diff options
Diffstat (limited to 'intern/opencolorio')
-rw-r--r-- | intern/opencolorio/ocio_impl_glsl.cc | 19 |
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. */ |