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authorClément Foucault <foucault.clem@gmail.com>2018-04-30 17:02:24 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-04-30 17:39:26 +0300
commiteb7188802daf5909351d8a3c01b68303b655c1bc (patch)
tree137c2c43be509c07efa96ba49c63b5632974cceb /source/blender/draw/engines/eevee/eevee_depth_of_field.c
parent41431eacfa1afc66533f5d27cc21dfa58024e26c (diff)
DRW: Remove DRWTextureFormat in favor or GPUTextureFormat.
Because: - Less redundancy. - Better suffixes. Also a few modification to GPU_texture_create_* to simplify the API: - make the format explicit to the texture creation process. - remove the component count as it's specified in the GPUTextureFormat.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_depth_of_field.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_depth_of_field.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
index c7a94a877a7..be7b51f7018 100644
--- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c
+++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
@@ -103,11 +103,11 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v
int buffer_size[2] = {(int)viewport_size[0] / 2, (int)viewport_size[1] / 2};
- effects->dof_down_near = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], DRW_TEX_RGB_11_11_10,
+ effects->dof_down_near = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], GPU_R11F_G11F_B10F,
&draw_engine_eevee_type);
- effects->dof_down_far = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], DRW_TEX_RGB_11_11_10,
+ effects->dof_down_far = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], GPU_R11F_G11F_B10F,
&draw_engine_eevee_type);
- effects->dof_coc = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], DRW_TEX_RG_16,
+ effects->dof_coc = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], GPU_RG16F,
&draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->dof_down_fb, {
@@ -118,7 +118,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v
});
/* Go full 32bits for rendering and reduce the color artifacts. */
- DRWTextureFormat fb_format = DRW_state_is_image_render() ? DRW_TEX_RGBA_32 : DRW_TEX_RGBA_16;
+ GPUTextureFormat fb_format = DRW_state_is_image_render() ? GPU_RGBA32F : GPU_RGBA16F;
effects->dof_far_blur = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], fb_format,
&draw_engine_eevee_type);