Fix changes introduced e3ef782af5
Eevee is in charge of rendering so it should be its task to have it's buffer initialized
		
	
		
			
				
	
	
		
			451 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			451 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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 * Copyright 2016, Blender Foundation.
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * Contributor(s): Blender Institute
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 *
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 */
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/** \file eevee_engine.c
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 *  \ingroup draw_engine
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 */
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#include "DRW_render.h"
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#include "BLI_dynstr.h"
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#include "BLI_rand.h"
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#include "BKE_object.h"
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#include "DNA_world_types.h"
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#include "GPU_material.h"
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#include "GPU_glew.h"
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#include "eevee_engine.h"
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#include "eevee_private.h"
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#define EEVEE_ENGINE "BLENDER_EEVEE"
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extern GlobalsUboStorage ts;
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/* *********** FUNCTIONS *********** */
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static void eevee_engine_init(void *ved)
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{
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	EEVEE_Data *vedata = (EEVEE_Data *)ved;
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	EEVEE_TextureList *txl = vedata->txl;
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	EEVEE_FramebufferList *fbl = vedata->fbl;
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	EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
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	EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
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	if (!stl->g_data) {
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		/* Alloc transient pointers */
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		stl->g_data = MEM_callocN(sizeof(*stl->g_data), __func__);
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	}
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	stl->g_data->background_alpha = DRW_state_draw_background() ? 1.0f : 0.0f;
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	stl->g_data->valid_double_buffer = (txl->color_double_buffer != NULL);
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	DRWFboTexture tex = {&txl->color, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_MIPMAP};
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	const float *viewport_size = DRW_viewport_size_get();
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	DRW_framebuffer_init(&fbl->main, &draw_engine_eevee_type,
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	                    (int)viewport_size[0], (int)viewport_size[1],
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	                    &tex, 1);
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	/* EEVEE_effects_init needs to go first for TAA */
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	EEVEE_effects_init(sldata, vedata);
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	EEVEE_materials_init(stl);
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	EEVEE_lights_init(sldata);
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	EEVEE_lightprobes_init(sldata, vedata);
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	if (stl->effects->taa_current_sample > 1) {
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		/* XXX otherwise it would break the other engines. */
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		DRW_viewport_matrix_override_unset(DRW_MAT_PERS);
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		DRW_viewport_matrix_override_unset(DRW_MAT_PERSINV);
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		DRW_viewport_matrix_override_unset(DRW_MAT_WIN);
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		DRW_viewport_matrix_override_unset(DRW_MAT_WININV);
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	}
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}
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static void eevee_cache_init(void *vedata)
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{
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	EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
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	EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
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	EEVEE_bloom_cache_init(sldata, vedata);
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	EEVEE_depth_of_field_cache_init(sldata, vedata);
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	EEVEE_effects_cache_init(sldata, vedata);
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	EEVEE_lightprobes_cache_init(sldata, vedata);
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	EEVEE_lights_cache_init(sldata, psl);
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	EEVEE_materials_cache_init(vedata);
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	EEVEE_motion_blur_cache_init(sldata, vedata);
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	EEVEE_occlusion_cache_init(sldata, vedata);
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	EEVEE_screen_raytrace_cache_init(sldata, vedata);
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	EEVEE_subsurface_cache_init(sldata, vedata);
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	EEVEE_temporal_sampling_cache_init(sldata, vedata);
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	EEVEE_volumes_cache_init(sldata, vedata);
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}
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static void eevee_cache_populate(void *vedata, Object *ob)
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{
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	EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
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	const DRWContextState *draw_ctx = DRW_context_state_get();
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	const bool is_active = (ob == draw_ctx->obact);
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	if (is_active) {
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		if (DRW_object_is_mode_shade(ob) == true) {
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			return;
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		}
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	}
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	if (DRW_check_object_visible_within_active_context(ob) == false) {
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		return;
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	}
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	if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT)) {
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		EEVEE_materials_cache_populate(vedata, sldata, ob);
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		const bool cast_shadow = true;
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		if (cast_shadow) {
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			if ((ob->base_flag & BASE_FROMDUPLI) != 0) {
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				/* TODO: Special case for dupli objects because we cannot save the object pointer. */
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			}
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			else {
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				BLI_addtail(&sldata->shadow_casters, BLI_genericNodeN(ob));
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			}
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		}
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	}
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	else if (ob->type == OB_LIGHTPROBE) {
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		if ((ob->base_flag & BASE_FROMDUPLI) != 0) {
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			/* TODO: Special case for dupli objects because we cannot save the object pointer. */
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		}
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		else {
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			EEVEE_lightprobes_cache_add(sldata, ob);
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		}
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	}
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	else if (ob->type == OB_LAMP) {
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		if ((ob->base_flag & BASE_FROMDUPLI) != 0) {
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			/* TODO: Special case for dupli objects because we cannot save the object pointer. */
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		}
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		else {
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			EEVEE_lights_cache_add(sldata, ob);
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		}
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	}
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}
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static void eevee_cache_finish(void *vedata)
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{
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	EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
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	EEVEE_materials_cache_finish(vedata);
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	EEVEE_lights_cache_finish(sldata);
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	EEVEE_lightprobes_cache_finish(sldata, vedata);
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}
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/* As renders in an HDR offscreen buffer, we need draw everything once
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 * during the background pass. This way the other drawing callback between
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 * the background and the scene pass are visible.
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 * Note: we could break it up in two passes using some depth test
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 * to reduce the fillrate */
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static void eevee_draw_background(void *vedata)
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{
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	EEVEE_PassList *psl = ((EEVEE_Data *)vedata)->psl;
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	EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
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	EEVEE_FramebufferList *fbl = ((EEVEE_Data *)vedata)->fbl;
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	EEVEE_ViewLayerData *sldata = EEVEE_view_layer_data_ensure();
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	/* Default framebuffer and texture */
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	DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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	/* Number of iteration: needed for all temporal effect (SSR, TAA)
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	 * when using opengl render. */
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	int loop_ct = DRW_state_is_image_render() ? 4 : 1;
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	static float rand = 0.0f;
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	/* XXX temp for denoising render. TODO plug number of samples here */
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	if (DRW_state_is_image_render()) {
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		rand += 1.0f / 16.0f;
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		rand = rand - floorf(rand);
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		/* Set jitter offset */
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		EEVEE_update_util_texture(rand);
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	}
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	else if (((stl->effects->enabled_effects & EFFECT_TAA) != 0) && (stl->effects->taa_current_sample > 1)) {
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		double r;
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		BLI_halton_1D(2, 0.0, stl->effects->taa_current_sample - 1, &r);
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		/* Set jitter offset */
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		/* PERF This is killing perf ! */
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		EEVEE_update_util_texture((float)r);
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	}
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	while (loop_ct--) {
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		/* Refresh Probes */
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		DRW_stats_group_start("Probes Refresh");
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		EEVEE_lightprobes_refresh(sldata, vedata);
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		DRW_stats_group_end();
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		/* Refresh shadows */
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		DRW_stats_group_start("Shadows");
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		EEVEE_draw_shadows(sldata, psl);
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		DRW_stats_group_end();
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		/* Attach depth to the hdr buffer and bind it */
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		DRW_framebuffer_texture_detach(dtxl->depth);
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		DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0);
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		DRW_framebuffer_bind(fbl->main);
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		if (DRW_state_draw_background()) {
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			DRW_framebuffer_clear(false, true, true, NULL, 1.0f);
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		}
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		else {
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			/* We need to clear the alpha chanel in this case. */
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			float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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			DRW_framebuffer_clear(true, true, true, clear_col, 1.0f);
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		}
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		if (((stl->effects->enabled_effects & EFFECT_TAA) != 0) && stl->effects->taa_current_sample > 1) {
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			DRW_viewport_matrix_override_set(stl->effects->overide_persmat, DRW_MAT_PERS);
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			DRW_viewport_matrix_override_set(stl->effects->overide_persinv, DRW_MAT_PERSINV);
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			DRW_viewport_matrix_override_set(stl->effects->overide_winmat, DRW_MAT_WIN);
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			DRW_viewport_matrix_override_set(stl->effects->overide_wininv, DRW_MAT_WININV);
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		}
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		/* Depth prepass */
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		DRW_stats_group_start("Prepass");
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		DRW_draw_pass(psl->depth_pass);
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		DRW_draw_pass(psl->depth_pass_cull);
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		DRW_stats_group_end();
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		/* Create minmax texture */
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		DRW_stats_group_start("Main MinMax buffer");
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		EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1);
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		DRW_stats_group_end();
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		EEVEE_occlusion_compute(sldata, vedata);
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		EEVEE_volumes_compute(sldata, vedata);
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		/* Shading pass */
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		DRW_stats_group_start("Shading");
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		DRW_draw_pass(psl->background_pass);
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		EEVEE_draw_default_passes(psl);
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		DRW_draw_pass(psl->material_pass);
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		EEVEE_subsurface_data_render(sldata, vedata);
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		DRW_stats_group_end();
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		/* Effects pre-transparency */
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		EEVEE_subsurface_compute(sldata, vedata);
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		EEVEE_reflection_compute(sldata, vedata);
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		EEVEE_occlusion_draw_debug(sldata, vedata);
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		DRW_draw_pass(psl->probe_display);
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		EEVEE_refraction_compute(sldata, vedata);
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		/* Opaque refraction */
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		DRW_stats_group_start("Opaque Refraction");
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		DRW_draw_pass(psl->refract_depth_pass);
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		DRW_draw_pass(psl->refract_depth_pass_cull);
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		DRW_draw_pass(psl->refract_pass);
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		DRW_stats_group_end();
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		/* Volumetrics Resolve Opaque */
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		EEVEE_volumes_resolve(sldata, vedata);
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		/* Transparent */
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		DRW_pass_sort_shgroup_z(psl->transparent_pass);
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		DRW_draw_pass(psl->transparent_pass);
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		/* Post Process */
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		DRW_stats_group_start("Post FX");
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		EEVEE_draw_effects(vedata);
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		DRW_stats_group_end();
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		if (stl->effects->taa_current_sample > 1) {
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			DRW_viewport_matrix_override_unset(DRW_MAT_PERS);
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			DRW_viewport_matrix_override_unset(DRW_MAT_PERSINV);
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			DRW_viewport_matrix_override_unset(DRW_MAT_WIN);
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			DRW_viewport_matrix_override_unset(DRW_MAT_WININV);
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		}
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	}
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	EEVEE_volumes_free_smoke_textures();
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	stl->g_data->view_updated = false;
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}
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static void eevee_view_update(void *vedata)
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{
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	EEVEE_StorageList *stl = ((EEVEE_Data *)vedata)->stl;
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	if (stl->g_data) {
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		stl->g_data->view_updated = true;
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	}
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}
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static void eevee_id_update(void *UNUSED(vedata), ID *id)
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{
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	/* This is a bit mask of components which update is to be ignored. */
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	const int ignore_updates = ID_RECALC_COLLECTIONS;
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	/* Check whether we have to do anything here. */
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	if ((id->recalc & ~ignore_updates) == 0) {
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		return;
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	}
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	/* Handle updates based on ID type. */
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	const ID_Type id_type = GS(id->name);
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	if (id_type == ID_OB) {
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		Object *object = (Object *)id;
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		EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(object);
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		if (ped != NULL) {
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			ped->need_full_update = true;
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		}
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		EEVEE_LampEngineData *led = EEVEE_lamp_data_get(object);
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		if (led != NULL) {
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			led->need_update = true;
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		}
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		EEVEE_ObjectEngineData *oedata = EEVEE_object_data_get(object);
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		if (oedata != NULL) {
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			oedata->need_update = true;
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		}
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	}
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}
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static void eevee_engine_free(void)
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{
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	EEVEE_bloom_free();
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	EEVEE_depth_of_field_free();
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	EEVEE_effects_free();
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	EEVEE_lightprobes_free();
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	EEVEE_lights_free();
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	EEVEE_materials_free();
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	EEVEE_motion_blur_free();
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	EEVEE_occlusion_free();
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	EEVEE_screen_raytrace_free();
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	EEVEE_subsurface_free();
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	EEVEE_temporal_sampling_free();
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	EEVEE_volumes_free();
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}
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static void eevee_layer_collection_settings_create(RenderEngine *UNUSED(engine), IDProperty *props)
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{
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	BLI_assert(props &&
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	           props->type == IDP_GROUP &&
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	           props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
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	// BKE_collection_engine_property_add_int(props, "high_quality_sphere_lamps", false);
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	UNUSED_VARS_NDEBUG(props);
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}
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static void eevee_view_layer_settings_create(RenderEngine *UNUSED(engine), IDProperty *props)
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{
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	BLI_assert(props &&
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	           props->type == IDP_GROUP &&
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	           props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
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	BKE_collection_engine_property_add_int(props, "gi_diffuse_bounces", 3);
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	BKE_collection_engine_property_add_int(props, "gi_cubemap_resolution", 512);
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	BKE_collection_engine_property_add_int(props, "gi_visibility_resolution", 32);
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	BKE_collection_engine_property_add_int(props, "taa_samples", 8);
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	BKE_collection_engine_property_add_bool(props, "sss_enable", false);
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	BKE_collection_engine_property_add_int(props, "sss_samples", 7);
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	BKE_collection_engine_property_add_float(props, "sss_jitter_threshold", 0.3f);
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	BKE_collection_engine_property_add_bool(props, "sss_separate_albedo", false);
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	BKE_collection_engine_property_add_bool(props, "ssr_enable", false);
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	BKE_collection_engine_property_add_bool(props, "ssr_refraction", false);
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	BKE_collection_engine_property_add_bool(props, "ssr_halfres", true);
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	BKE_collection_engine_property_add_int(props, "ssr_ray_count", 1);
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	BKE_collection_engine_property_add_float(props, "ssr_quality", 0.25f);
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	BKE_collection_engine_property_add_float(props, "ssr_max_roughness", 0.5f);
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	BKE_collection_engine_property_add_float(props, "ssr_thickness", 0.2f);
 | 
						|
	BKE_collection_engine_property_add_float(props, "ssr_border_fade", 0.075f);
 | 
						|
	BKE_collection_engine_property_add_float(props, "ssr_firefly_fac", 10.0f);
 | 
						|
 | 
						|
	BKE_collection_engine_property_add_bool(props, "volumetric_enable", false);
 | 
						|
	BKE_collection_engine_property_add_float(props, "volumetric_start", 0.1f);
 | 
						|
	BKE_collection_engine_property_add_float(props, "volumetric_end", 100.0f);
 | 
						|
	BKE_collection_engine_property_add_int(props, "volumetric_tile_size", 8);
 | 
						|
	BKE_collection_engine_property_add_int(props, "volumetric_samples", 64);
 | 
						|
	BKE_collection_engine_property_add_float(props, "volumetric_sample_distribution", 0.8f);
 | 
						|
	BKE_collection_engine_property_add_bool(props, "volumetric_lights", true);
 | 
						|
	BKE_collection_engine_property_add_float(props, "volumetric_light_clamp", 0.0f);
 | 
						|
	BKE_collection_engine_property_add_bool(props, "volumetric_shadows", false);
 | 
						|
	BKE_collection_engine_property_add_int(props, "volumetric_shadow_samples", 16);
 | 
						|
	BKE_collection_engine_property_add_bool(props, "volumetric_colored_transmittance", true);
 | 
						|
 | 
						|
	BKE_collection_engine_property_add_bool(props, "gtao_enable", false);
 | 
						|
	BKE_collection_engine_property_add_bool(props, "gtao_use_bent_normals", true);
 | 
						|
	BKE_collection_engine_property_add_bool(props, "gtao_denoise", true);
 | 
						|
	BKE_collection_engine_property_add_bool(props, "gtao_bounce", true);
 | 
						|
	BKE_collection_engine_property_add_float(props, "gtao_distance", 0.2f);
 | 
						|
	BKE_collection_engine_property_add_float(props, "gtao_factor", 1.0f);
 | 
						|
	BKE_collection_engine_property_add_float(props, "gtao_quality", 0.25f);
 | 
						|
	BKE_collection_engine_property_add_int(props, "gtao_samples", 2);
 | 
						|
 | 
						|
	BKE_collection_engine_property_add_bool(props, "dof_enable", false);
 | 
						|
	BKE_collection_engine_property_add_float(props, "bokeh_max_size", 100.0f);
 | 
						|
	BKE_collection_engine_property_add_float(props, "bokeh_threshold", 1.0f);
 | 
						|
 | 
						|
	float default_bloom_color[3] = {1.0f, 1.0f, 1.0f};
 | 
						|
	BKE_collection_engine_property_add_bool(props, "bloom_enable", false);
 | 
						|
	BKE_collection_engine_property_add_float_array(props, "bloom_color", default_bloom_color, 3);
 | 
						|
	BKE_collection_engine_property_add_float(props, "bloom_threshold", 0.8f);
 | 
						|
	BKE_collection_engine_property_add_float(props, "bloom_knee", 0.5f);
 | 
						|
	BKE_collection_engine_property_add_float(props, "bloom_intensity", 0.8f);
 | 
						|
	BKE_collection_engine_property_add_float(props, "bloom_radius", 6.5f);
 | 
						|
	BKE_collection_engine_property_add_float(props, "bloom_clamp", 1.0f);
 | 
						|
 | 
						|
	BKE_collection_engine_property_add_bool(props, "motion_blur_enable", false);
 | 
						|
	BKE_collection_engine_property_add_int(props, "motion_blur_samples", 8);
 | 
						|
	BKE_collection_engine_property_add_float(props, "motion_blur_shutter", 1.0f);
 | 
						|
 | 
						|
	BKE_collection_engine_property_add_int(props, "shadow_method", SHADOW_ESM);
 | 
						|
	BKE_collection_engine_property_add_int(props, "shadow_size", 512);
 | 
						|
	BKE_collection_engine_property_add_bool(props, "shadow_high_bitdepth", false);
 | 
						|
}
 | 
						|
 | 
						|
static const DrawEngineDataSize eevee_data_size = DRW_VIEWPORT_DATA_SIZE(EEVEE_Data);
 | 
						|
 | 
						|
DrawEngineType draw_engine_eevee_type = {
 | 
						|
	NULL, NULL,
 | 
						|
	N_("Eevee"),
 | 
						|
	&eevee_data_size,
 | 
						|
	&eevee_engine_init,
 | 
						|
	&eevee_engine_free,
 | 
						|
	&eevee_cache_init,
 | 
						|
	&eevee_cache_populate,
 | 
						|
	&eevee_cache_finish,
 | 
						|
	&eevee_draw_background,
 | 
						|
	NULL, /* Everything is drawn in the background pass (see comment on function) */
 | 
						|
	&eevee_view_update,
 | 
						|
	&eevee_id_update,
 | 
						|
};
 | 
						|
 | 
						|
RenderEngineType DRW_engine_viewport_eevee_type = {
 | 
						|
	NULL, NULL,
 | 
						|
	EEVEE_ENGINE, N_("Eevee"), RE_INTERNAL | RE_USE_SHADING_NODES,
 | 
						|
	NULL, NULL, NULL, NULL, NULL, NULL, NULL,
 | 
						|
	&eevee_layer_collection_settings_create,
 | 
						|
	&eevee_view_layer_settings_create,
 | 
						|
	&draw_engine_eevee_type,
 | 
						|
	{NULL, NULL, NULL}
 | 
						|
};
 | 
						|
 | 
						|
 | 
						|
#undef EEVEE_ENGINE
 |