Files
test2/source/blender/draw/engines/eevee/eevee_renderbuffers.hh
Clément Foucault 894c7fa4e2 EEVEE: Remove EEVEE Next mention inside the code
This only changes file and function names.
The EEVEE identifier is still `BLENDER_EEVEE_NEXT`.

No functional changes.
2025-03-17 15:37:04 +01:00

82 lines
2.1 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \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.hh"
#include "eevee_shader_shared.hh"
namespace blender::eevee {
class Instance;
class RenderBuffers {
public:
RenderBuffersInfoData &data;
static constexpr eGPUTextureFormat color_format = GPU_RGBA16F;
static constexpr eGPUTextureFormat float_format = GPU_R16F;
Texture depth_tx;
TextureFromPool combined_tx;
// TextureFromPool mist_tx; /* Derived from depth_tx during accumulation. */
TextureFromPool vector_tx;
TextureFromPool cryptomatte_tx;
/* TODO(fclem): Use texture from pool once they support texture array. */
Texture rp_color_tx;
Texture rp_value_tx;
private:
Instance &inst_;
int2 extent_;
public:
RenderBuffers(Instance &inst, RenderBuffersInfoData &data) : data(data), inst_(inst){};
/** WARNING: RenderBuffers and Film use different storage types for AO and Shadow. */
static ePassStorageType pass_storage_type(eViewLayerEEVEEPassType pass_type)
{
switch (pass_type) {
case EEVEE_RENDER_PASS_Z:
case EEVEE_RENDER_PASS_MIST:
case EEVEE_RENDER_PASS_SHADOW:
case EEVEE_RENDER_PASS_AO:
return PASS_STORAGE_VALUE;
case EEVEE_RENDER_PASS_CRYPTOMATTE_OBJECT:
case EEVEE_RENDER_PASS_CRYPTOMATTE_ASSET:
case EEVEE_RENDER_PASS_CRYPTOMATTE_MATERIAL:
return PASS_STORAGE_CRYPTOMATTE;
default:
return PASS_STORAGE_COLOR;
}
}
void init();
/* Acquires (also ensures) the render buffer before rendering to them. */
void acquire(int2 extent);
void release();
/* Return the size of the allocated render buffers. Undefined if called before `acquire()`. */
int2 extent_get() const
{
return extent_;
}
eGPUTextureFormat vector_tx_format();
};
} // namespace blender::eevee