diff options
author | Jeroen Bakker <jbakker> | 2022-08-16 16:10:09 +0300 |
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committer | Jeroen Bakker <jeroen@blender.org> | 2022-08-16 16:10:21 +0300 |
commit | 8af983ba78ecc28e35bcccbb9095526c1165f41c (patch) | |
tree | 9b8379e52f8b997c52da8a81e1e8b4360a86ee1c /source/blender/draw/engines/eevee_next/eevee_shader_shared.hh | |
parent | a70eace19b890d5ca0f7fc78098ec727773cb6fe (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.hh | 11 |
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 * \{ */ |