diff options
author | Campbell Barton <ideasman42@gmail.com> | 2017-04-12 12:49:19 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2017-04-12 12:51:14 +0300 |
commit | 0c9a2def8b1e40a0b5a3ed348d1fd92cc13096ff (patch) | |
tree | 8749b8080b9b02514cc7f9d08dab6391ce716844 /source/blender/draw/engines/eevee/eevee_private.h | |
parent | b380f4927e30bc2877b4f3a760fefa0dfc3614e1 (diff) |
Draw Engine: remove hard coded limit on array sizes
This removes MAX_STORAGE, MAX_BUFFERS, MAX_TEXTURES, MAX_PASSES limits.
Actual memory saving isn't so important, it just means we don't need to
manually bump these based on changes to engines.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_private.h')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_private.h | 4 |
1 files changed, 0 insertions, 4 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index 7ed80ac68c2..59029b1f1af 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -32,7 +32,6 @@ struct Object; #define MAX_SHADOW_CASCADE 8 #define MAX_CASCADE_NUM 4 -/* keep it under MAX_PASSES */ typedef struct EEVEE_PassList { struct DRWPass *shadow_pass; struct DRWPass *depth_pass; @@ -41,7 +40,6 @@ typedef struct EEVEE_PassList { struct DRWPass *tonemap; } EEVEE_PassList; -/* keep it under MAX_BUFFERS */ typedef struct EEVEE_FramebufferList { struct GPUFrameBuffer *main; /* HDR */ struct GPUFrameBuffer *shadow_cube_fb; @@ -49,7 +47,6 @@ typedef struct EEVEE_FramebufferList { struct GPUFrameBuffer *shadow_cascade_fb; } EEVEE_FramebufferList; -/* keep it under MAX_TEXTURES */ typedef struct EEVEE_TextureList { struct GPUTexture *color; /* R11_G11_B10 */ struct GPUTexture *shadow_depth_cube_pool; @@ -57,7 +54,6 @@ typedef struct EEVEE_TextureList { struct GPUTexture *shadow_depth_cascade_pool; } EEVEE_TextureList; -/* keep it under MAX_STORAGE */ typedef struct EEVEE_StorageList { /* Lamps */ /* XXX this should be per-scenelayer and not per_viewport */ |