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blender-archive/source/blender/draw/engines/eevee_next/eevee_renderbuffers.hh
Jeroen Bakker 8af983ba78 EEVEE-Next: Reduce image bindings.
This change combines the diffuse/specular light passes into a single texture
array, freeing up an image binding for cryptomatte.

When diffuse/specular light pass and/or requested a
texture array will be allocated. Only when specular light is requested 2 images will always be allocated. This increases the
memory overhead when viewing the specular light renderpass in the viewport. For final rendering it is a common scenario that none
or both are requested.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D15701
2022-08-16 15:10:21 +02:00

56 lines
1.3 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation.
*/
/** \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.h"
#include "eevee_shader_shared.hh"
namespace blender::eevee {
class Instance;
class RenderBuffers {
public:
TextureFromPool depth_tx;
TextureFromPool combined_tx;
// TextureFromPool mist_tx; /* Derived from depth_tx during accumulation. */
TextureFromPool normal_tx;
TextureFromPool vector_tx;
TextureFromPool diffuse_color_tx;
TextureFromPool specular_color_tx;
TextureFromPool volume_light_tx;
TextureFromPool emission_tx;
TextureFromPool environment_tx;
TextureFromPool shadow_tx;
TextureFromPool ambient_occlusion_tx;
// TextureFromPool cryptomatte_tx; /* TODO */
/* TODO(fclem): Use texture from pool once they support texture array. */
Texture light_tx;
Texture aov_color_tx;
Texture aov_value_tx;
private:
Instance &inst_;
public:
RenderBuffers(Instance &inst) : inst_(inst){};
/* Acquires (also ensures) the render buffer before rendering to them. */
void acquire(int2 extent);
void release();
};
} // namespace blender::eevee