Commit: e76ff4df4123b5517599930629dbcf0507b582e9 Author: Clément Foucault Date: Mon May 25 11:48:31 2020 +0200 Branches: tmp-widget-opti https://developer.blender.org/rBe76ff4df4123b5517599930629dbcf0507b582e9
Merge branch 'master' into tmp-widget-opti # Conflicts: # source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl =================================================================== =================================================================== diff --cc source/blender/draw/engines/eevee/eevee_subsurface.c index 3f4008eb8b9,3f4008eb8b9..ebd45ef8e67 --- a/source/blender/draw/engines/eevee/eevee_subsurface.c +++ b/source/blender/draw/engines/eevee/eevee_subsurface.c @@@ -350,23 -350,23 +350,15 @@@ void EEVEE_subsurface_compute(EEVEE_Vie if (!DRW_pass_is_empty(psl->sss_translucency_ps)) { /* We sample the shadow-maps using normal sampler. We need to disable Comparison mode. * TODO(fclem) avoid this by using sampler objects.*/ -- GPU_texture_bind(sldata->shadow_cube_pool, 0); GPU_texture_compare_mode(sldata->shadow_cube_pool, false); -- GPU_texture_unbind(sldata->shadow_cube_pool); -- GPU_texture_bind(sldata->shadow_cascade_pool, 0); GPU_texture_compare_mode(sldata->shadow_cascade_pool, false); -- GPU_texture_unbind(sldata->shadow_cascade_pool); GPU_framebuffer_bind(fbl->sss_translucency_fb); DRW_draw_pass(psl->sss_translucency_ps); /* Reset original state. */ -- GPU_texture_bind(sldata->shadow_cube_pool, 0); GPU_texture_compare_mode(sldata->shadow_cube_pool, true); -- GPU_texture_unbind(sldata->shadow_cube_pool); -- GPU_texture_bind(sldata->shadow_cascade_pool, 0); GPU_texture_compare_mode(sldata->shadow_cascade_pool, true); -- GPU_texture_unbind(sldata->shadow_cascade_pool); } /* 1. horizontal pass */ diff --cc source/blender/draw/engines/eevee/eevee_volumes.c index ad90c52b08e,83bd4fcf8d2..55e7b0eb0e3 --- a/source/blender/draw/engines/eevee/eevee_volumes.c +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@@ -776,12 -775,12 +775,8 @@@ void EEVEE_volumes_compute(EEVEE_ViewLa /* We sample the shadow-maps using shadow sampler. We need to enable Comparison mode. * TODO(fclem) avoid this by using sampler objects.*/ -- GPU_texture_bind(sldata->shadow_cube_pool, 0); GPU_texture_compare_mode(sldata->shadow_cube_pool, true); -- GPU_texture_unbind(sldata->shadow_cube_pool); -- GPU_texture_bind(sldata->shadow_cascade_pool, 0); GPU_texture_compare_mode(sldata->shadow_cascade_pool, true); -- GPU_texture_unbind(sldata->shadow_cascade_pool); GPU_framebuffer_bind(fbl->volumetric_fb); DRW_draw_pass(psl->volumetric_world_ps); _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org https://lists.blender.org/mailman/listinfo/bf-blender-cvs