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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_render.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_render.c522
1 files changed, 522 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c
new file mode 100644
index 00000000000..3dd9313942f
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_render.c
@@ -0,0 +1,522 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_render.c
+ * \ingroup draw_engine
+ */
+
+/**
+ * Render functions for final render outputs.
+ */
+
+#include "DRW_engine.h"
+#include "DRW_render.h"
+
+#include "DNA_node_types.h"
+
+#include "BLI_rand.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "GPU_framebuffer.h"
+#include "GPU_glew.h"
+
+#include "RE_pipeline.h"
+
+#include "eevee_private.h"
+
+void EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph *depsgraph)
+{
+ EEVEE_Data *vedata = (EEVEE_Data *)ved;
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
+ Scene *scene = DEG_get_evaluated_scene(depsgraph);
+ const float *viewport_size = DRW_viewport_size_get();
+
+ /* Init default FB and render targets:
+ * In render mode the default framebuffer is not generated
+ * because there is no viewport. So we need to manually create it or
+ * not use it. For code clarity we just allocate it make use of it. */
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ /* NOTE : use 32 bit format for precision in render mode. */
+ DRWFboTexture dtex = {&dtxl->depth, DRW_TEX_DEPTH_24_STENCIL_8, 0};
+ DRW_framebuffer_init(&dfbl->default_fb, &draw_engine_eevee_type,
+ (int)viewport_size[0], (int)viewport_size[1],
+ &dtex, 1);
+
+ DRWFboTexture tex = {&txl->color, DRW_TEX_RGBA_32, DRW_TEX_FILTER | DRW_TEX_MIPMAP};
+ DRW_framebuffer_init(&fbl->main, &draw_engine_eevee_type,
+ (int)viewport_size[0], (int)viewport_size[1],
+ &tex, 1);
+
+ /* Alloc transient data. */
+ if (!stl->g_data) {
+ stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
+ }
+ EEVEE_PrivateData *g_data = stl->g_data;
+ g_data->background_alpha = DRW_state_draw_background() ? 1.0f : 0.0f;
+ g_data->valid_double_buffer = 0;
+
+ /* Alloc common ubo data. */
+ if (sldata->common_ubo == NULL) {
+ sldata->common_ubo = DRW_uniformbuffer_create(sizeof(sldata->common_data), &sldata->common_data);
+ }
+
+ /* Set the pers & view matrix. */
+ struct Object *camera = RE_GetCamera(engine->re);
+ float frame = BKE_scene_frame_get(scene);
+ RE_GetCameraWindow(engine->re, camera, frame, g_data->winmat);
+ RE_GetCameraModelMatrix(engine->re, camera, g_data->viewinv);
+
+ invert_m4_m4(g_data->viewmat, g_data->viewinv);
+ mul_m4_m4m4(g_data->persmat, g_data->winmat, g_data->viewmat);
+ invert_m4_m4(g_data->persinv, g_data->persmat);
+ invert_m4_m4(g_data->wininv, g_data->winmat);
+
+ DRW_viewport_matrix_override_set(g_data->persmat, DRW_MAT_PERS);
+ DRW_viewport_matrix_override_set(g_data->persinv, DRW_MAT_PERSINV);
+ DRW_viewport_matrix_override_set(g_data->winmat, DRW_MAT_WIN);
+ DRW_viewport_matrix_override_set(g_data->wininv, DRW_MAT_WININV);
+ DRW_viewport_matrix_override_set(g_data->viewmat, DRW_MAT_VIEW);
+ DRW_viewport_matrix_override_set(g_data->viewinv, DRW_MAT_VIEWINV);
+
+ /* EEVEE_effects_init needs to go first for TAA */
+ EEVEE_effects_init(sldata, vedata, camera);
+ EEVEE_materials_init(sldata, stl, fbl);
+ EEVEE_lights_init(sldata);
+ EEVEE_lightprobes_init(sldata, vedata);
+
+ /* INIT CACHE */
+ EEVEE_bloom_cache_init(sldata, vedata);
+ EEVEE_depth_of_field_cache_init(sldata, vedata);
+ EEVEE_effects_cache_init(sldata, vedata);
+ EEVEE_lightprobes_cache_init(sldata, vedata);
+ EEVEE_lights_cache_init(sldata, psl);
+ EEVEE_materials_cache_init(vedata);
+ EEVEE_motion_blur_cache_init(sldata, vedata);
+ EEVEE_occlusion_cache_init(sldata, vedata);
+ EEVEE_screen_raytrace_cache_init(sldata, vedata);
+ EEVEE_subsurface_cache_init(sldata, vedata);
+ EEVEE_temporal_sampling_cache_init(sldata, vedata);
+ EEVEE_volumes_cache_init(sldata, vedata);
+}
+
+void EEVEE_render_cache(
+ void *vedata, struct Object *ob,
+ struct RenderEngine *UNUSED(engine), struct Depsgraph *UNUSED(depsgraph))
+{
+ EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
+
+ if (DRW_check_object_visible_within_active_context(ob) == false) {
+ return;
+ }
+
+ if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT)) {
+ EEVEE_materials_cache_populate(vedata, sldata, ob);
+
+ const bool cast_shadow = true;
+
+ if (cast_shadow) {
+ EEVEE_lights_cache_shcaster_object_add(sldata, ob);
+ }
+ }
+ else if (ob->type == OB_LIGHTPROBE) {
+ EEVEE_lightprobes_cache_add(sldata, ob);
+ }
+ else if (ob->type == OB_LAMP) {
+ EEVEE_lights_cache_add(sldata, ob);
+ }
+}
+
+static void eevee_render_result_combined(
+ RenderResult *rr, const char *viewname,
+ EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata))
+{
+ RenderLayer *rl = rr->layers.first;
+ RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_COMBINED, viewname);
+
+ DRW_framebuffer_bind(vedata->stl->effects->final_fb);
+ DRW_framebuffer_read_data(rr->xof, rr->yof, rr->rectx, rr->recty, 4, 0, rp->rect);
+}
+
+static void eevee_render_result_subsurface(
+ RenderResult *rr, const char *viewname,
+ EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata))
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ViewLayer *view_layer = draw_ctx->view_layer;
+
+ if (vedata->fbl->sss_accum_fb == NULL) {
+ /* SSS is not enabled. */
+ return;
+ }
+
+ if ((view_layer->passflag & SCE_PASS_SUBSURFACE_COLOR) != 0) {
+ RenderLayer *rl = rr->layers.first;
+ RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_SUBSURFACE_COLOR, viewname);
+
+ IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
+ float render_samples = (float)BKE_collection_engine_property_value_get_int(props, "taa_render_samples");
+
+ DRW_framebuffer_bind(vedata->fbl->sss_accum_fb);
+ DRW_framebuffer_read_data(rr->xof, rr->yof, rr->rectx, rr->recty, 3, 1, rp->rect);
+
+ /* This is the accumulated color. Divide by the number of samples. */
+ for (int i = 0; i < rr->rectx * rr->recty * 3; i++) {
+ rp->rect[i] /= render_samples;
+ }
+ }
+
+ if ((view_layer->passflag & SCE_PASS_SUBSURFACE_DIRECT) != 0) {
+ RenderLayer *rl = rr->layers.first;
+ RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_SUBSURFACE_DIRECT, viewname);
+
+ IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
+ float render_samples = (float)BKE_collection_engine_property_value_get_int(props, "taa_render_samples");
+
+ DRW_framebuffer_bind(vedata->fbl->sss_accum_fb);
+ DRW_framebuffer_read_data(rr->xof, rr->yof, rr->rectx, rr->recty, 3, 0, rp->rect);
+
+ /* This is the accumulated color. Divide by the number of samples. */
+ for (int i = 0; i < rr->rectx * rr->recty * 3; i++) {
+ rp->rect[i] /= render_samples;
+ }
+ }
+
+ if ((view_layer->passflag & SCE_PASS_SUBSURFACE_INDIRECT) != 0) {
+ /* Do nothing as all the lighting is in the direct pass.
+ * TODO : Separate Direct from indirect lighting. */
+ }
+}
+
+static void eevee_render_result_normal(
+ RenderResult *rr, const char *viewname,
+ EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata))
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ViewLayer *view_layer = draw_ctx->view_layer;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_PrivateData *g_data = stl->g_data;
+
+ /* Only read the center texel. */
+ if (stl->effects->taa_current_sample > 1)
+ return;
+
+ if ((view_layer->passflag & SCE_PASS_NORMAL) != 0) {
+ RenderLayer *rl = rr->layers.first;
+ RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_NORMAL, viewname);
+
+ DRW_framebuffer_read_data(rr->xof, rr->yof, rr->rectx, rr->recty, 3, 1, rp->rect);
+
+ /* Convert Eevee encoded normals to Blender normals. */
+ for (int i = 0; i < rr->rectx * rr->recty * 3; i += 3) {
+ if (rp->rect[i] == 0.0f && rp->rect[i+1] == 0.0f) {
+ /* If normal is not correct then do not produce NANs. */
+ continue;
+ }
+
+ float fenc[2];
+ fenc[0] = rp->rect[i+0] * 4.0f - 2.0f;
+ fenc[1] = rp->rect[i+1] * 4.0f - 2.0f;
+
+ float f = dot_v2v2(fenc, fenc);
+ float g = sqrtf(1.0f - f / 4.0f);
+
+ rp->rect[i+0] = fenc[0] * g;
+ rp->rect[i+1] = fenc[1] * g;
+ rp->rect[i+2] = 1.0f - f / 2.0f;
+
+ mul_mat3_m4_v3(g_data->viewinv, &rp->rect[i]);
+ }
+ }
+}
+
+static void eevee_render_result_z(
+ RenderResult *rr, const char *viewname,
+ EEVEE_Data *vedata, EEVEE_ViewLayerData *sldata)
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ViewLayer *view_layer = draw_ctx->view_layer;
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_PrivateData *g_data = stl->g_data;
+
+ /* Only read the center texel. */
+ if (stl->effects->taa_current_sample > 1)
+ return;
+
+ if ((view_layer->passflag & SCE_PASS_Z) != 0) {
+ RenderLayer *rl = rr->layers.first;
+ RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_Z, viewname);
+
+ DRW_framebuffer_read_depth(rr->xof, rr->yof, rr->rectx, rr->recty, rp->rect);
+
+ bool is_persp = DRW_viewport_is_persp_get();
+
+ /* Convert ogl depth [0..1] to view Z [near..far] */
+ for (int i = 0; i < rr->rectx * rr->recty; ++i) {
+ if (rp->rect[i] == 1.0f ) {
+ rp->rect[i] = 1e10f; /* Background */
+ }
+ else {
+ if (is_persp) {
+ rp->rect[i] = rp->rect[i] * 2.0f - 1.0f;
+ rp->rect[i] = g_data->winmat[3][2] / (rp->rect[i] + g_data->winmat[2][2]);
+ }
+ else {
+ rp->rect[i] = -common_data->view_vecs[0][2] + rp->rect[i] * -common_data->view_vecs[1][2];
+ }
+ }
+ }
+ }
+}
+
+static void eevee_render_result_mist(
+ RenderResult *rr, const char *viewname,
+ EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata))
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ViewLayer *view_layer = draw_ctx->view_layer;
+
+ if ((view_layer->passflag & SCE_PASS_MIST) != 0) {
+ RenderLayer *rl = rr->layers.first;
+ RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_MIST, viewname);
+
+ IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
+ float render_samples = (float)BKE_collection_engine_property_value_get_int(props, "taa_render_samples");
+
+ DRW_framebuffer_bind(vedata->fbl->mist_accum_fb);
+ DRW_framebuffer_read_data(rr->xof, rr->yof, rr->rectx, rr->recty, 1, 0, rp->rect);
+
+ /* This is the accumulated color. Divide by the number of samples. */
+ for (int i = 0; i < rr->rectx * rr->recty; i++) {
+ rp->rect[i] /= render_samples;
+ }
+ }
+}
+
+static void eevee_render_result_occlusion(
+ RenderResult *rr, const char *viewname,
+ EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata))
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ViewLayer *view_layer = draw_ctx->view_layer;
+
+ if (vedata->fbl->ao_accum_fb == NULL) {
+ /* AO is not enabled. */
+ return;
+ }
+
+ if ((view_layer->passflag & SCE_PASS_AO) != 0) {
+ RenderLayer *rl = rr->layers.first;
+ RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_AO, viewname);
+
+ IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
+ float render_samples = (float)BKE_collection_engine_property_value_get_int(props, "taa_render_samples");
+
+ DRW_framebuffer_bind(vedata->fbl->ao_accum_fb);
+ DRW_framebuffer_read_data(rr->xof, rr->yof, rr->rectx, rr->recty, 3, 0, rp->rect);
+
+ /* This is the accumulated color. Divide by the number of samples. */
+ for (int i = 0; i < rr->rectx * rr->recty * 3; i += 3) {
+ rp->rect[i] = rp->rect[i+1] = rp->rect[i+2] = min_ff(1.0f, rp->rect[i] / render_samples);
+ }
+ }
+}
+
+static void eevee_render_draw_background(EEVEE_Data *vedata)
+{
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_PassList *psl = vedata->psl;
+
+ /* Prevent background to write to data buffers.
+ * NOTE : This also make sure the textures are bound
+ * to the right double buffer. */
+ if (txl->ssr_normal_input != NULL) {
+ DRW_framebuffer_texture_detach(txl->ssr_normal_input);
+ }
+ if (txl->ssr_specrough_input != NULL) {
+ DRW_framebuffer_texture_detach(txl->ssr_specrough_input);
+ }
+ DRW_framebuffer_bind(fbl->main);
+
+ DRW_draw_pass(psl->background_pass);
+
+ if (txl->ssr_normal_input != NULL) {
+ DRW_framebuffer_texture_attach(fbl->main, txl->ssr_normal_input, 1, 0);
+ }
+ if (txl->ssr_specrough_input != NULL) {
+ DRW_framebuffer_texture_attach(fbl->main, txl->ssr_specrough_input, 2, 0);
+ }
+ DRW_framebuffer_bind(fbl->main);
+}
+
+void EEVEE_render_draw(EEVEE_Data *vedata, struct RenderEngine *engine, struct Depsgraph *UNUSED(depsgraph))
+{
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ ViewLayer *view_layer = draw_ctx->view_layer;
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
+ EEVEE_PrivateData *g_data = stl->g_data;
+
+ /* FINISH CACHE */
+ EEVEE_materials_cache_finish(vedata);
+ EEVEE_lights_cache_finish(sldata);
+ EEVEE_lightprobes_cache_finish(sldata, vedata);
+
+ /* Sort transparents before the loop. */
+ DRW_pass_sort_shgroup_z(psl->transparent_pass);
+
+ if ((view_layer->passflag & (SCE_PASS_SUBSURFACE_COLOR |
+ SCE_PASS_SUBSURFACE_DIRECT |
+ SCE_PASS_SUBSURFACE_INDIRECT)) != 0)
+ {
+ EEVEE_subsurface_output_init(sldata, vedata);
+ }
+
+ if ((view_layer->passflag & SCE_PASS_MIST) != 0) {
+ EEVEE_mist_output_init(sldata, vedata);
+ }
+
+ if ((view_layer->passflag & SCE_PASS_AO) != 0) {
+ EEVEE_occlusion_output_init(sldata, vedata);
+ }
+
+ /* Init render result. */
+ const char *viewname = RE_GetActiveRenderView(engine->re);
+ const float *render_size = DRW_viewport_size_get();
+
+ RenderResult *rr = RE_engine_begin_result(engine, 0, 0, (int)render_size[0], (int)render_size[1], NULL, viewname);
+
+ IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
+ unsigned int render_samples = BKE_collection_engine_property_value_get_int(props, "taa_render_samples");
+
+ while (render_samples-- > 0) {
+ float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ unsigned int primes[3] = {2, 3, 7};
+ double offset[3] = {0.0, 0.0, 0.0};
+ double r[3];
+
+ BLI_halton_3D(primes, offset, stl->effects->taa_current_sample, r);
+ EEVEE_update_noise(psl, fbl, r);
+ EEVEE_temporal_sampling_matrices_calc(stl->effects, g_data->viewmat, g_data->persmat, r);
+ EEVEE_volumes_set_jitter(sldata, stl->effects->taa_current_sample - 1);
+ EEVEE_materials_init(sldata, stl, fbl);
+
+ /* Refresh Probes */
+ while (EEVEE_lightprobes_all_probes_ready(sldata, vedata) == false) {
+ EEVEE_lightprobes_refresh(sldata, vedata);
+ }
+ EEVEE_lightprobes_refresh_planar(sldata, vedata);
+ DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data);
+ /* Set matrices. */
+ DRW_viewport_matrix_override_set(stl->effects->overide_persmat, DRW_MAT_PERS);
+ DRW_viewport_matrix_override_set(stl->effects->overide_persinv, DRW_MAT_PERSINV);
+ DRW_viewport_matrix_override_set(stl->effects->overide_winmat, DRW_MAT_WIN);
+ DRW_viewport_matrix_override_set(stl->effects->overide_wininv, DRW_MAT_WININV);
+ DRW_viewport_matrix_override_set(g_data->viewmat, DRW_MAT_VIEW);
+ DRW_viewport_matrix_override_set(g_data->viewinv, DRW_MAT_VIEWINV);
+ /* Refresh Shadows */
+ EEVEE_draw_shadows(sldata, psl);
+
+ DRW_framebuffer_texture_detach(dtxl->depth);
+ DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0);
+ DRW_framebuffer_bind(fbl->main);
+ DRW_framebuffer_clear(true, true, true, clear_col, 1.0f);
+ /* Depth prepass */
+ DRW_draw_pass(psl->depth_pass);
+ DRW_draw_pass(psl->depth_pass_cull);
+ /* Create minmax texture */
+ EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1);
+ EEVEE_occlusion_compute(sldata, vedata, dtxl->depth, -1);
+ EEVEE_volumes_compute(sldata, vedata);
+ /* Shading pass */
+ eevee_render_draw_background(vedata);
+ DRW_framebuffer_bind(fbl->main);
+ EEVEE_draw_default_passes(psl);
+ DRW_draw_pass(psl->material_pass);
+ EEVEE_subsurface_data_render(sldata, vedata);
+ /* Effects pre-transparency */
+ EEVEE_subsurface_compute(sldata, vedata);
+ EEVEE_reflection_compute(sldata, vedata);
+ EEVEE_refraction_compute(sldata, vedata);
+ /* Opaque refraction */
+ DRW_draw_pass(psl->refract_depth_pass);
+ DRW_draw_pass(psl->refract_depth_pass_cull);
+ DRW_draw_pass(psl->refract_pass);
+ /* Subsurface output */
+ EEVEE_subsurface_output_accumulate(sldata, vedata);
+ /* Occlusion output */
+ EEVEE_occlusion_output_accumulate(sldata, vedata);
+ /* Result NORMAL */
+ eevee_render_result_normal(rr, viewname, vedata, sldata);
+ /* Volumetrics Resolve Opaque */
+ EEVEE_volumes_resolve(sldata, vedata);
+ /* Mist output */
+ EEVEE_mist_output_accumulate(sldata, vedata);
+ /* Transparent */
+ DRW_draw_pass(psl->transparent_pass);
+ /* Result Z */
+ eevee_render_result_z(rr, viewname, vedata, sldata);
+ /* Post Process */
+ EEVEE_draw_effects(sldata, vedata);
+ }
+
+ eevee_render_result_combined(rr, viewname, vedata, sldata);
+ eevee_render_result_subsurface(rr, viewname, vedata, sldata);
+ eevee_render_result_mist(rr, viewname, vedata, sldata);
+ eevee_render_result_occlusion(rr, viewname, vedata, sldata);
+
+ RE_engine_end_result(engine, rr, false, false, false);
+}
+
+void EEVEE_render_update_passes(RenderEngine *engine, Scene *scene, ViewLayer *view_layer)
+{
+ int type;
+
+ RE_engine_register_pass(engine, scene, view_layer, RE_PASSNAME_COMBINED, 4, "RGBA", SOCK_RGBA);
+
+#define CHECK_PASS(name, channels, chanid) \
+ if (view_layer->passflag & (SCE_PASS_ ## name)) { \
+ if (channels == 4) type = SOCK_RGBA; \
+ else if (channels == 3) type = SOCK_VECTOR; \
+ else type = SOCK_FLOAT; \
+ RE_engine_register_pass(engine, scene, view_layer, RE_PASSNAME_ ## name, channels, chanid, type); \
+ }
+
+ CHECK_PASS(Z, 1, "Z");
+ CHECK_PASS(MIST, 1, "Z");
+ CHECK_PASS(NORMAL, 3, "XYZ");
+ CHECK_PASS(AO, 3, "RGB");
+ CHECK_PASS(SUBSURFACE_COLOR, 3, "RGB");
+ CHECK_PASS(SUBSURFACE_DIRECT, 3, "RGB");
+
+#undef CHECK_PASS
+} \ No newline at end of file