diff options
Diffstat (limited to 'source/blender/draw/modes')
-rw-r--r-- | source/blender/draw/modes/edit_mesh_mode.c | 8 | ||||
-rw-r--r-- | source/blender/draw/modes/object_mode.c | 10 |
2 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c index 4256746aca1..b38b509c298 100644 --- a/source/blender/draw/modes/edit_mesh_mode.c +++ b/source/blender/draw/modes/edit_mesh_mode.c @@ -162,9 +162,9 @@ static void EDIT_MESH_engine_init(void *vedata) const float *viewport_size = DRW_viewport_size_get(); const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; - e_data.occlude_wire_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24, + e_data.occlude_wire_depth_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_edit_mesh_type); - e_data.occlude_wire_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, + e_data.occlude_wire_color_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_RGBA8, &draw_engine_edit_mesh_type); GPU_framebuffer_ensure_config(&fbl->occlude_wire_fb, { @@ -255,7 +255,7 @@ static void EDIT_MESH_engine_init(void *vedata) .defs = (const char *[]){sh_cfg_data->def, NULL}, }); - sh_data->depth = DRW_shader_create_3D_depth_only(draw_ctx->sh_cfg); + sh_data->depth = DRW_shader_create_3d_depth_only(draw_ctx->sh_cfg); sh_data->ghost_clear_depth = DRW_shader_create_fullscreen(datatoc_gpu_shader_depth_only_frag_glsl, NULL); } @@ -710,7 +710,7 @@ static void EDIT_MESH_draw_scene(void *vedata) * the stencil buffer is no 0x00. */ const float *viewport_size = DRW_viewport_size_get(); const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; - struct GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_edit_mesh_type); + struct GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_DEPTH24_STENCIL8, &draw_engine_edit_mesh_type); GPU_framebuffer_ensure_config(&fbl->ghost_wire_fb, { GPU_ATTACHMENT_TEXTURE(ghost_depth_tx), GPU_ATTACHMENT_TEXTURE(dtxl->color), diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c index bef0f6e488d..4fad882a7b5 100644 --- a/source/blender/draw/modes/object_mode.c +++ b/source/blender/draw/modes/object_mode.c @@ -366,12 +366,12 @@ static void OBJECT_engine_init(void *vedata) const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; if (DRW_state_is_fbo()) { - e_data.outlines_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24, + e_data.outlines_depth_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_object_type); /* XXX TODO GPU_R16UI can overflow, it would cause no harm * (only bad colored or missing outlines) but we should * use 32bits only if the scene have that many objects */ - e_data.outlines_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R16UI, + e_data.outlines_id_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_R16UI, &draw_engine_object_type); GPU_framebuffer_ensure_config(&fbl->outlines_fb, { @@ -379,7 +379,7 @@ static void OBJECT_engine_init(void *vedata) GPU_ATTACHMENT_TEXTURE(e_data.outlines_id_tx) }); - e_data.outlines_color_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, + e_data.outlines_color_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_RGBA8, &draw_engine_object_type); GPU_framebuffer_ensure_config(&fbl->expand_fb, { @@ -387,7 +387,7 @@ static void OBJECT_engine_init(void *vedata) GPU_ATTACHMENT_TEXTURE(e_data.outlines_color_tx) }); - e_data.outlines_blur_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, + e_data.outlines_blur_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_RGBA8, &draw_engine_object_type); GPU_framebuffer_ensure_config(&fbl->blur_fb, { @@ -3346,7 +3346,7 @@ static void OBJECT_draw_scene(void *vedata) const float *viewport_size = DRW_viewport_size_get(); const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; - GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_object_type); + GPUTexture *ghost_depth_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_object_type); GPU_framebuffer_ensure_config(&fbl->ghost_fb, { GPU_ATTACHMENT_TEXTURE(ghost_depth_tx), GPU_ATTACHMENT_TEXTURE(dtxl->color), |