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_volumes.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_volumes.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_volumes.c | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c index 17e7a71a0b3..7793764b230 100644 --- a/source/blender/draw/engines/eevee/eevee_volumes.c +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@ -214,30 +214,30 @@ int EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) /* Volume properties: We evaluate all volumetric objects * and store their final properties into each froxel */ txl->volume_prop_scattering = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], - DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL); + GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); txl->volume_prop_extinction = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], - DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL); + GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); txl->volume_prop_emission = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], - DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL); + GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); txl->volume_prop_phase = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], - DRW_TEX_RG_16, DRW_TEX_FILTER, NULL); + GPU_RG16F, DRW_TEX_FILTER, NULL); /* Volume scattering: We compute for each froxel the * Scattered light towards the view. We also resolve temporal * super sampling during this stage. */ txl->volume_scatter = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], - DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL); + GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); txl->volume_transmittance = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], - DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL); + GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); /* Final integration: We compute for each froxel the * amount of scattered light and extinction coef at this * given depth. We use theses textures as double buffer * for the volumetric history. */ txl->volume_scatter_history = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], - DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL); + GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); txl->volume_transmittance_history = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], - DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER, NULL); + GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); } /* Temporal Super sampling jitter */ |