diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2019-06-04 15:31:00 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2019-06-04 16:15:59 +0300 |
commit | 5361fc2c33253a7673c3352ae98070c9cf49165f (patch) | |
tree | 5e628b54162ff6ea0eef3b59f9f8a378989308a4 /source/blender/gpu/intern/gpu_viewport.c | |
parent | 19691e3ae2ec97ede5d2973e1e055b027474bbdb (diff) |
GPU: High Definition Color Buffer
For offscreen rendering a high definition color buffer is needed.
Without it there are banding issues when doing multi-sampling viewport
rendering.
Reviewed By: fclem
Maniphest Tasks: T65287
Differential Revision: https://developer.blender.org/D5009
Diffstat (limited to 'source/blender/gpu/intern/gpu_viewport.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_viewport.c | 11 |
1 files changed, 6 insertions, 5 deletions
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c index 4fd439f4203..e3c13b0ec14 100644 --- a/source/blender/gpu/intern/gpu_viewport.c +++ b/source/blender/gpu/intern/gpu_viewport.c @@ -95,7 +95,7 @@ static void gpu_viewport_buffers_free(FramebufferList *fbl, static void gpu_viewport_storage_free(StorageList *stl, int stl_len); static void gpu_viewport_passes_free(PassList *psl, int psl_len); static void gpu_viewport_texture_pool_free(GPUViewport *viewport); -static void gpu_viewport_default_fb_create(GPUViewport *viewport); +static void gpu_viewport_default_fb_create(GPUViewport *viewport, const bool high_bitdepth); void GPU_viewport_tag_update(GPUViewport *viewport) { @@ -135,7 +135,7 @@ GPUViewport *GPU_viewport_create_from_offscreen(struct GPUOffScreen *ofs) viewport->txl->multisample_color = color; viewport->txl->multisample_depth = depth; viewport->fbl->multisample_fb = fb; - gpu_viewport_default_fb_create(viewport); + gpu_viewport_default_fb_create(viewport, true); } else { viewport->fbl->default_fb = fb; @@ -384,14 +384,15 @@ void GPU_viewport_cache_release(GPUViewport *viewport) } } -static void gpu_viewport_default_fb_create(GPUViewport *viewport) +static void gpu_viewport_default_fb_create(GPUViewport *viewport, const bool high_bitdepth) { DefaultFramebufferList *dfbl = viewport->fbl; DefaultTextureList *dtxl = viewport->txl; int *size = viewport->size; bool ok = true; - dtxl->color = GPU_texture_create_2d(size[0], size[1], GPU_RGBA8, NULL, NULL); + dtxl->color = GPU_texture_create_2d( + size[0], size[1], high_bitdepth ? GPU_RGBA16F : GPU_RGBA8, NULL, NULL); dtxl->depth = GPU_texture_create_2d(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, NULL); if (!(dtxl->depth && dtxl->color)) { @@ -500,7 +501,7 @@ void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect) } if (!dfbl->default_fb) { - gpu_viewport_default_fb_create(viewport); + gpu_viewport_default_fb_create(viewport, false); } } |