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/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "eevee_defines.hh"
#include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(eevee_film)
.uniform_buf(4, "FilmData", "film_buf")
.sampler(0, ImageType::DEPTH_2D, "depth_tx")
.sampler(1, ImageType::FLOAT_2D, "combined_tx")
.sampler(2, ImageType::FLOAT_2D, "normal_tx")
.sampler(3, ImageType::FLOAT_2D, "vector_tx")
.sampler(4, ImageType::FLOAT_2D, "diffuse_light_tx")
.sampler(5, ImageType::FLOAT_2D, "diffuse_color_tx")
.sampler(6, ImageType::FLOAT_2D, "specular_light_tx")
.sampler(7, ImageType::FLOAT_2D, "specular_color_tx")
.sampler(8, ImageType::FLOAT_2D, "volume_light_tx")
.sampler(9, ImageType::FLOAT_2D, "emission_tx")
.sampler(10, ImageType::FLOAT_2D, "environment_tx")
.sampler(11, ImageType::FLOAT_2D, "shadow_tx")
.sampler(12, ImageType::FLOAT_2D, "ambient_occlusion_tx")
.sampler(13, ImageType::FLOAT_2D_ARRAY, "aov_color_tx")
.sampler(14, ImageType::FLOAT_2D_ARRAY, "aov_value_tx")
/* Color History for TAA needs to be sampler to leverage bilinear sampling. */
.sampler(15, ImageType::FLOAT_2D, "in_combined_tx")
// .sampler(15, ImageType::FLOAT_2D, "cryptomatte_tx") /* TODO */
.image(0, GPU_R32F, Qualifier::READ, ImageType::FLOAT_2D_ARRAY, "in_weight_img")
.image(1, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D_ARRAY, "out_weight_img")
/* Color History for TAA needs to be sampler to leverage bilinear sampling. */
//.image(2, GPU_RGBA16F, Qualifier::READ, ImageType::FLOAT_2D, "in_combined_img")
.image(3, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "out_combined_img")
.image(4, GPU_R32F, Qualifier::READ_WRITE, ImageType::FLOAT_2D, "depth_img")
.image(5, GPU_RGBA16F, Qualifier::READ_WRITE, ImageType::FLOAT_2D_ARRAY, "color_accum_img")
.image(6, GPU_R16F, Qualifier::READ_WRITE, ImageType::FLOAT_2D_ARRAY, "value_accum_img")
.additional_info("eevee_shared")
.additional_info("eevee_velocity_camera")
.additional_info("draw_view");
GPU_SHADER_CREATE_INFO(eevee_film_frag)
.do_static_compilation(true)
.fragment_out(0, Type::VEC4, "out_color")
.fragment_source("eevee_film_frag.glsl")
.additional_info("draw_fullscreen", "eevee_film");
GPU_SHADER_CREATE_INFO(eevee_film_comp)
.do_static_compilation(true)
.local_group_size(FILM_GROUP_SIZE, FILM_GROUP_SIZE)
.compute_source("eevee_film_comp.glsl")
.additional_info("eevee_film");
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