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authorClément Foucault <foucault.clem@gmail.com>2018-12-03 04:42:23 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-12-03 19:19:11 +0300
commit223c1a107a92705d4516f181b3dbdec3937fbbf3 (patch)
tree22c90ab7b8845c8ab37844f1d483ebda7f89dcf6 /source/blender/draw/engines/workbench/workbench_private.h
parenta022811441ddf90c15e41988fbd4355206acfad0 (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.h3
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;