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authorClément Foucault <foucault.clem@gmail.com>2022-06-28 19:33:25 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-06-30 23:45:42 +0300
commitf18067aa032a35e8a6cc990b5c250567d0f4d78f (patch)
treed7521c5a487952d2f9855ba7492943a6713b0516 /source/blender/draw/engines/eevee_next/eevee_shader.hh
parenta9696f04a012ce23ef419afe489378d1ce840638 (diff)
EEVEE-Next: Add Film and RenderBuffers module
This modules handles renderpasses allocation and filling. Also handles blitting to viewport framebuffer and render result reading. Changes against the old implementation: - the filling of the renderpasses happens all at once requiring only 1 geometry pass. - The filtering is optimized with weights precomputed on CPU and reuse of neighboor pixels. - Only one accumulation buffer for renderpasses (no ping-pong). - Accumulation happens in one pass for every passes using a single dispatch or fullscreen triangle pass. TAA and history reprojection is not yet implemented. AOVs support is present but with a 16 AOV limit for now. Cryptomatte is not yet implemented.
Diffstat (limited to 'source/blender/draw/engines/eevee_next/eevee_shader.hh')
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_shader.hh5
1 files changed, 4 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_shader.hh b/source/blender/draw/engines/eevee_next/eevee_shader.hh
index 0f42e880a10..7a0867820af 100644
--- a/source/blender/draw/engines/eevee_next/eevee_shader.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_shader.hh
@@ -26,7 +26,10 @@ namespace blender::eevee {
/* Keep alphabetical order and clean prefix. */
enum eShaderType {
- VELOCITY_RESOLVE = 0,
+ FILM_FRAG = 0,
+ FILM_COMP,
+
+ VELOCITY_RESOLVE,
MAX_SHADER_TYPE,
};