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authorJeroen Bakker <j.bakker@atmind.nl>2019-05-02 16:18:53 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2019-05-02 17:19:12 +0300
commitb52a0c78aff3afd49c0712ee35ba01f6b48662f7 (patch)
tree3dadc3f008de4c77962299777357a6075732ce41 /source/blender/draw/engines/workbench/workbench_effect_aa.c
parent76193106d2e3d1d211af33f39a3714e22944cb18 (diff)
Workbench,EEVEE: Viewport Render Samples
- Add `render_aa` and `viewport_aa` sampling setting for workbench. 0 samples means no AA, 1 sample uses FXAA and more samples will use TAA. The viewport `gpu_viewport_quality` can still limit viewport anti-aliasing method. - Use TAA when rendering images. (this used to be CPU based FSAA) - Removed `R_OSA` related settings. Reviewers: fclem, brecht Maniphest Tasks: T60847 Differential Revision: https://developer.blender.org/D4773
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_effect_aa.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_aa.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_effect_aa.c b/source/blender/draw/engines/workbench/workbench_effect_aa.c
index a80f6ce338b..b4cdcfcfc99 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_aa.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_aa.c
@@ -40,10 +40,10 @@ void workbench_aa_create_pass(WORKBENCH_Data *vedata, GPUTexture **tx)
wpd->is_playback = false;
}
- if (TAA_ENABLED(wpd)) {
+ if (workbench_is_taa_enabled(wpd)) {
psl->effect_aa_pass = workbench_taa_create_pass(vedata, tx);
}
- else if (FXAA_ENABLED(wpd)) {
+ else if (workbench_is_fxaa_enabled(wpd)) {
psl->effect_aa_pass = workbench_fxaa_create_pass(tx);
effect_info->jitter_index = 0;
}
@@ -73,13 +73,13 @@ void workbench_aa_draw_pass(WORKBENCH_Data *vedata, GPUTexture *tx)
WORKBENCH_EffectInfo *effect_info = stl->effects;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
- if (FXAA_ENABLED(wpd)) {
+ if (workbench_is_fxaa_enabled(wpd)) {
GPU_framebuffer_bind(fbl->effect_fb);
workspace_aa_draw_transform(tx, wpd);
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_draw_pass(psl->effect_aa_pass);
}
- else if (TAA_ENABLED(wpd)) {
+ else if (workbench_is_taa_enabled(wpd)) {
/*
* when drawing the first TAA frame, we transform directly to the
* color_only_fb as the TAA shader is just performing a direct copy.