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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 Blender Foundation.
*/
/** \file
* \ingroup eevee
*
* A film is a fullscreen buffer (usually at output extent)
* that will be able to accumulate sample in any distorted camera_type
* using a pixel filter.
*
* Input needs to be jittered so that the filter converges to the right result.
*/
#include "BLI_rect.h"
#include "GPU_framebuffer.h"
#include "GPU_texture.h"
#include "DRW_render.h"
#include "eevee_film.hh"
#include "eevee_instance.hh"
namespace blender::eevee {
void RenderBuffers::acquire(int2 extent)
{
const eViewLayerEEVEEPassType enabled_passes = inst_.film.enabled_passes_get();
auto pass_extent = [&](eViewLayerEEVEEPassType pass_bit) -> int2 {
/* Use dummy texture for disabled passes. Allows correct bindings. */
return (enabled_passes & pass_bit) ? extent : int2(1);
};
eGPUTextureFormat color_format = GPU_RGBA16F;
eGPUTextureFormat float_format = GPU_R16F;
/* Depth and combined are always needed. */
depth_tx.acquire(extent, GPU_DEPTH24_STENCIL8);
combined_tx.acquire(extent, color_format);
bool do_vector_render_pass = (enabled_passes & EEVEE_RENDER_PASS_VECTOR) ||
(inst_.motion_blur.postfx_enabled() && !inst_.is_viewport());
uint32_t max_light_color_layer = max_ii(enabled_passes & EEVEE_RENDER_PASS_DIFFUSE_LIGHT ?
RENDER_PASS_LAYER_DIFFUSE_LIGHT :
-1,
enabled_passes & EEVEE_RENDER_PASS_SPECULAR_LIGHT ?
RENDER_PASS_LAYER_SPECULAR_LIGHT :
-1) +
1;
/* Only RG16F when only doing only reprojection or motion blur. */
eGPUTextureFormat vector_format = do_vector_render_pass ? GPU_RGBA16F : GPU_RG16F;
/* TODO(fclem): Make vector pass allocation optional if no TAA or motion blur is needed. */
vector_tx.acquire(extent, vector_format);
normal_tx.acquire(pass_extent(EEVEE_RENDER_PASS_NORMAL), color_format);
diffuse_color_tx.acquire(pass_extent(EEVEE_RENDER_PASS_DIFFUSE_COLOR), color_format);
specular_color_tx.acquire(pass_extent(EEVEE_RENDER_PASS_SPECULAR_COLOR), color_format);
volume_light_tx.acquire(pass_extent(EEVEE_RENDER_PASS_VOLUME_LIGHT), color_format);
emission_tx.acquire(pass_extent(EEVEE_RENDER_PASS_EMIT), color_format);
environment_tx.acquire(pass_extent(EEVEE_RENDER_PASS_ENVIRONMENT), color_format);
shadow_tx.acquire(pass_extent(EEVEE_RENDER_PASS_SHADOW), float_format);
ambient_occlusion_tx.acquire(pass_extent(EEVEE_RENDER_PASS_AO), float_format);
light_tx.ensure_2d_array(color_format,
max_light_color_layer > 0 ? extent : int2(1),
max_ii(1, max_light_color_layer));
const AOVsInfoData &aovs = inst_.film.aovs_info;
aov_color_tx.ensure_2d_array(
color_format, (aovs.color_len > 0) ? extent : int2(1), max_ii(1, aovs.color_len));
aov_value_tx.ensure_2d_array(
float_format, (aovs.value_len > 0) ? extent : int2(1), max_ii(1, aovs.value_len));
}
void RenderBuffers::release()
{
depth_tx.release();
combined_tx.release();
normal_tx.release();
vector_tx.release();
diffuse_color_tx.release();
specular_color_tx.release();
volume_light_tx.release();
emission_tx.release();
environment_tx.release();
shadow_tx.release();
ambient_occlusion_tx.release();
}
} // namespace blender::eevee
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