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authorJeroen Bakker <j.bakker@atmind.nl>2018-06-29 10:22:50 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-06-29 10:26:58 +0300
commit3169160a9741ff399059ce9900ac8cd503707b2f (patch)
tree88c1ebad37b81cc22d14f3e8102f8631cf7daf9e /source/blender/draw/engines/workbench/workbench_private.h
parent18d87e79e92e0cb4792ba3cb42c4ea84fcd29d90 (diff)
Workbench: TAA optimalization
First frame of the TAA is just a regular copy of the previous buffer. so we write directly to the final buffer and skip the taa shader. We do init the history buffer via blit so it will be initialized for the other iterations.
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_private.h')
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index a1d829280ef..b240c0a5c3a 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -257,7 +257,6 @@ DRWPass *workbench_fxaa_create_pass(GPUTexture **color_buffer_tx);
void workbench_taa_engine_init(WORKBENCH_Data *vedata);
void workbench_taa_engine_free(void);
DRWPass *workbench_taa_create_pass(WORKBENCH_Data *vedata, GPUTexture **color_buffer_tx);
-void workbench_taa_draw_pass(WORKBENCH_EffectInfo *effect_info, /*WORKBENCH_PrivateData *wpd, , GPUFrameBuffer *fb, GPUTexture *tx, */DRWPass *effect_aa_pass);
void workbench_taa_draw_scene_start(WORKBENCH_Data *vedata);
void workbench_taa_draw_scene_end(WORKBENCH_Data *vedata);
void workbench_taa_view_updated(WORKBENCH_Data *vedata);