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authorClément Foucault <foucault.clem@gmail.com>2022-03-17 16:39:03 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-03-18 22:59:44 +0300
commit16dd382f0648b1486a2a9d1c68ef3baa768ba7aa (patch)
tree8e95fb9defe7735442dfaf2cb7f5d4e93bb51683 /source/blender/gpu/GPU_texture.h
parentc509a12fd843c2bbd141807402cb38fd526240d9 (diff)
GPUTexture: Add Cube view as 2D array
This is useful to read/write to the textures directly using compute shaders and imageLoad/Store.
Diffstat (limited to 'source/blender/gpu/GPU_texture.h')
-rw-r--r--source/blender/gpu/GPU_texture.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/gpu/GPU_texture.h b/source/blender/gpu/GPU_texture.h
index 4dbcd84672c..37edc2abeb2 100644
--- a/source/blender/gpu/GPU_texture.h
+++ b/source/blender/gpu/GPU_texture.h
@@ -230,6 +230,7 @@ GPUTexture *GPU_texture_create_error(int dimension, bool array);
* Create an alias of the source texture data.
* If \a src is freed, the texture view will continue to be valid.
* If \a mip_start or \a mip_len is bigger than available mips they will be clamped.
+ * If \a cube_as_array is true, then the texture cube (array) becomes a 2D array texture.
* TODO(@fclem): Target conversion is not implemented yet.
*/
GPUTexture *GPU_texture_create_view(const char *name,
@@ -238,7 +239,8 @@ GPUTexture *GPU_texture_create_view(const char *name,
int mip_start,
int mip_len,
int layer_start,
- int layer_len);
+ int layer_len,
+ bool cube_as_array);
void GPU_texture_update_mipmap(GPUTexture *tex,
int miplvl,