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authorJeroen Bakker <jbakker>2022-08-16 16:10:09 +0300
committerJeroen Bakker <jeroen@blender.org>2022-08-16 16:10:21 +0300
commit8af983ba78ecc28e35bcccbb9095526c1165f41c (patch)
tree9b8379e52f8b997c52da8a81e1e8b4360a86ee1c /source/blender/draw/engines/eevee_next/eevee_shader_shared.hh
parenta70eace19b890d5ca0f7fc78098ec727773cb6fe (diff)
EEVEE-Next: Reduce image bindings.
This change combines the diffuse/specular light passes into a single texture array, freeing up an image binding for cryptomatte. When diffuse/specular light pass and/or requested a texture array will be allocated. Only when specular light is requested 2 images will always be allocated. This increases the memory overhead when viewing the specular light renderpass in the viewport. For final rendering it is a common scenario that none or both are requested. Reviewed By: fclem Differential Revision: https://developer.blender.org/D15701
Diffstat (limited to 'source/blender/draw/engines/eevee_next/eevee_shader_shared.hh')
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_shader_shared.hh11
1 files changed, 11 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh
index 3facb904a57..a0829bc49aa 100644
--- a/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh
+++ b/source/blender/draw/engines/eevee_next/eevee_shader_shared.hh
@@ -292,6 +292,17 @@ static inline float film_filter_weight(float filter_radius, float sample_distanc
/** \} */
/* -------------------------------------------------------------------- */
+/** \name Render passes
+ * \{ */
+
+enum eRenderPassLayerIndex : uint32_t {
+ RENDER_PASS_LAYER_DIFFUSE_LIGHT = 0u,
+ RENDER_PASS_LAYER_SPECULAR_LIGHT = 1u,
+};
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
/** \name Arbitrary Output Variables
* \{ */