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authorClément Foucault <foucault.clem@gmail.com>2017-09-01 16:59:01 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-09-10 04:09:45 +0300
commit8b7a83a868c03f3d721eb83498923673c2addb27 (patch)
treeb51d9a4310e4521cc484b650804fe07e69a9a7f2 /source/blender/draw/intern
parent5b026486e4f2a36bf4c988593ebecb135a2ccf84 (diff)
Eevee: Refactor Shadow System
- Use only one 2d texture array to store all shadowmaps. - Allow to change shadow maps resolution. - Do not output radial distance when rendering shadowmaps. This will allow fast rendering of shadowmaps when we will drop the use of geometry shaders.
Diffstat (limited to 'source/blender/draw/intern')
-rw-r--r--source/blender/draw/intern/draw_manager.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 601ea35f8c1..7d2c7819ba3 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -2222,7 +2222,9 @@ static GPUTextureFormat convert_tex_format(
case DRW_TEX_RGBA_8: *r_channels = 4; return GPU_RGBA8;
case DRW_TEX_RGBA_16: *r_channels = 4; return GPU_RGBA16F;
case DRW_TEX_RGBA_32: *r_channels = 4; return GPU_RGBA32F;
+ case DRW_TEX_DEPTH_16: *r_channels = 1; return GPU_DEPTH_COMPONENT16;
case DRW_TEX_DEPTH_24: *r_channels = 1; return GPU_DEPTH_COMPONENT24;
+ case DRW_TEX_DEPTH_32: *r_channels = 1; return GPU_DEPTH_COMPONENT32F;
case DRW_TEX_RGB_11_11_10: *r_channels = 3; return GPU_R11F_G11F_B10F;
default:
BLI_assert(false && "Texture format unsupported as render target!");