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Diffstat (limited to 'intern/opencolorio/ocio_impl_glsl.cc')
-rw-r--r--intern/opencolorio/ocio_impl_glsl.cc19
1 files changed, 10 insertions, 9 deletions
diff --git a/intern/opencolorio/ocio_impl_glsl.cc b/intern/opencolorio/ocio_impl_glsl.cc
index 6a4b03976e4..0213646345c 100644
--- a/intern/opencolorio/ocio_impl_glsl.cc
+++ b/intern/opencolorio/ocio_impl_glsl.cc
@@ -95,11 +95,11 @@ struct OCIO_GLSLShader {
struct GPUShader *shader;
/** Uniform locations. */
- GLint dither_loc;
- GLint overlay_loc;
- GLint predivide_loc;
- GLint curve_mapping_loc;
- GLint ubo_bind;
+ int dither_loc;
+ int overlay_loc;
+ int predivide_loc;
+ int curve_mapping_loc;
+ int ubo_bind;
/** Error checking. */
bool valid;
};
@@ -284,12 +284,13 @@ static void ensureGLSLLut3d(OCIO_GLSLLut3d **lut3d_ptr,
int extent[3] = {LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE};
- lut3d->texture = GPU_texture_create_3d("OCIOLut", UNPACK3(extent), 1, GPU_RGB16F, NULL);
+ lut3d->texture = GPU_texture_create_3d(
+ "OCIOLut", UNPACK3(extent), 1, GPU_RGB16F, GPU_DATA_FLOAT, NULL);
GPU_texture_filter_mode(lut3d->texture, true);
GPU_texture_wrap_mode(lut3d->texture, false, true);
lut3d->texture_display = GPU_texture_create_3d(
- "OCIOLutDisplay", UNPACK3(extent), 1, GPU_RGB16F, NULL);
+ "OCIOLutDisplay", UNPACK3(extent), 1, GPU_RGB16F, GPU_DATA_FLOAT, NULL);
GPU_texture_filter_mode(lut3d->texture_display, true);
GPU_texture_wrap_mode(lut3d->texture_display, false, true);
@@ -470,7 +471,7 @@ bool OCIOImpl::supportGLSLDraw()
* using regular 2D texture.
*
* When all drawing is finished, finishGLSLDraw shall be called to
- * restore OpenGL context to it's pre-GLSL draw state.
+ * restore OpenGL context to its pre-GLSL draw state.
*/
bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r,
OCIO_ConstProcessorRcPtr *ocio_processor_scene_to_ui,
@@ -557,7 +558,7 @@ bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r,
/* Bind UBO. */
GPU_uniformbuf_bind(shader_curvemap->buffer, shader->ubo_bind);
- /* TODO(fclem) remove remains of IMM. */
+ /* TODO(fclem): remove remains of IMM. */
immBindShader(shader->shader);
/* Bind Shader and set uniforms. */