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authorClément Foucault <foucault.clem@gmail.com>2020-09-05 18:33:56 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-09-05 18:49:14 +0300
commitab95cdaba970a30127d804bd1e66ad25ab021ec1 (patch)
treed0da883e11f81253cb7b3e5a75288ca69598e437 /source/blender/gpu/intern/gpu_viewport.c
parentbac4606937514405641659d91a30bf3e6832cdf7 (diff)
GPUTexture: Change texture creation API
This is to modernize the API: - Add meaningful name to all textures (except DRW textures). - Remove unused err_out argument: only used for offscreen python. - Add mipmap count to creation functions for future changes. - Clarify the data usage in creation functions. This is a cleanup commit, there is no functional change. # Conflicts: # source/blender/gpu/GPU_texture.h
Diffstat (limited to 'source/blender/gpu/intern/gpu_viewport.c')
-rw-r--r--source/blender/gpu/intern/gpu_viewport.c19
1 files changed, 12 insertions, 7 deletions
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c
index fd1265dc2a6..bc3c30ea1c8 100644
--- a/source/blender/gpu/intern/gpu_viewport.c
+++ b/source/blender/gpu/intern/gpu_viewport.c
@@ -380,7 +380,7 @@ GPUTexture *GPU_viewport_texture_pool_query(
}
}
- tex = GPU_texture_create_2d(width, height, format, NULL, NULL);
+ tex = GPU_texture_create_2d("temp_from_pool", width, height, 1, format, NULL);
/* Doing filtering for depth does not make sense when not doing shadow mapping,
* and enabling texture filtering on integer texture make them unreadable. */
bool do_filter = !GPU_texture_depth(tex) && !GPU_texture_integer(tex);
@@ -453,16 +453,21 @@ static void gpu_viewport_default_fb_create(GPUViewport *viewport)
int *size = viewport->size;
bool ok = true;
- dtxl->color = GPU_texture_create_2d(size[0], size[1], GPU_RGBA16F, NULL, NULL);
- dtxl->color_overlay = GPU_texture_create_2d(size[0], size[1], GPU_SRGB8_A8, NULL, NULL);
- if (((viewport->flag & GPU_VIEWPORT_STEREO) != 0)) {
- dtxl->color_stereo = GPU_texture_create_2d(size[0], size[1], GPU_RGBA16F, NULL, NULL);
- dtxl->color_overlay_stereo = GPU_texture_create_2d(size[0], size[1], GPU_SRGB8_A8, NULL, NULL);
+ dtxl->color = GPU_texture_create_2d("dtxl_color", UNPACK2(size), 1, GPU_RGBA16F, NULL);
+ dtxl->color_overlay = GPU_texture_create_2d(
+ "dtxl_color_overlay", UNPACK2(size), 1, GPU_SRGB8_A8, NULL);
+
+ if (viewport->flag & GPU_VIEWPORT_STEREO) {
+ dtxl->color_stereo = GPU_texture_create_2d(
+ "dtxl_color_stereo", UNPACK2(size), 1, GPU_RGBA16F, NULL);
+ dtxl->color_overlay_stereo = GPU_texture_create_2d(
+ "dtxl_color_overlay_stereo", UNPACK2(size), 1, GPU_SRGB8_A8, NULL);
}
/* Can be shared with GPUOffscreen. */
if (dtxl->depth == NULL) {
- dtxl->depth = GPU_texture_create_2d(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, NULL);
+ dtxl->depth = GPU_texture_create_2d(
+ "dtxl_depth", UNPACK2(size), 1, GPU_DEPTH24_STENCIL8, NULL);
}
if (!dtxl->depth || !dtxl->color) {