Cleanup: EEVEE: Remove SSR shader variations
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@@ -126,14 +126,9 @@ void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
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EEVEE_EffectsInfo *effects = stl->effects;
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LightCache *lcache = stl->g_data->light_cache;
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struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
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if ((effects->enabled_effects & EFFECT_SSR) != 0) {
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EEVEE_SSRShaderOptions options = (effects->reflection_trace_full) ? SSR_FULL_TRACE : 0;
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struct GPUShader *trace_shader = EEVEE_shaders_effect_screen_raytrace_sh_get(options);
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struct GPUShader *resolve_shader = EEVEE_shaders_effect_screen_raytrace_sh_get(SSR_RESOLVE |
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options);
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struct GPUShader *trace_shader = EEVEE_shaders_effect_reflection_trace_sh_get();
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struct GPUShader *resolve_shader = EEVEE_shaders_effect_reflection_resolve_sh_get();
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/** Screen space raytracing overview
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*
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@@ -160,10 +155,7 @@ void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
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DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
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if (!effects->reflection_trace_full) {
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DRW_shgroup_uniform_ivec2(grp, "halfresOffset", effects->ssr_halfres_ofs, 1);
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}
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DRW_shgroup_call(grp, quad, NULL);
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DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
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eGPUSamplerState no_filter = GPU_SAMPLER_DEFAULT;
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@@ -190,8 +182,7 @@ void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *v
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DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
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DRW_shgroup_uniform_int(grp, "neighborOffset", &effects->ssr_neighbor_ofs, 1);
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DRW_shgroup_uniform_texture_ref(grp, "horizonBuffer", &effects->gtao_horizons);
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DRW_shgroup_call(grp, quad, NULL);
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DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
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}
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}
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@@ -230,31 +221,6 @@ void EEVEE_reflection_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v
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EEVEE_effects_downsample_radiance_buffer(vedata, txl->color_double_buffer);
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/* Resolve at fullres */
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int samp = (DRW_state_is_image_render()) ? effects->taa_render_sample :
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effects->taa_current_sample;
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/* Doing a neighbor shift only after a few iteration.
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* We wait for a prime number of cycles to avoid noise correlation.
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* This reduces variance faster. */
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effects->ssr_neighbor_ofs = ((samp / 5) % 8) * 4;
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switch ((samp / 11) % 4) {
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case 0:
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effects->ssr_halfres_ofs[0] = 0;
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effects->ssr_halfres_ofs[1] = 0;
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break;
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case 1:
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effects->ssr_halfres_ofs[0] = 0;
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effects->ssr_halfres_ofs[1] = 1;
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break;
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case 2:
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effects->ssr_halfres_ofs[0] = 1;
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effects->ssr_halfres_ofs[1] = 0;
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break;
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case 4:
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effects->ssr_halfres_ofs[0] = 1;
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effects->ssr_halfres_ofs[1] = 1;
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break;
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}
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GPU_framebuffer_bind(fbl->main_color_fb);
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DRW_draw_pass(psl->ssr_resolve);
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