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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation.
*/
/** \file
* \ingroup eevee
*
* Render buffers are textures that are filled during a view rendering.
* Their content is then added to the accumulation buffers of the film class.
* They are short lived and can be reused when doing multi view rendering.
*/
#pragma once
#include "DRW_render.h"
#include "eevee_shader_shared.hh"
namespace blender::eevee {
class Instance;
class RenderBuffers {
public:
TextureFromPool depth_tx;
TextureFromPool combined_tx;
// TextureFromPool mist_tx; /* Derived from depth_tx during accumulation. */
TextureFromPool normal_tx;
TextureFromPool vector_tx;
TextureFromPool diffuse_color_tx;
TextureFromPool specular_color_tx;
TextureFromPool volume_light_tx;
TextureFromPool emission_tx;
TextureFromPool environment_tx;
TextureFromPool shadow_tx;
TextureFromPool ambient_occlusion_tx;
TextureFromPool cryptomatte_tx;
/* TODO(fclem): Use texture from pool once they support texture array. */
Texture light_tx;
Texture aov_color_tx;
Texture aov_value_tx;
private:
Instance &inst_;
public:
RenderBuffers(Instance &inst) : inst_(inst){};
/* Acquires (also ensures) the render buffer before rendering to them. */
void acquire(int2 extent);
void release();
};
} // namespace blender::eevee
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