Global scope arrays can incur suboptimal per-shader-thread memory allocations, resulting in excessive usage of limited local memory resources. These changes ensure that any arrays are limited to the closest scope in which they are required and thus will get correctly optimized by the compiler.
A number of constants have also been replaced with Macro's as these can result in better runtime performance for complex shader code.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D16825
Required by Metal backend for efficient shader compilation. EEVEE material
resource binding permutations now controlled via CreateInfo and selected
based on material options. Other existing CreateInfo's also modified to
ensure explicitness for depth-writing mode. Other missing bindings also
addressed to ensure full compliance with the Metal backend.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16243
We now reuse 9 hitpoints from the neighboorhood using a blue noise
sample distribution as mentionned in the reference presentation.
Reusing more rays does however make some area a bit more blury.
The resulting noise is quite lower compared to previous implementation
which was only reusing 4 hits.
This split is to make code easier to manage and rename the files to
`effect_reflection_*` to avoid confusion.
Also this cleans up a bit of the branching mess in the trace shader.