EEVEE-Next: Move weight layer indexes to shader shared.

Upcoming cryptomatte patch would need access to these defines. So moving
them from film_lib to shader shared. We cannot include the film_lib as
it requires images/textures to be bound that we don't need.

At the same time fixes incorrect casing (`lAYER` => `LAYER`).
This commit is contained in:
Jeroen Bakker 2022-09-02 11:33:33 +02:00
parent 0a85288462
commit c8ac1280bb
2 changed files with 9 additions and 7 deletions

View File

@ -194,6 +194,11 @@ BLI_STATIC_ASSERT_ALIGN(CameraData, 16)
#define FILM_PRECOMP_SAMPLE_MAX 16
enum eFilmWeightLayerIndex : uint32_t {
FILM_WEIGHT_LAYER_ACCUMULATION = 0u,
FILM_WEIGHT_LAYER_DISTANCE = 1u,
};
struct FilmSample {
int2 texel;
float weight;

View File

@ -164,9 +164,6 @@ void film_sample_accum_combined(FilmSample samp, inout vec4 accum, inout float w
/** \name Load/Store Data
* \{ */
#define WEIGHT_lAYER_ACCUMULATION 0
#define WEIGHT_lAYER_DISTANCE 1
/* Returns the distance used to store nearest interpolation data. */
float film_distance_load(ivec2 texel)
{
@ -176,7 +173,7 @@ float film_distance_load(ivec2 texel)
if (!film_buf.use_history || film_buf.use_reprojection) {
return 1.0e16;
}
return imageLoad(in_weight_img, ivec3(texel, WEIGHT_lAYER_DISTANCE)).x;
return imageLoad(in_weight_img, ivec3(texel, FILM_WEIGHT_LAYER_DISTANCE)).x;
}
float film_weight_load(ivec2 texel)
@ -187,7 +184,7 @@ float film_weight_load(ivec2 texel)
if (!film_buf.use_history || film_buf.use_reprojection) {
return 0.0;
}
return imageLoad(in_weight_img, ivec3(texel, WEIGHT_lAYER_ACCUMULATION)).x;
return imageLoad(in_weight_img, ivec3(texel, FILM_WEIGHT_LAYER_ACCUMULATION)).x;
}
/* Returns motion in pixel space to retrieve the pixel history. */
@ -550,12 +547,12 @@ void film_store_depth(ivec2 texel_film, float value, out float out_depth)
void film_store_distance(ivec2 texel, float value)
{
imageStore(out_weight_img, ivec3(texel, WEIGHT_lAYER_DISTANCE), vec4(value));
imageStore(out_weight_img, ivec3(texel, FILM_WEIGHT_LAYER_DISTANCE), vec4(value));
}
void film_store_weight(ivec2 texel, float value)
{
imageStore(out_weight_img, ivec3(texel, WEIGHT_lAYER_ACCUMULATION), vec4(value));
imageStore(out_weight_img, ivec3(texel, FILM_WEIGHT_LAYER_ACCUMULATION), vec4(value));
}
float film_display_depth_ammend(ivec2 texel, float depth)