From 4fa904e91c78148ba39ac40371d7680294e225bf Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 20 Mar 2019 18:17:16 +1100 Subject: Cleanup: use lowercase for dimensions in function names Most API's already use this convention. --- source/blender/draw/engines/eevee/eevee_effects.c | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'source/blender/draw/engines/eevee/eevee_effects.c') diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c index 9cb678bb875..9de01bf140b 100644 --- a/source/blender/draw/engines/eevee/eevee_effects.c +++ b/source/blender/draw/engines/eevee/eevee_effects.c @@ -110,7 +110,7 @@ static void eevee_create_shader_downsample(void) #define SETUP_BUFFER(tex, fb, fb_color) { \ eGPUTextureFormat format = (DRW_state_is_scene_render()) ? GPU_RGBA32F : GPU_RGBA16F; \ - DRW_texture_ensure_fullscreen_2D(&tex, format, DRW_TEX_FILTER | DRW_TEX_MIPMAP); \ + DRW_texture_ensure_fullscreen_2d(&tex, format, DRW_TEX_FILTER | DRW_TEX_MIPMAP); \ GPU_framebuffer_ensure_config(&fb, { \ GPU_ATTACHMENT_TEXTURE(dtxl->depth), \ GPU_ATTACHMENT_TEXTURE(tex), \ @@ -193,10 +193,10 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) { /* Intel gpu seems to have problem rendering to only depth format */ - DRW_texture_ensure_2D(&txl->maxzbuffer, size[0], size[1], GPU_R32F, DRW_TEX_MIPMAP); + DRW_texture_ensure_2d(&txl->maxzbuffer, size[0], size[1], GPU_R32F, DRW_TEX_MIPMAP); } else { - DRW_texture_ensure_2D(&txl->maxzbuffer, size[0], size[1], GPU_DEPTH_COMPONENT24, DRW_TEX_MIPMAP); + DRW_texture_ensure_2d(&txl->maxzbuffer, size[0], size[1], GPU_DEPTH_COMPONENT24, DRW_TEX_MIPMAP); } if (fbl->downsample_fb == NULL) { @@ -217,7 +217,7 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object * Normal buffer for deferred passes. */ if ((effects->enabled_effects & EFFECT_NORMAL_BUFFER) != 0) { - effects->ssr_normal_input = DRW_texture_pool_query_2D(size_fs[0], size_fs[1], GPU_RG16, + effects->ssr_normal_input = DRW_texture_pool_query_2d(size_fs[0], size_fs[1], GPU_RG16, &draw_engine_eevee_type); GPU_framebuffer_texture_attach(fbl->main_fb, effects->ssr_normal_input, 1, 0); @@ -230,7 +230,7 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object * Motion vector buffer for correct TAA / motion blur. */ if ((effects->enabled_effects & EFFECT_VELOCITY_BUFFER) != 0) { - effects->velocity_tx = DRW_texture_pool_query_2D(size_fs[0], size_fs[1], GPU_RG16, + effects->velocity_tx = DRW_texture_pool_query_2d(size_fs[0], size_fs[1], GPU_RG16, &draw_engine_eevee_type); /* TODO output objects velocity during the mainpass. */ @@ -249,7 +249,7 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, Object * Setup depth double buffer. */ if ((effects->enabled_effects & EFFECT_DEPTH_DOUBLE_BUFFER) != 0) { - DRW_texture_ensure_fullscreen_2D(&txl->depth_double_buffer, GPU_DEPTH24_STENCIL8, 0); + DRW_texture_ensure_fullscreen_2d(&txl->depth_double_buffer, GPU_DEPTH24_STENCIL8, 0); GPU_framebuffer_ensure_config(&fbl->double_buffer_depth_fb, { GPU_ATTACHMENT_TEXTURE(txl->depth_double_buffer) -- cgit v1.2.3