diff options
Diffstat (limited to 'source/blender/draw/engines/eevee_next/eevee_film.cc')
-rw-r--r-- | source/blender/draw/engines/eevee_next/eevee_film.cc | 50 |
1 files changed, 25 insertions, 25 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_film.cc b/source/blender/draw/engines/eevee_next/eevee_film.cc index ea0afdb16d3..b0731ceec2f 100644 --- a/source/blender/draw/engines/eevee_next/eevee_film.cc +++ b/source/blender/draw/engines/eevee_next/eevee_film.cc @@ -380,34 +380,34 @@ void Film::sync() accumulate_ps_.init(); accumulate_ps_.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_ALWAYS); accumulate_ps_.shader_set(inst_.shaders.static_shader_get(shader)); - accumulate_ps_.bind("film_buf", &data_); - accumulate_ps_.bind("camera_prev", &(*velocity.camera_steps[STEP_PREVIOUS])); - accumulate_ps_.bind("camera_curr", &(*velocity.camera_steps[STEP_CURRENT])); - accumulate_ps_.bind("camera_next", &(*velocity.camera_steps[step_next])); - accumulate_ps_.bind("depth_tx", &rbuffers.depth_tx); - accumulate_ps_.bind("combined_tx", &combined_final_tx_); - accumulate_ps_.bind("normal_tx", &rbuffers.normal_tx); - accumulate_ps_.bind("vector_tx", &rbuffers.vector_tx); - accumulate_ps_.bind("light_tx", &rbuffers.light_tx); - accumulate_ps_.bind("diffuse_color_tx", &rbuffers.diffuse_color_tx); - accumulate_ps_.bind("specular_color_tx", &rbuffers.specular_color_tx); - accumulate_ps_.bind("volume_light_tx", &rbuffers.volume_light_tx); - accumulate_ps_.bind("emission_tx", &rbuffers.emission_tx); - accumulate_ps_.bind("environment_tx", &rbuffers.environment_tx); - accumulate_ps_.bind("shadow_tx", &rbuffers.shadow_tx); - accumulate_ps_.bind("ambient_occlusion_tx", &rbuffers.ambient_occlusion_tx); - accumulate_ps_.bind("aov_color_tx", &rbuffers.aov_color_tx); - accumulate_ps_.bind("aov_value_tx", &rbuffers.aov_value_tx); + accumulate_ps_.bind_ubo("film_buf", &data_); + accumulate_ps_.bind_ubo("camera_prev", &(*velocity.camera_steps[STEP_PREVIOUS])); + accumulate_ps_.bind_ubo("camera_curr", &(*velocity.camera_steps[STEP_CURRENT])); + accumulate_ps_.bind_ubo("camera_next", &(*velocity.camera_steps[step_next])); + accumulate_ps_.bind_texture("depth_tx", &rbuffers.depth_tx); + accumulate_ps_.bind_texture("combined_tx", &combined_final_tx_); + accumulate_ps_.bind_texture("normal_tx", &rbuffers.normal_tx); + accumulate_ps_.bind_texture("vector_tx", &rbuffers.vector_tx); + accumulate_ps_.bind_texture("light_tx", &rbuffers.light_tx); + accumulate_ps_.bind_texture("diffuse_color_tx", &rbuffers.diffuse_color_tx); + accumulate_ps_.bind_texture("specular_color_tx", &rbuffers.specular_color_tx); + accumulate_ps_.bind_texture("volume_light_tx", &rbuffers.volume_light_tx); + accumulate_ps_.bind_texture("emission_tx", &rbuffers.emission_tx); + accumulate_ps_.bind_texture("environment_tx", &rbuffers.environment_tx); + accumulate_ps_.bind_texture("shadow_tx", &rbuffers.shadow_tx); + accumulate_ps_.bind_texture("ambient_occlusion_tx", &rbuffers.ambient_occlusion_tx); + accumulate_ps_.bind_texture("aov_color_tx", &rbuffers.aov_color_tx); + accumulate_ps_.bind_texture("aov_value_tx", &rbuffers.aov_value_tx); /* NOTE(@fclem): 16 is the max number of sampled texture in many implementations. * If we need more, we need to pack more of the similar passes in the same textures as arrays or * use image binding instead. */ - accumulate_ps_.bind("in_weight_img", draw::as_image(&weight_tx_.current())); - accumulate_ps_.bind("out_weight_img", draw::as_image(&weight_tx_.next())); - accumulate_ps_.bind("in_combined_tx", &combined_tx_.current(), filter); - accumulate_ps_.bind("out_combined_img", draw::as_image(&combined_tx_.next())); - accumulate_ps_.bind("depth_img", draw::as_image(&depth_tx_)); - accumulate_ps_.bind("color_accum_img", draw::as_image(&color_accum_tx_)); - accumulate_ps_.bind("value_accum_img", draw::as_image(&value_accum_tx_)); + accumulate_ps_.bind_image("in_weight_img", &weight_tx_.current()); + accumulate_ps_.bind_image("out_weight_img", &weight_tx_.next()); + accumulate_ps_.bind_texture("in_combined_tx", &combined_tx_.current(), filter); + accumulate_ps_.bind_image("out_combined_img", &combined_tx_.next()); + accumulate_ps_.bind_image("depth_img", &depth_tx_); + accumulate_ps_.bind_image("color_accum_img", &color_accum_tx_); + accumulate_ps_.bind_image("value_accum_img", &value_accum_tx_); /* Sync with rendering passes. */ accumulate_ps_.barrier(GPU_BARRIER_TEXTURE_FETCH | GPU_BARRIER_SHADER_IMAGE_ACCESS); if (use_compute) { |