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/* FIXME(@fclem): This file is included inside the gpu module. We have to workaround to include
* eevee header. */
#include "../../draw/engines/eevee/eevee_defines.hh"
#include "gpu_shader_create_info.hh"
/* -------------------------------------------------------------------- */
/** \name Culling
* \{ */
GPU_SHADER_CREATE_INFO(eevee_culling_select)
.do_static_compilation(true)
.additional_info("eevee_shared")
.local_group_size(CULLING_BATCH_SIZE)
.storage_buf(0, Qualifier::READ, "LightData", "lights_buf[]")
.storage_buf(1, Qualifier::READ_WRITE, "CullingData", "lights_cull_buf")
.storage_buf(2, Qualifier::READ_WRITE, "uint", "keys_buf[]")
.compute_source("eevee_culling_select_comp.glsl");
GPU_SHADER_CREATE_INFO(eevee_culling_sort)
.do_static_compilation(true)
.additional_info("eevee_shared")
.local_group_size(CULLING_BATCH_SIZE)
.storage_buf(0, Qualifier::READ, "LightData", "lights_buf[]")
.storage_buf(1, Qualifier::READ_WRITE, "CullingData", "lights_cull_buf")
.storage_buf(2, Qualifier::READ, "uint", "keys_buf[]")
.storage_buf(3, Qualifier::WRITE, "CullingZBin", "lights_zbin_buf[]")
.storage_buf(4, Qualifier::WRITE, "LightData", "out_lights_buf[]")
.sampler(0, ImageType::DEPTH_2D, "depth_tx")
.fragment_out(0, Type::VEC4, "out_velocity_camera")
.fragment_out(1, Type::VEC4, "out_velocity_view")
.compute_source("eevee_culling_sort_comp.glsl");
GPU_SHADER_CREATE_INFO(eevee_culling_tile)
.do_static_compilation(true)
.additional_info("eevee_shared")
.local_group_size(1024)
.storage_buf(0, Qualifier::READ, "LightData", "lights_buf[]")
.storage_buf(1, Qualifier::READ, "CullingData", "lights_cull_buf")
.storage_buf(2, Qualifier::WRITE, "CullingWord", "lights_tile_buf[]")
.compute_source("eevee_culling_tile_comp.glsl");
GPU_SHADER_CREATE_INFO(eevee_light_data)
.additional_info("eevee_shared")
.storage_buf(0, Qualifier::READ, "LightData", "lights_buf[]")
.storage_buf(1, Qualifier::READ, "CullingZBin", "lights_zbin_buf[]")
.storage_buf(2, Qualifier::READ, "CullingData", "lights_cull_buf")
.storage_buf(3, Qualifier::READ, "CullingWord", "lights_tile_buf[]");
/** \} */
/* -------------------------------------------------------------------- */
/** \name Debug
* \{ */
GPU_SHADER_CREATE_INFO(eevee_culling_debug)
.do_static_compilation(true)
.sampler(0, ImageType::DEPTH_2D, "depth_tx")
.fragment_out(0, Type::VEC4, "out_debug_color")
.additional_info("eevee_shared")
.fragment_source("eevee_culling_debug_frag.glsl")
.additional_info("draw_fullscreen", "eevee_light_data");
/** \} */
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