diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-04-30 17:02:24 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-04-30 17:39:26 +0300 |
commit | eb7188802daf5909351d8a3c01b68303b655c1bc (patch) | |
tree | 137c2c43be509c07efa96ba49c63b5632974cceb /source/blender/draw/engines/eevee/eevee_depth_of_field.c | |
parent | 41431eacfa1afc66533f5d27cc21dfa58024e26c (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.c | 8 |
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); |