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_lights.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_lights.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_lights.c | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index 190f489ca50..76e8fe83f0a 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -472,7 +472,7 @@ void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, Object void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata) { EEVEE_LampsInfo *linfo = sldata->lamps; - DRWTextureFormat shadow_pool_format = DRW_TEX_R_32; + GPUTextureFormat shadow_pool_format = GPU_R32F; sldata->common_data.la_num_light = linfo->num_light; @@ -485,8 +485,8 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata) } switch (linfo->shadow_method) { - case SHADOW_ESM: shadow_pool_format = ((linfo->shadow_high_bitdepth) ? DRW_TEX_R_32 : DRW_TEX_R_16); break; - case SHADOW_VSM: shadow_pool_format = ((linfo->shadow_high_bitdepth) ? DRW_TEX_RG_32 : DRW_TEX_RG_16); break; + case SHADOW_ESM: shadow_pool_format = ((linfo->shadow_high_bitdepth) ? GPU_R32F : GPU_R16F); break; + case SHADOW_VSM: shadow_pool_format = ((linfo->shadow_high_bitdepth) ? GPU_RG32F : GPU_RG16F); break; default: BLI_assert(!"Incorrect Shadow Method"); break; @@ -496,7 +496,7 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata) /* TODO render everything on the same 2d render target using clip planes and no Geom Shader. */ /* Cubemaps */ sldata->shadow_cube_target = DRW_texture_create_cube( - linfo->shadow_cube_target_size, DRW_TEX_DEPTH_24, 0, NULL); + linfo->shadow_cube_target_size, GPU_DEPTH_COMPONENT24, 0, NULL); sldata->shadow_cube_blur = DRW_texture_create_cube( linfo->shadow_cube_target_size, shadow_pool_format, DRW_TEX_FILTER, NULL); } @@ -504,7 +504,7 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata) if (!sldata->shadow_cascade_target) { /* CSM */ sldata->shadow_cascade_target = DRW_texture_create_2D_array( - linfo->shadow_size, linfo->shadow_size, MAX_CASCADE_NUM, DRW_TEX_DEPTH_24, 0, NULL); + linfo->shadow_size, linfo->shadow_size, MAX_CASCADE_NUM, GPU_DEPTH_COMPONENT24, 0, NULL); sldata->shadow_cascade_blur = DRW_texture_create_2D_array( linfo->shadow_size, linfo->shadow_size, MAX_CASCADE_NUM, shadow_pool_format, DRW_TEX_FILTER, NULL); } |