diff options
author | Jeroen Bakker <jeroen@blender.org> | 2022-09-16 15:55:04 +0300 |
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committer | Jeroen Bakker <jeroen@blender.org> | 2022-09-16 15:55:04 +0300 |
commit | bf05b998b6ec2aaac072fbd39a3f221af5aeef3d (patch) | |
tree | 56636c567ef056a6fd3141355add72f0350c077c /source/blender/draw/engines/eevee/eevee_shaders.c | |
parent | 4b326d5a78b63aae7e5a788ef489aa95315456dd (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.c | 16 |
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) { |