diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_compositing.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_compositing.c | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c index 72f2525c64e..79672b6d6e5 100644 --- a/source/blender/gpu/intern/gpu_compositing.c +++ b/source/blender/gpu/intern/gpu_compositing.c @@ -633,8 +633,8 @@ bool GPU_fx_compositor_initialize_passes( /* bind the buffers */ /* first depth buffer, because system assumes read/write buffers */ - GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0); - GPU_framebuffer_texture_attach(fx->gbuffer, fx->color_buffer, 0); + GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0, 0); + GPU_framebuffer_texture_attach(fx->gbuffer, fx->color_buffer, 0, 0); if (!GPU_framebuffer_check_valid(fx->gbuffer, err_out)) printf("%.256s\n", err_out); @@ -679,7 +679,7 @@ static void gpu_fx_bind_render_target(int *passes_left, GPUFX *fx, struct GPUOff } else { /* bind the ping buffer to the color buffer */ - GPU_framebuffer_texture_attach(fx->gbuffer, target, 0); + GPU_framebuffer_texture_attach(fx->gbuffer, target, 0, 0); } } @@ -708,7 +708,7 @@ void GPU_fx_compositor_setup_XRay_pass(GPUFX *fx, bool do_xray) GPU_framebuffer_texture_detach(fx->depth_buffer); /* first depth buffer, because system assumes read/write buffers */ - GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer_xray, 0); + GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer_xray, 0, 0); } @@ -718,7 +718,7 @@ void GPU_fx_compositor_XRay_resolve(GPUFX *fx) GPU_framebuffer_texture_detach(fx->depth_buffer_xray); /* attach regular framebuffer */ - GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0); + GPU_framebuffer_texture_attach(fx->gbuffer, fx->depth_buffer, 0, 0); /* full screen quad where we will always write to depth buffer */ gpuSaveState(&fx->attribs, GPU_DEPTH_BUFFER_BIT | GPU_SCISSOR_BIT); @@ -950,9 +950,9 @@ bool GPU_fx_do_composite_pass( GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, src); /* target is the downsampled coc buffer */ - GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_near, 0); - GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_far, 1); - GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_nearfar_coc, 2); + GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_near, 0, 0); + GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_half_downsampled_far, 1, 0); + GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_nearfar_coc, 2, 0); /* binding takes care of setting the viewport to the downsampled size */ GPU_framebuffer_slots_bind(fx->gbuffer, 0); @@ -997,7 +997,7 @@ bool GPU_fx_do_composite_pass( GPU_texture_filter_mode(fx->dof_half_downsampled_far, false); /* target is the downsampled coc buffer */ - GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_far_blur, 0); + GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_far_blur, 0, 0); GPU_texture_bind_as_framebuffer(fx->dof_far_blur); glDisable(GL_DEPTH_TEST); @@ -1020,7 +1020,7 @@ bool GPU_fx_do_composite_pass( GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_half_downsampled_near); GPU_texture_filter_mode(fx->dof_half_downsampled_near, false); - GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_blur, 0); + GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_blur, 0, 0); /* have to clear the buffer unfortunately */ glClear(GL_COLOR_BUFFER_BIT); /* the draw call we all waited for, draw a point per pixel, scaled per circle of confusion */ @@ -1140,7 +1140,7 @@ bool GPU_fx_do_composite_pass( GPU_shader_uniform_texture(dof_shader_pass1, interface->depth_uniform, fx->depth_buffer); /* target is the downsampled coc buffer */ - GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0); + GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, 0); /* binding takes care of setting the viewport to the downsampled size */ GPU_texture_bind_as_framebuffer(fx->dof_near_coc_buffer); @@ -1182,7 +1182,7 @@ bool GPU_fx_do_composite_pass( GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_near_coc_buffer); /* use final buffer as a temp here */ - GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0); + GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, 0); /* Drawing quad */ Batch_draw(fx->quad_batch); @@ -1203,7 +1203,7 @@ bool GPU_fx_do_composite_pass( GPU_texture_bind(fx->dof_near_coc_final_buffer, numslots++); GPU_shader_uniform_texture(dof_shader_pass2, interface->color_uniform, fx->dof_near_coc_final_buffer); - GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_blurred_buffer, 0); + GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_blurred_buffer, 0, 0); Batch_draw(fx->quad_batch); @@ -1232,7 +1232,7 @@ bool GPU_fx_do_composite_pass( GPU_texture_bind(fx->dof_near_coc_blurred_buffer, numslots++); GPU_shader_uniform_texture(dof_shader_pass3, interface->near_coc_blurred, fx->dof_near_coc_blurred_buffer); - GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0); + GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_final_buffer, 0, 0); Batch_draw(fx->quad_batch); /* disable bindings */ @@ -1258,7 +1258,7 @@ bool GPU_fx_do_composite_pass( GPU_shader_uniform_texture(dof_shader_pass4, interface->near_coc_downsampled, fx->dof_near_coc_final_buffer); GPU_shader_uniform_vector(dof_shader_pass4, interface->invrendertargetdim_uniform, 2, 1, invrendertargetdim); - GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0); + GPU_framebuffer_texture_attach(fx->gbuffer, fx->dof_near_coc_buffer, 0, 0); Batch_draw(fx->quad_batch); /* disable bindings */ |