Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
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/shaders/eevee_nodetree_lib.glsl
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/shaders/eevee_nodetree_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl14
1 files changed, 14 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl
index 0ccf06a9e14..71921d0477a 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_nodetree_lib.glsl
@@ -245,6 +245,20 @@ float F_eta(float a, float b)
}
void output_aov(vec4 color, float value, uint hash)
{
+#if defined(MAT_AOV_SUPPORT) && defined(GPU_FRAGMENT_SHADER)
+ for (int i = 0; i < AOV_MAX && i < aov_buf.color_len; i++) {
+ if (aov_buf.hash_color[i] == hash) {
+ imageStore(aov_color_img, ivec3(gl_FragCoord.xy, i), color);
+ return;
+ }
+ }
+ for (int i = 0; i < AOV_MAX && i < aov_buf.value_len; i++) {
+ if (aov_buf.hash_value[i] == hash) {
+ imageStore(aov_value_img, ivec3(gl_FragCoord.xy, i), vec4(value));
+ return;
+ }
+ }
+#endif
}
#ifdef EEVEE_MATERIAL_STUBS