Cleanup: EEVEE: Remove SSR shader variations

This commit is contained in:
2021-03-12 19:23:46 +01:00
parent 40d579b69f
commit 83b7f7dfb7
4 changed files with 30 additions and 86 deletions

View File

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