EEVEE: Light & Shadow linking
This adds feature parity with Cycles regarding light and shadow liking. Technically, this extends the GBuffer header to 32 bits, and uses the top bits to store the object's light set membership index. The same index is also added to `ObjectInfo` in place of padding bytes. For shadow linking, the shadow blocker sets bitmask is stored per tilemap. It is then used during the GPU culling phase to cull objects that do not belong to the shadow's sets. Co-authored-by: Clément Foucault <foucault.clem@gmail.com> Pull Request: https://projects.blender.org/blender/blender/pulls/127514
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@@ -746,7 +746,7 @@ if(WITH_CYCLES OR WITH_GPU_RENDER_TESTS)
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if(WITH_GPU_RENDER_TESTS)
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list(APPEND gpu_render_tests ${render_tests})
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list(FILTER gpu_render_tests EXCLUDE REGEX light_group|light_linking|shadow_catcher|denoise|guiding|reports)
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list(FILTER gpu_render_tests EXCLUDE REGEX light_group|shadow_catcher|denoise|guiding|reports)
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set(_gpu_render_tests_arguments)
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if(WITH_GPU_RENDER_TESTS_SILENT)
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