16 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_shaders.c b/source/blender/draw/engines/eevee/eevee_shaders.c
index a7290b3894e..04d1168a30d 100644
--- a/source/blender/draw/engines/eevee/eevee_shaders.c
+++ b/source/blender/draw/engines/eevee/eevee_shaders.c
@@ -133,7 +133,6 @@ static struct {
struct GPUShader *scatter_with_lights_sh;
struct GPUShader *volumetric_integration_sh;
struct GPUShader *volumetric_resolve_sh[2];
- struct GPUShader *volumetric_resolve_comp_sh[2];
struct GPUShader *volumetric_accum_sh;
/* Shader strings */
@@ -262,7 +261,6 @@ extern char datatoc_volumetric_frag_glsl[];
extern char datatoc_volumetric_geom_glsl[];
extern char datatoc_volumetric_integration_frag_glsl[];
extern char datatoc_volumetric_lib_glsl[];
-extern char datatoc_volumetric_resolve_comp_glsl[];
extern char datatoc_volumetric_resolve_frag_glsl[];
extern char datatoc_volumetric_scatter_frag_glsl[];
extern char datatoc_volumetric_vert_glsl[];
@@ -905,20 +903,6 @@ struct GPUShader *EEVEE_shaders_volumes_resolve_sh_get(bool accum)
return e_data.volumetric_resolve_sh[index];
}
-struct GPUShader *EEVEE_shaders_volumes_resolve_comp_sh_get(bool float_target)
-{
- const int index = (float_target ? 1 : 0);
- if (e_data.volumetric_resolve_comp_sh[index] == NULL) {
- e_data.volumetric_resolve_comp_sh[index] = DRW_shader_create_compute_with_shaderlib(
- datatoc_volumetric_resolve_comp_glsl,
- e_data.lib,
- float_target ? "#define TARGET_IMG_FLOAT\n" SHADER_DEFINES : SHADER_DEFINES,
- __func__);
- }
-
- return e_data.volumetric_resolve_comp_sh[index];
-}
-
struct GPUShader *EEVEE_shaders_volumes_accum_sh_get()
{
if (e_data.volumetric_accum_sh == NULL) {