EEVEE: AOVs not same as cycles.

EEVEE uses hashing to sync aov names and types with the gpu.
For the type a hashed value was overridden making `decalA`
and `decalB` choose the same hash. This patches fixes this
by removing the most significant bit.
This commit is contained in:
Jeroen Bakker 2021-06-02 16:58:36 +02:00
parent 2489f72d79
commit 7654203cc8
Notes: blender-bot 2023-06-26 11:58:59 +02:00
Referenced by issue #88449, Blender LTS: Maintenance Task 2.93
2 changed files with 4 additions and 3 deletions

View File

@ -79,7 +79,7 @@ bool EEVEE_renderpasses_only_first_sample_pass_active(EEVEE_Data *vedata)
* type the rest of the bits are used for the name hash. */
int EEVEE_renderpasses_aov_hash(const ViewLayerAOV *aov)
{
int hash = BLI_hash_string(aov->name);
int hash = BLI_hash_string(aov->name) << 1;
SET_FLAG_FROM_TEST(hash, aov->type == AOV_TYPE_COLOR, EEVEE_AOV_HASH_COLOR_TYPE_MASK);
return hash;
}

View File

@ -43,8 +43,9 @@ static int node_shader_gpu_output_aov(GPUMaterial *mat,
{
GPUNodeLink *outlink;
NodeShaderOutputAOV *aov = (NodeShaderOutputAOV *)node->storage;
/* Keep in sync with `renderpass_lib.glsl#render_pass_aov_hash`. */
unsigned int hash = BLI_hash_string(aov->name) & ~1;
/* Keep in sync with `renderpass_lib.glsl#render_pass_aov_hash` and
* `EEVEE_renderpasses_aov_hash`. */
unsigned int hash = BLI_hash_string(aov->name) << 1;
GPU_stack_link(mat, node, "node_output_aov", in, out, &outlink);
GPU_material_add_output_link_aov(mat, outlink, hash);