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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_subsurface.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_subsurface.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_subsurface.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c
index 49bea1fb01e..5954774b00e 100644
--- a/source/blender/draw/engines/eevee/eevee_subsurface.c
+++ b/source/blender/draw/engines/eevee/eevee_subsurface.c
@@ -86,11 +86,11 @@ int EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
* as the depth buffer we are sampling from. This could be avoided if the stencil is
* a separate texture but that needs OpenGL 4.4 or ARB_texture_stencil8.
* OR OpenGL 4.3 / ARB_ES3_compatibility if using a renderbuffer instead */
- effects->sss_stencil = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_DEPTH24_STENCIL8,
+ effects->sss_stencil = DRW_texture_pool_query_2d(fs_size[0], fs_size[1], GPU_DEPTH24_STENCIL8,
&draw_engine_eevee_type);
- effects->sss_blur = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA16F,
+ effects->sss_blur = DRW_texture_pool_query_2d(fs_size[0], fs_size[1], GPU_RGBA16F,
&draw_engine_eevee_type);
- effects->sss_data = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA16F,
+ effects->sss_data = DRW_texture_pool_query_2d(fs_size[0], fs_size[1], GPU_RGBA16F,
&draw_engine_eevee_type);
GPUTexture *stencil_tex = effects->sss_stencil;
@@ -123,7 +123,7 @@ int EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
});
if (effects->sss_separate_albedo) {
- effects->sss_albedo = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_R11F_G11F_B10F,
+ effects->sss_albedo = DRW_texture_pool_query_2d(fs_size[0], fs_size[1], GPU_R11F_G11F_B10F,
&draw_engine_eevee_type);
}
else {
@@ -160,8 +160,8 @@ void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Dat
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
if (scene_eval->eevee.flag & SCE_EEVEE_SSS_ENABLED) {
- DRW_texture_ensure_fullscreen_2D(&txl->sss_dir_accum, GPU_RGBA16F, 0);
- DRW_texture_ensure_fullscreen_2D(&txl->sss_col_accum, GPU_RGBA16F, 0);
+ DRW_texture_ensure_fullscreen_2d(&txl->sss_dir_accum, GPU_RGBA16F, 0);
+ DRW_texture_ensure_fullscreen_2d(&txl->sss_col_accum, GPU_RGBA16F, 0);
GPUTexture *stencil_tex = effects->sss_stencil;