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author | Clément Foucault <foucault.clem@gmail.com> | 2018-12-03 04:42:23 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-12-03 19:19:11 +0300 |
commit | 223c1a107a92705d4516f181b3dbdec3937fbbf3 (patch) | |
tree | 22c90ab7b8845c8ab37844f1d483ebda7f89dcf6 /source/blender/draw/engines/workbench/workbench_private.h | |
parent | a022811441ddf90c15e41988fbd4355206acfad0 (diff) |
Workbench: Make object ID pass optionnal
We separate the background and foreground shading passes to be able to make
the object id pass optionnal if we don't need it.
This saves a bit more memory. Also not clearing all rendertargets saves
some GPU time too.
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_private.h')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_private.h | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h index e2b1c631391..9fa7304e1ef 100644 --- a/source/blender/draw/engines/workbench/workbench_private.h +++ b/source/blender/draw/engines/workbench/workbench_private.h @@ -81,6 +81,7 @@ typedef struct WORKBENCH_FramebufferList { struct GPUFrameBuffer *ghost_prepass_fb; struct GPUFrameBuffer *cavity_fb; struct GPUFrameBuffer *composite_fb; + struct GPUFrameBuffer *id_clear_fb; struct GPUFrameBuffer *effect_fb; struct GPUFrameBuffer *effect_taa_fb; @@ -118,6 +119,7 @@ typedef struct WORKBENCH_PassList { struct DRWPass *shadow_depth_fail_caps_mani_pass; struct DRWPass *composite_pass; struct DRWPass *composite_shadow_pass; + struct DRWPass *background_pass; struct DRWPass *ghost_resolve_pass; struct DRWPass *effect_aa_pass; struct DRWPass *volume_pass; @@ -167,6 +169,7 @@ typedef struct WORKBENCH_PrivateData { struct GPUShader *prepass_texture_sh; struct GPUShader *prepass_texture_hair_sh; struct GPUShader *composite_sh; + struct GPUShader *background_sh; struct GPUShader *transparent_accum_sh; struct GPUShader *transparent_accum_hair_sh; struct GPUShader *transparent_accum_texture_sh; |