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Diffstat (limited to 'source/blender/gpu/intern/gpu_framebuffer.c')
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.c38
1 files changed, 19 insertions, 19 deletions
diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c
index e7a8beae5cc..eafa29e6739 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.c
+++ b/source/blender/gpu/intern/gpu_framebuffer.c
@@ -106,7 +106,7 @@ GPUFrameBuffer *GPU_framebuffer_create(void)
{
return NULL;
}
-
+
fb = MEM_callocN(sizeof(GPUFrameBuffer), "GPUFrameBuffer");
glGenFramebuffersEXT(1, &fb->object);
@@ -122,7 +122,7 @@ GPUFrameBuffer *GPU_framebuffer_create(void)
glReadBuffer(GL_NONE);
glDrawBuffer(GL_NONE);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
-
+
return fb;
}
@@ -157,7 +157,7 @@ int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot
/* Clean glError buffer. */
while (glGetError() != GL_NO_ERROR) {}
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment,
GPU_texture_target(tex), GPU_texture_opengl_bindcode(tex), 0);
error = glGetError();
@@ -233,7 +233,7 @@ void GPU_texture_bind_as_framebuffer(GPUTexture *tex)
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + fb_attachment);
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + fb_attachment);
}
-
+
if (GPU_texture_target(tex) == GL_TEXTURE_2D_MULTISAMPLE) {
glEnable(GL_MULTISAMPLE);
}
@@ -252,19 +252,19 @@ void GPU_framebuffer_slots_bind(GPUFrameBuffer *fb, int slot)
{
int numslots = 0, i;
GLenum attachments[4];
-
+
if (!fb->colortex[slot]) {
fprintf(stderr, "Error, framebuffer slot empty!\n");
return;
}
-
+
for (i = 0; i < 4; i++) {
if (fb->colortex[i]) {
attachments[numslots] = GL_COLOR_ATTACHMENT0_EXT + i;
numslots++;
}
}
-
+
/* push attributes */
glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT);
glDisable(GL_SCISSOR_TEST);
@@ -320,21 +320,21 @@ bool GPU_framebuffer_bound(GPUFrameBuffer *fb)
bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256])
{
GLenum status;
-
+
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
GG.currentfb = fb->object;
-
+
/* Clean glError buffer. */
while (glGetError() != GL_NO_ERROR) {}
-
+
status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
-
+
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
GPU_framebuffer_restore();
gpu_print_framebuffer_error(status, err_out);
return false;
}
-
+
return true;
}
@@ -385,14 +385,14 @@ void GPU_framebuffer_blur(
scale_uniform = GPU_shader_get_uniform(blur_shader, "ScaleU");
texture_source_uniform = GPU_shader_get_uniform(blur_shader, "textureSource");
-
+
/* Blurring horizontally */
/* We do the bind ourselves rather than using GPU_framebuffer_texture_bind() to avoid
* pushing unnecessary matrices onto the OpenGL stack. */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, blurfb->object);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
-
+
/* avoid warnings from texture binding */
GG.currentfb = blurfb->object;
@@ -425,9 +425,9 @@ void GPU_framebuffer_blur(
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb->object);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
-
+
GG.currentfb = fb->object;
-
+
glViewport(0, 0, GPU_texture_width(tex), GPU_texture_height(tex));
GPU_shader_uniform_vector(blur_shader, scale_uniform, 2, 1, scalev);
GPU_shader_uniform_texture(blur_shader, texture_source_uniform, blurtex);
@@ -499,11 +499,11 @@ GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, char err_
GPU_offscreen_free(ofs);
return NULL;
}
-
+
/* check validity at the very end! */
if (!GPU_framebuffer_check_valid(ofs->fb, err_out)) {
GPU_offscreen_free(ofs);
- return NULL;
+ return NULL;
}
GPU_framebuffer_restore();
@@ -519,7 +519,7 @@ void GPU_offscreen_free(GPUOffScreen *ofs)
GPU_texture_free(ofs->color);
if (ofs->depth)
GPU_texture_free(ofs->depth);
-
+
MEM_freeN(ofs);
}