This act in multiple phases: - A shader scan the whole clipmap after tilemap finalize to gather where valid tiles from lower LODs are available and write the page location and LOD offset at invalid tiles location. - At sampling time we add the LOD offset before the pixel page modulo operation. This offset is equal to the amount of pages of the **sampling** LOD needed to have the same modulo result as the **sampled** LOD. The whole thing being very tricky, I added a lot of unit testing. This has no use for now but the system is needed to implement: - Shadows from Volumetrics at lower cost & memory footprint. - Fixing soft shadows artifacts. These will be implemented in separate PRs. Pull Request: https://projects.blender.org/blender/blender/pulls/120031 |
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draw_pass_test.cc | ||
draw_testing.cc | ||
draw_testing.hh | ||
eevee_test.cc |