Cleanup: EEVEE-Next: Remove unused mip level in remap shader
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@@ -46,7 +46,6 @@ void SphereProbeModule::begin_sync()
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pass.push_constant("probe_coord_packed", reinterpret_cast<int4 *>(&probe_sampling_coord_));
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pass.push_constant("write_coord_packed", reinterpret_cast<int4 *>(&probe_write_coord_));
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pass.push_constant("world_coord_packed", reinterpret_cast<int4 *>(&world_data.atlas_coord));
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pass.push_constant("mip_level", &probe_mip_level_);
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pass.push_constant("probe_brightness_clamp", probe_brightness_clamp);
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pass.dispatch(&dispatch_probe_pack_);
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}
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@@ -134,11 +133,8 @@ void SphereProbeModule::end_sync()
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void SphereProbeModule::ensure_cubemap_render_target(int resolution)
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{
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if (cubemap_tx_.ensure_cube(
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GPU_RGBA16F, resolution, GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_SHADER_READ))
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{
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GPU_texture_mipmap_mode(cubemap_tx_, false, true);
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}
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eGPUTextureUsage usage = GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_SHADER_READ;
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cubemap_tx_.ensure_cube(GPU_RGBA16F, resolution, usage);
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/* TODO(fclem): deallocate it. */
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}
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@@ -197,7 +193,6 @@ void SphereProbeModule::remap_to_octahedral_projection(const SphereProbeAtlasCoo
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/* Update shader parameters that change per dispatch. */
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probe_sampling_coord_ = atlas_coord.as_sampling_coord(max_resolution_);
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probe_write_coord_ = atlas_coord.as_write_coord(max_resolution_, 0);
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probe_mip_level_ = atlas_coord.subdivision_lvl;
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dispatch_probe_pack_ = int3(int2(ceil_division(resolution, SPHERE_PROBE_GROUP_SIZE)), 1);
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instance_.manager->submit(remap_ps_);
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@@ -74,8 +74,6 @@ class SphereProbeModule {
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Texture cubemap_tx_ = {"Probe.Cubemap"};
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/** Index of the probe being updated. */
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int probe_index_ = 0;
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/** Mip level being sampled for remapping. */
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int probe_mip_level_ = 0;
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/** Updated Probe coordinates in the atlas. */
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SphereProbeUvArea probe_sampling_coord_;
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SphereProbePixelArea probe_write_coord_;
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@@ -61,7 +61,7 @@ void main()
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vec2 wrapped_uv = mirror_repeat_uv(sampling_uv);
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/* Direction in world space. */
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vec3 direction = octahedral_uv_to_direction(wrapped_uv);
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vec4 radiance_and_transmittance = textureLod(cubemap_tx, direction, float(mip_level));
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vec4 radiance_and_transmittance = texture(cubemap_tx, direction);
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vec3 radiance = radiance_and_transmittance.xyz;
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float opacity = 1.0 - radiance_and_transmittance.a;
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@@ -22,7 +22,6 @@ GPU_SHADER_CREATE_INFO(eevee_reflection_probe_remap)
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.push_constant(Type::IVEC4, "probe_coord_packed")
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.push_constant(Type::IVEC4, "write_coord_packed")
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.push_constant(Type::IVEC4, "world_coord_packed")
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.push_constant(Type::INT, "mip_level")
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.push_constant(Type::FLOAT, "probe_brightness_clamp")
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.sampler(0, ImageType::FLOAT_CUBE, "cubemap_tx")
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.sampler(1, ImageType::FLOAT_2D_ARRAY, "atlas_tx")
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