Cleanup: EEVEE-Next: Avoid use of float math when needed
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@ -28,14 +28,14 @@ void VolumeModule::init()
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const Scene *scene_eval = inst_.scene;
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const float2 viewport_size = float2(inst_.film.render_extent_get());
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const int2 extent = inst_.film.render_extent_get();
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const int tile_size = scene_eval->eevee.volumetric_tile_size;
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data_.tile_size = tile_size;
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data_.tile_size_lod = int(log2(tile_size));
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/* Find Froxel Texture resolution. */
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int3 tex_size = int3(math::ceil(math::max(float2(1.0f), viewport_size / float(tile_size))), 0);
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int3 tex_size = int3(math::divide_ceil(extent, int2(tile_size)), 0);
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tex_size.z = std::max(1, scene_eval->eevee.volumetric_samples);
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/* Clamp 3D texture size based on device maximum. */
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@ -43,8 +43,8 @@ void VolumeModule::init()
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BLI_assert(tex_size == math::min(tex_size, max_size));
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tex_size = math::min(tex_size, max_size);
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data_.coord_scale = viewport_size / float2(tile_size * tex_size);
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data_.viewport_size_inv = 1.0f / viewport_size;
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data_.coord_scale = float2(extent) / float2(tile_size * tex_size);
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data_.viewport_size_inv = 1.0f / float2(extent);
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/* TODO: compute snap to maxZBuffer for clustered rendering. */
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if (data_.tex_size != tex_size) {
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