This only changes file and function names. The EEVEE identifier is still `BLENDER_EEVEE_NEXT`. No functional changes.
82 lines
2.1 KiB
C++
82 lines
2.1 KiB
C++
/* SPDX-FileCopyrightText: 2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup eevee
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*
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* Render buffers are textures that are filled during a view rendering.
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* Their content is then added to the accumulation buffers of the film class.
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* They are short lived and can be reused when doing multi view rendering.
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*/
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#pragma once
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#include "DRW_render.hh"
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#include "eevee_shader_shared.hh"
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namespace blender::eevee {
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class Instance;
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class RenderBuffers {
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public:
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RenderBuffersInfoData &data;
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static constexpr eGPUTextureFormat color_format = GPU_RGBA16F;
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static constexpr eGPUTextureFormat float_format = GPU_R16F;
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Texture depth_tx;
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TextureFromPool combined_tx;
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// TextureFromPool mist_tx; /* Derived from depth_tx during accumulation. */
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TextureFromPool vector_tx;
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TextureFromPool cryptomatte_tx;
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/* TODO(fclem): Use texture from pool once they support texture array. */
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Texture rp_color_tx;
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Texture rp_value_tx;
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private:
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Instance &inst_;
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int2 extent_;
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public:
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RenderBuffers(Instance &inst, RenderBuffersInfoData &data) : data(data), inst_(inst){};
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/** WARNING: RenderBuffers and Film use different storage types for AO and Shadow. */
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static ePassStorageType pass_storage_type(eViewLayerEEVEEPassType pass_type)
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{
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switch (pass_type) {
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case EEVEE_RENDER_PASS_Z:
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case EEVEE_RENDER_PASS_MIST:
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case EEVEE_RENDER_PASS_SHADOW:
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case EEVEE_RENDER_PASS_AO:
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return PASS_STORAGE_VALUE;
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case EEVEE_RENDER_PASS_CRYPTOMATTE_OBJECT:
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case EEVEE_RENDER_PASS_CRYPTOMATTE_ASSET:
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case EEVEE_RENDER_PASS_CRYPTOMATTE_MATERIAL:
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return PASS_STORAGE_CRYPTOMATTE;
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default:
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return PASS_STORAGE_COLOR;
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}
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}
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void init();
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/* Acquires (also ensures) the render buffer before rendering to them. */
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void acquire(int2 extent);
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void release();
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/* Return the size of the allocated render buffers. Undefined if called before `acquire()`. */
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int2 extent_get() const
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{
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return extent_;
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}
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eGPUTextureFormat vector_tx_format();
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};
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} // namespace blender::eevee
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