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authorCampbell Barton <ideasman42@gmail.com>2019-03-20 10:17:16 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-03-20 10:25:27 +0300
commit4fa904e91c78148ba39ac40371d7680294e225bf (patch)
treeec6c1c6f6a1263e29900bedc9e876d941cc3febf /source/blender/draw/engines/eevee/eevee_effects.c
parentdb5a82302cb322b24d0e0a315e6af499706e8aca (diff)
Cleanup: use lowercase for dimensions in function names
Most API's already use this convention.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_effects.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 9cb678bb875..9de01bf140b 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -110,7 +110,7 @@ static void eevee_create_shader_downsample(void)
#define SETUP_BUFFER(tex, fb, fb_color) { \
eGPUTextureFormat format = (DRW_state_is_scene_render()) ? GPU_RGBA32F : GPU_RGBA16F; \
- DRW_texture_ensure_fullscreen_2D(&tex, format, DRW_TEX_FILTER | DRW_TEX_MIPMAP); \
+ DRW_texture_ensure_fullscreen_2d(&tex, format, DRW_TEX_FILTER | DRW_TEX_MIPMAP); \
GPU_framebuffer_ensure_config(&fb, { \
GPU_ATTACHMENT_TEXTURE(dtxl->depth), \
GPU_ATTACHMENT_TEXTURE(tex), \
@@ -193,10 +193,10 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
/* Intel gpu seems to have problem rendering to only depth format */
- DRW_texture_ensure_2D(&txl->maxzbuffer, size[0], size[1], GPU_R32F, DRW_TEX_MIPMAP);
+ DRW_texture_ensure_2d(&txl->maxzbuffer, size[0], size[1], GPU_R32F, DRW_TEX_MIPMAP);
}
else {
- DRW_texture_ensure_2D(&txl->maxzbuffer, size[0], size[1], GPU_DEPTH_COMPONENT24, DRW_TEX_MIPMAP);
+ DRW_texture_ensure_2d(&txl->maxzbuffer, size[0], size[1], GPU_DEPTH_COMPONENT24, DRW_TEX_MIPMAP);
}
if (fbl->downsample_fb == NULL) {
@@ -217,7 +217,7 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object
* Normal buffer for deferred passes.
*/
if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) {
- effects->ssr_normal_input = DRW_texture_pool_query_2D(size_fs[0], size_fs[1], GPU_RG16,
+ effects->ssr_normal_input = DRW_texture_pool_query_2d(size_fs[0], size_fs[1], GPU_RG16,
&draw_engine_eevee_type);
GPU_framebuffer_texture_attach(fbl->main_fb, effects->ssr_normal_input, 1, 0);
@@ -230,7 +230,7 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object
* Motion vector buffer for correct TAA / motion blur.
*/
if ((effects->enabled_effects & EFFECT_VELOCITY_BUFFER) != 0) {
- effects->velocity_tx = DRW_texture_pool_query_2D(size_fs[0], size_fs[1], GPU_RG16,
+ effects->velocity_tx = DRW_texture_pool_query_2d(size_fs[0], size_fs[1], GPU_RG16,
&draw_engine_eevee_type);
/* TODO output objects velocity during the mainpass. */
@@ -249,7 +249,7 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object
* Setup depth double buffer.
*/
if ((effects->enabled_effects & EFFECT_DEPTH_DOUBLE_BUFFER) != 0) {
- DRW_texture_ensure_fullscreen_2D(&txl->depth_double_buffer, GPU_DEPTH24_STENCIL8, 0);
+ DRW_texture_ensure_fullscreen_2d(&txl->depth_double_buffer, GPU_DEPTH24_STENCIL8, 0);
GPU_framebuffer_ensure_config(&fbl->double_buffer_depth_fb, {
GPU_ATTACHMENT_TEXTURE(txl->depth_double_buffer)