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author | Clément Foucault <foucault.clem@gmail.com> | 2018-08-10 16:13:39 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-08-10 17:16:35 +0300 |
commit | bf6a22ed6f6bbe7db3e7796e83d32e071aae93cc (patch) | |
tree | aefa8c3e594d9d9fd761e12c0a825f199853b596 /source/blender/gpu/intern/gpu_texture.c | |
parent | c9bd61b37240ad000ae7ac4d49801e4afe3565b0 (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_texture.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_texture.c | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.c index a5dfb6a6b73..2ccc9f10269 100644 --- a/source/blender/gpu/intern/gpu_texture.c +++ b/source/blender/gpu/intern/gpu_texture.c @@ -871,6 +871,13 @@ GPUTexture *GPU_texture_create_1D( return GPU_texture_create_nD(w, 0, 0, 1, pixels, tex_format, data_format, 0, false, err_out); } +GPUTexture *GPU_texture_create_1D_array( + int w, int h, GPUTextureFormat tex_format, const float *pixels, char err_out[256]) +{ + GPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); + return GPU_texture_create_nD(w, h, 0, 1, pixels, tex_format, data_format, 0, false, err_out); +} + GPUTexture *GPU_texture_create_2D( int w, int h, GPUTextureFormat tex_format, const float *pixels, char err_out[256]) { |