diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2019-05-02 16:18:53 +0300 |
---|---|---|
committer | Jeroen Bakker <j.bakker@atmind.nl> | 2019-05-02 17:19:12 +0300 |
commit | b52a0c78aff3afd49c0712ee35ba01f6b48662f7 (patch) | |
tree | 3dadc3f008de4c77962299777357a6075732ce41 /source/blender/draw/engines/workbench/workbench_effect_aa.c | |
parent | 76193106d2e3d1d211af33f39a3714e22944cb18 (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.c | 8 |
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. |