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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_occlusion.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_occlusion.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_occlusion.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c
index 9fd7f6d4126..f4eca07a3d8 100644
--- a/source/blender/draw/engines/eevee/eevee_occlusion.c
+++ b/source/blender/draw/engines/eevee/eevee_occlusion.c
@@ -101,7 +101,7 @@ int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
common_data->ao_bounce_fac = (float)BKE_collection_engine_property_value_get_bool(props, "gtao_bounce");
- effects->gtao_horizons = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], DRW_TEX_RGBA_8,
+ effects->gtao_horizons = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA8,
&draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->gtao_fb, {
GPU_ATTACHMENT_NONE,
@@ -109,7 +109,7 @@ int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
});
if (G.debug_value == 6) {
- effects->gtao_horizons_debug = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], DRW_TEX_RGBA_8,
+ effects->gtao_horizons_debug = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA8,
&draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->gtao_debug_fb, {
GPU_ATTACHMENT_NONE,
@@ -147,7 +147,7 @@ void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
- DRW_texture_ensure_fullscreen_2D(&txl->ao_accum, DRW_TEX_R_32, 0); /* Should be enough precision for many samples. */
+ DRW_texture_ensure_fullscreen_2D(&txl->ao_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */
GPU_framebuffer_ensure_config(&fbl->ao_accum_fb, {
GPU_ATTACHMENT_NONE,