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authorClément Foucault <foucault.clem@gmail.com>2018-08-10 16:13:39 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-08-10 17:16:35 +0300
commitbf6a22ed6f6bbe7db3e7796e83d32e071aae93cc (patch)
treeaefa8c3e594d9d9fd761e12c0a825f199853b596 /source/blender/gpu/intern/gpu_codegen.h
parentc9bd61b37240ad000ae7ac4d49801e4afe3565b0 (diff)
GPUMaterial: Group all colorband texture together
This lower the use of texture samplers slots and let users use more real textures in their shaders. This patch also make the ramp texture 16 bit floating point. Meaning you can now use value greater than one in your color ramps. With the limit of 128 colorband per shader (a color band being either a color ramp, a wavelength node or a curve node (and maybe wavelength node in the future)). Only drawback with the current implementation is that it does not remove colorband from pruned GPUNodes but it shouldn't really matter in practice. This should fix T56010
Diffstat (limited to 'source/blender/gpu/intern/gpu_codegen.h')
-rw-r--r--source/blender/gpu/intern/gpu_codegen.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.h b/source/blender/gpu/intern/gpu_codegen.h
index 4af87c6a226..77e6e5cf4ef 100644
--- a/source/blender/gpu/intern/gpu_codegen.h
+++ b/source/blender/gpu/intern/gpu_codegen.h
@@ -197,6 +197,7 @@ void gpu_codegen_exit(void);
const char *GPU_builtin_name(GPUBuiltin builtin);
void gpu_material_add_node(struct GPUMaterial *material, struct GPUNode *node);
+struct GPUTexture **gpu_material_ramp_texture_row_set(GPUMaterial *mat, int size, float *pixels, float *row);
int GPU_link_changed(struct GPUNodeLink *link);
#endif