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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_screen_raytrace.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_screen_raytrace.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_screen_raytrace.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
index 7d4860ea1b5..55d9484c213 100644
--- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
+++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
@@ -125,7 +125,7 @@ int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
if (use_refraction) {
/* TODO: Opti: Could be shared. */
- DRW_texture_ensure_fullscreen_2D(&txl->refract_color, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
+ DRW_texture_ensure_fullscreen_2D(&txl->refract_color, GPU_R11F_G11F_B10F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
GPU_framebuffer_ensure_config(&fbl->refract_fb, {
GPU_ATTACHMENT_NONE,
@@ -149,7 +149,7 @@ int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
int tracing_res[2] = {(int)viewport_size[0] / divisor, (int)viewport_size[1] / divisor};
int size_fs[2] = {(int)viewport_size[0], (int)viewport_size[1]};
const bool high_qual_input = true; /* TODO dither low quality input */
- const DRWTextureFormat format = (high_qual_input) ? DRW_TEX_RGBA_16 : DRW_TEX_RGBA_8;
+ const GPUTextureFormat format = (high_qual_input) ? GPU_RGBA16F : GPU_RGBA8;
/* MRT for the shading pass in order to output needed data for the SSR pass. */
effects->ssr_specrough_input = DRW_texture_pool_query_2D(size_fs[0], size_fs[1], format,
@@ -158,9 +158,9 @@ int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
GPU_framebuffer_texture_attach(fbl->main_fb, effects->ssr_specrough_input, 2, 0);
/* Raytracing output */
- effects->ssr_hit_output = DRW_texture_pool_query_2D(tracing_res[0], tracing_res[1], DRW_TEX_RG_16I,
+ effects->ssr_hit_output = DRW_texture_pool_query_2D(tracing_res[0], tracing_res[1], GPU_RG16I,
&draw_engine_eevee_type);
- effects->ssr_pdf_output = DRW_texture_pool_query_2D(tracing_res[0], tracing_res[1], DRW_TEX_R_16,
+ effects->ssr_pdf_output = DRW_texture_pool_query_2D(tracing_res[0], tracing_res[1], GPU_R16F,
&draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->screen_tracing_fb, {