diff options
Diffstat (limited to 'source/blender/gpu/metal/mtl_texture_util.mm')
-rw-r--r-- | source/blender/gpu/metal/mtl_texture_util.mm | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/gpu/metal/mtl_texture_util.mm b/source/blender/gpu/metal/mtl_texture_util.mm index 27efc770e73..e2f0b3c848e 100644 --- a/source/blender/gpu/metal/mtl_texture_util.mm +++ b/source/blender/gpu/metal/mtl_texture_util.mm @@ -493,13 +493,13 @@ void gpu::MTLTexture::update_sub_depth_2d( int mip, int offset[3], int extent[3], eGPUDataFormat type, const void *data) { /* Verify we are in a valid configuration. */ - BLI_assert(ELEM(this->format_, + BLI_assert(ELEM(format_, GPU_DEPTH_COMPONENT24, GPU_DEPTH_COMPONENT32F, GPU_DEPTH_COMPONENT16, GPU_DEPTH24_STENCIL8, GPU_DEPTH32F_STENCIL8)); - BLI_assert(validate_data_format_mtl(this->format_, type)); + BLI_assert(validate_data_format_mtl(format_, type)); BLI_assert(ELEM(type, GPU_DATA_FLOAT, GPU_DATA_UINT_24_8, GPU_DATA_UINT)); /* Determine whether we are in GPU_DATA_UINT_24_8 or GPU_DATA_FLOAT mode. */ @@ -528,7 +528,7 @@ void gpu::MTLTexture::update_sub_depth_2d( /* Push contents into an r32_tex and render contents to depth using a shader. */ GPUTexture *r32_tex_tmp = GPU_texture_create_2d( - "depth_intermediate_copy_tex", this->w_, this->h_, 1, format, nullptr); + "depth_intermediate_copy_tex", w_, h_, 1, format, nullptr); GPU_texture_filter_mode(r32_tex_tmp, false); GPU_texture_wrap_mode(r32_tex_tmp, false, true); gpu::MTLTexture *mtl_tex = static_cast<gpu::MTLTexture *>(unwrap(r32_tex_tmp)); @@ -538,7 +538,7 @@ void gpu::MTLTexture::update_sub_depth_2d( GPUFrameBuffer *depth_fb_temp = GPU_framebuffer_create("depth_intermediate_copy_fb"); GPU_framebuffer_texture_attach(depth_fb_temp, wrap(static_cast<Texture *>(this)), 0, mip); GPU_framebuffer_bind(depth_fb_temp); - if (extent[0] == this->w_ && extent[1] == this->h_) { + if (extent[0] == w_ && extent[1] == h_) { /* Skip load if the whole texture is being updated. */ GPU_framebuffer_clear_depth(depth_fb_temp, 0.0); GPU_framebuffer_clear_stencil(depth_fb_temp, 0); @@ -553,7 +553,7 @@ void gpu::MTLTexture::update_sub_depth_2d( GPU_batch_uniform_1i(quad, "mip", mip); GPU_batch_uniform_2f(quad, "extent", (float)extent[0], (float)extent[1]); GPU_batch_uniform_2f(quad, "offset", (float)offset[0], (float)offset[1]); - GPU_batch_uniform_2f(quad, "size", (float)this->w_, (float)this->h_); + GPU_batch_uniform_2f(quad, "size", (float)w_, (float)h_); bool depth_write_prev = GPU_depth_mask_get(); uint stencil_mask_prev = GPU_stencil_mask_get(); @@ -624,11 +624,11 @@ id<MTLComputePipelineState> gpu::MTLTexture::mtl_texture_read_impl( depth_scale_factor = 1; break; case 2: - /* D24 unsigned int */ + /* D24 uint */ depth_scale_factor = 0xFFFFFFu; break; case 4: - /* D32 unsigned int */ + /* D32 uint */ depth_scale_factor = 0xFFFFFFFFu; break; default: |