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/basic/basic_engine.c | 2 +- source/blender/draw/engines/eevee/eevee_bloom.c | 6 ++--- .../draw/engines/eevee/eevee_depth_of_field.c | 10 ++++----- source/blender/draw/engines/eevee/eevee_effects.c | 12 +++++----- source/blender/draw/engines/eevee/eevee_engine.c | 4 ++-- .../blender/draw/engines/eevee/eevee_lightcache.c | 8 +++---- .../blender/draw/engines/eevee/eevee_lightprobes.c | 14 ++++++------ source/blender/draw/engines/eevee/eevee_lights.c | 14 ++++++------ .../blender/draw/engines/eevee/eevee_materials.c | 10 ++++----- source/blender/draw/engines/eevee/eevee_mist.c | 2 +- .../blender/draw/engines/eevee/eevee_occlusion.c | 6 ++--- source/blender/draw/engines/eevee/eevee_render.c | 6 ++--- .../draw/engines/eevee/eevee_screen_raytrace.c | 8 +++---- .../blender/draw/engines/eevee/eevee_subsurface.c | 12 +++++----- .../draw/engines/eevee/eevee_temporal_sampling.c | 2 +- source/blender/draw/engines/eevee/eevee_volumes.c | 18 +++++++-------- .../draw/engines/external/external_engine.c | 2 +- .../blender/draw/engines/gpencil/gpencil_engine.c | 22 +++++++++--------- .../blender/draw/engines/gpencil/gpencil_render.c | 4 ++-- .../draw/engines/workbench/workbench_deferred.c | 22 +++++++++--------- .../draw/engines/workbench/workbench_effect_dof.c | 12 +++++----- .../draw/engines/workbench/workbench_effect_taa.c | 4 ++-- .../draw/engines/workbench/workbench_forward.c | 8 +++---- .../draw/engines/workbench/workbench_render.c | 4 ++-- .../draw/engines/workbench/workbench_volume.c | 6 ++--- source/blender/draw/intern/DRW_render.h | 20 ++++++++--------- source/blender/draw/intern/draw_common.c | 4 ++-- source/blender/draw/intern/draw_hair.c | 2 +- source/blender/draw/intern/draw_manager.c | 4 ++-- source/blender/draw/intern/draw_manager_shader.c | 6 ++--- source/blender/draw/intern/draw_manager_texture.c | 26 +++++++++++----------- source/blender/draw/modes/edit_mesh_mode.c | 8 +++---- source/blender/draw/modes/object_mode.c | 10 ++++----- 33 files changed, 149 insertions(+), 149 deletions(-) (limited to 'source/blender/draw') diff --git a/source/blender/draw/engines/basic/basic_engine.c b/source/blender/draw/engines/basic/basic_engine.c index 1e8b529c23f..91e73e05dbe 100644 --- a/source/blender/draw/engines/basic/basic_engine.c +++ b/source/blender/draw/engines/basic/basic_engine.c @@ -83,7 +83,7 @@ static void basic_engine_init(void *UNUSED(vedata)) /* Depth prepass */ if (!sh_data->depth) { - 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); } } diff --git a/source/blender/draw/engines/eevee/eevee_bloom.c b/source/blender/draw/engines/eevee/eevee_bloom.c index 058215bc8ff..cd3e1cd6503 100644 --- a/source/blender/draw/engines/eevee/eevee_bloom.c +++ b/source/blender/draw/engines/eevee/eevee_bloom.c @@ -105,7 +105,7 @@ int EEVEE_bloom_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) effects->blit_texel_size[0] = 1.0f / (float)blitsize[0]; effects->blit_texel_size[1] = 1.0f / (float)blitsize[1]; - effects->bloom_blit = DRW_texture_pool_query_2D(blitsize[0], blitsize[1], GPU_R11F_G11F_B10F, + effects->bloom_blit = DRW_texture_pool_query_2d(blitsize[0], blitsize[1], GPU_R11F_G11F_B10F, &draw_engine_eevee_type); GPU_framebuffer_ensure_config(&fbl->bloom_blit_fb, { @@ -147,7 +147,7 @@ int EEVEE_bloom_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) effects->downsamp_texel_size[i][0] = 1.0f / (float)texsize[0]; effects->downsamp_texel_size[i][1] = 1.0f / (float)texsize[1]; - effects->bloom_downsample[i] = DRW_texture_pool_query_2D(texsize[0], texsize[1], GPU_R11F_G11F_B10F, + effects->bloom_downsample[i] = DRW_texture_pool_query_2d(texsize[0], texsize[1], GPU_R11F_G11F_B10F, &draw_engine_eevee_type); GPU_framebuffer_ensure_config(&fbl->bloom_down_fb[i], { GPU_ATTACHMENT_NONE, @@ -163,7 +163,7 @@ int EEVEE_bloom_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) texsize[0] = MAX2(texsize[0], 2); texsize[1] = MAX2(texsize[1], 2); - effects->bloom_upsample[i] = DRW_texture_pool_query_2D(texsize[0], texsize[1], GPU_R11F_G11F_B10F, + effects->bloom_upsample[i] = DRW_texture_pool_query_2d(texsize[0], texsize[1], GPU_R11F_G11F_B10F, &draw_engine_eevee_type); GPU_framebuffer_ensure_config(&fbl->bloom_accum_fb[i], { GPU_ATTACHMENT_NONE, diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c index 00d9420004b..7aa1e48472f 100644 --- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c +++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c @@ -97,11 +97,11 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v eGPUTextureFormat down_format = DRW_state_draw_background() ? GPU_R11F_G11F_B10F : GPU_RGBA16F; - effects->dof_down_near = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], down_format, + effects->dof_down_near = DRW_texture_pool_query_2d(buffer_size[0], buffer_size[1], down_format, &draw_engine_eevee_type); - effects->dof_down_far = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], down_format, + effects->dof_down_far = DRW_texture_pool_query_2d(buffer_size[0], buffer_size[1], down_format, &draw_engine_eevee_type); - effects->dof_coc = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], GPU_RG16F, + effects->dof_coc = DRW_texture_pool_query_2d(buffer_size[0], buffer_size[1], GPU_RG16F, &draw_engine_eevee_type); GPU_framebuffer_ensure_config(&fbl->dof_down_fb, { @@ -114,7 +114,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v /* Go full 32bits for rendering and reduce the color artifacts. */ eGPUTextureFormat fb_format = DRW_state_is_image_render() ? GPU_RGBA32F : GPU_RGBA16F; - effects->dof_blur = DRW_texture_pool_query_2D(buffer_size[0] * 2, buffer_size[1], fb_format, + effects->dof_blur = DRW_texture_pool_query_2d(buffer_size[0] * 2, buffer_size[1], fb_format, &draw_engine_eevee_type); GPU_framebuffer_ensure_config(&fbl->dof_scatter_fb, { @@ -123,7 +123,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v }); if (!DRW_state_draw_background()) { - effects->dof_blur_alpha = DRW_texture_pool_query_2D(buffer_size[0] * 2, buffer_size[1], GPU_R32F, + effects->dof_blur_alpha = DRW_texture_pool_query_2d(buffer_size[0] * 2, buffer_size[1], GPU_R32F, &draw_engine_eevee_type); GPU_framebuffer_texture_attach(fbl->dof_scatter_fb, effects->dof_blur_alpha, 1, 0); } 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) diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c index b1e2f12788d..50062088dbe 100644 --- a/source/blender/draw/engines/eevee/eevee_engine.c +++ b/source/blender/draw/engines/eevee/eevee_engine.c @@ -61,7 +61,7 @@ static void eevee_engine_init(void *ved) stl->g_data->valid_taa_history = (txl->taa_history != NULL); /* Main Buffer */ - DRW_texture_ensure_fullscreen_2D(&txl->color, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP); + DRW_texture_ensure_fullscreen_2d(&txl->color, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP); GPU_framebuffer_ensure_config(&fbl->main_fb, { GPU_ATTACHMENT_TEXTURE(dtxl->depth), @@ -203,7 +203,7 @@ static void eevee_draw_background(void *vedata) int samp = taa_use_reprojection ? stl->effects->taa_reproject_sample + 1 : stl->effects->taa_current_sample; - BLI_halton_3D(primes, offset, samp, r); + BLI_halton_3d(primes, offset, samp, r); EEVEE_update_noise(psl, fbl, r); EEVEE_volumes_set_jitter(sldata, samp - 1); EEVEE_materials_init(sldata, stl, fbl); diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c index 45ed66859af..cf2d27e4cc9 100644 --- a/source/blender/draw/engines/eevee/eevee_lightcache.c +++ b/source/blender/draw/engines/eevee/eevee_lightcache.c @@ -249,12 +249,12 @@ LightCache *EEVEE_lightcache_create( light_cache->cube_data = MEM_callocN(sizeof(EEVEE_LightProbe) * cube_len, "EEVEE_LightProbe"); light_cache->grid_data = MEM_callocN(sizeof(EEVEE_LightGrid) * grid_len, "EEVEE_LightGrid"); - light_cache->grid_tx.tex = DRW_texture_create_2D_array(irr_size[0], irr_size[1], irr_size[2], IRRADIANCE_FORMAT, DRW_TEX_FILTER, NULL); + light_cache->grid_tx.tex = DRW_texture_create_2d_array(irr_size[0], irr_size[1], irr_size[2], IRRADIANCE_FORMAT, DRW_TEX_FILTER, NULL); light_cache->grid_tx.tex_size[0] = irr_size[0]; light_cache->grid_tx.tex_size[1] = irr_size[1]; light_cache->grid_tx.tex_size[2] = irr_size[2]; - light_cache->cube_tx.tex = DRW_texture_create_2D_array(cube_size, cube_size, cube_len, GPU_R11F_G11F_B10F, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL); + light_cache->cube_tx.tex = DRW_texture_create_2d_array(cube_size, cube_size, cube_len, GPU_R11F_G11F_B10F, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL); light_cache->cube_tx.tex_size[0] = cube_size; light_cache->cube_tx.tex_size[1] = cube_size; light_cache->cube_tx.tex_size[2] = cube_len; @@ -461,7 +461,7 @@ static void eevee_lightbake_create_resources(EEVEE_LightBake *lbake) lbake->cube_prb = MEM_callocN(sizeof(LightProbe *) * lbake->cube_len, "EEVEE Cube visgroup ptr"); lbake->grid_prb = MEM_callocN(sizeof(LightProbe *) * lbake->grid_len, "EEVEE Grid visgroup ptr"); - lbake->grid_prev = DRW_texture_create_2D_array( + lbake->grid_prev = DRW_texture_create_2d_array( lbake->irr_size[0], lbake->irr_size[1], lbake->irr_size[2], IRRADIANCE_FORMAT, DRW_TEX_FILTER, NULL); @@ -727,7 +727,7 @@ static void eevee_lightbake_copy_irradiance(EEVEE_LightBake *lbake, LightCache * /* Copy texture by reading back and reuploading it. */ float *tex = GPU_texture_read(lcache->grid_tx.tex, GPU_DATA_FLOAT, 0); - lbake->grid_prev = DRW_texture_create_2D_array(lbake->irr_size[0], lbake->irr_size[1], lbake->irr_size[2], + lbake->grid_prev = DRW_texture_create_2d_array(lbake->irr_size[0], lbake->irr_size[1], lbake->irr_size[2], IRRADIANCE_FORMAT, DRW_TEX_FILTER, tex); MEM_freeN(tex); diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 04e2cbb37ab..c0dd9a81313 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -98,13 +98,13 @@ static struct GPUTexture *create_hammersley_sample_texture(int samples) for (i = 0; i < samples; i++) { double dphi; - BLI_hammersley_1D(i, &dphi); + BLI_hammersley_1d(i, &dphi); float phi = (float)dphi * 2.0f * M_PI; texels[i][0] = cosf(phi); texels[i][1] = sinf(phi); } - tex = DRW_texture_create_1D(samples, GPU_RG16F, DRW_TEX_WRAP, (float *)texels); + tex = DRW_texture_create_1d(samples, GPU_RG16F, DRW_TEX_WRAP, (float *)texels); MEM_freeN(texels); return tex; } @@ -129,15 +129,15 @@ static void planar_pool_ensure_alloc(EEVEE_Data *vedata, int num_planar_ref) /* We need an Array texture so allocate it ourself */ if (!txl->planar_pool) { if (num_planar_ref > 0) { - txl->planar_pool = DRW_texture_create_2D_array(width, height, max_ff(1, num_planar_ref), + txl->planar_pool = DRW_texture_create_2d_array(width, height, max_ff(1, num_planar_ref), GPU_R11F_G11F_B10F, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL); - txl->planar_depth = DRW_texture_create_2D_array(width, height, max_ff(1, num_planar_ref), + txl->planar_depth = DRW_texture_create_2d_array(width, height, max_ff(1, num_planar_ref), GPU_DEPTH_COMPONENT24, 0, NULL); } else if (num_planar_ref == 0) { /* Makes Opengl Happy : Create a placeholder texture that will never be sampled but still bound to shader. */ - txl->planar_pool = DRW_texture_create_2D_array(1, 1, 1, GPU_RGBA8, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL); - txl->planar_depth = DRW_texture_create_2D_array(1, 1, 1, GPU_DEPTH_COMPONENT24, 0, NULL); + txl->planar_pool = DRW_texture_create_2d_array(1, 1, 1, GPU_RGBA8, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL); + txl->planar_depth = DRW_texture_create_2d_array(1, 1, 1, GPU_DEPTH_COMPONENT24, 0, NULL); } } } @@ -196,7 +196,7 @@ void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) /* Placeholder planar pool: used when rendering planar reflections (avoid dependency loop). */ if (!e_data.planar_pool_placeholder) { - e_data.planar_pool_placeholder = DRW_texture_create_2D_array(1, 1, 1, GPU_RGBA8, DRW_TEX_FILTER, NULL); + e_data.planar_pool_placeholder = DRW_texture_create_2d_array(1, 1, 1, GPU_RGBA8, DRW_TEX_FILTER, NULL); } } diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index 05e5127f950..b27aa159a94 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -555,7 +555,7 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) linfo->shadow_cube_size, shadow_pool_format, DRW_TEX_FILTER, NULL); } if (!sldata->shadow_cube_pool) { - sldata->shadow_cube_pool = DRW_texture_create_2D_array( + sldata->shadow_cube_pool = DRW_texture_create_2d_array( linfo->shadow_cube_store_size, linfo->shadow_cube_store_size, max_ii(1, linfo->num_cube_layer), shadow_pool_format, DRW_TEX_FILTER, NULL); } @@ -569,13 +569,13 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) /* CSM */ if (!sldata->shadow_cascade_target) { - sldata->shadow_cascade_target = DRW_texture_create_2D_array( + sldata->shadow_cascade_target = DRW_texture_create_2d_array( linfo->shadow_cascade_size, linfo->shadow_cascade_size, MAX_CASCADE_NUM, GPU_DEPTH_COMPONENT24, 0, NULL); - sldata->shadow_cascade_blur = DRW_texture_create_2D_array( + sldata->shadow_cascade_blur = DRW_texture_create_2d_array( linfo->shadow_cascade_size, linfo->shadow_cascade_size, MAX_CASCADE_NUM, shadow_pool_format, DRW_TEX_FILTER, NULL); } if (!sldata->shadow_cascade_pool) { - sldata->shadow_cascade_pool = DRW_texture_create_2D_array( + sldata->shadow_cascade_pool = DRW_texture_create_2d_array( linfo->shadow_cascade_size, linfo->shadow_cascade_size, max_ii(1, linfo->num_cascade_layer), shadow_pool_format, DRW_TEX_FILTER, NULL); } @@ -728,7 +728,7 @@ static void sample_ball(int sample_ofs, float radius, float rsample[3]) double ht_offset[3] = {0.0, 0.0, 0.0}; uint ht_primes[3] = {2, 3, 7}; - BLI_halton_3D(ht_primes, ht_offset, sample_ofs, ht_point); + BLI_halton_3d(ht_primes, ht_offset, sample_ofs, ht_point); float omega = ht_point[1] * 2.0f * M_PI; @@ -751,7 +751,7 @@ static void sample_rectangle( double ht_offset[2] = {0.0, 0.0}; uint ht_primes[2] = {2, 3}; - BLI_halton_2D(ht_primes, ht_offset, sample_ofs, ht_point); + BLI_halton_2d(ht_primes, ht_offset, sample_ofs, ht_point); /* Change ditribution center to be 0,0 */ ht_point[0] = (ht_point[0] > 0.5f) ? ht_point[0] - 1.0f : ht_point[0]; @@ -770,7 +770,7 @@ static void sample_ellipse( double ht_offset[2] = {0.0, 0.0}; uint ht_primes[2] = {2, 3}; - BLI_halton_2D(ht_primes, ht_offset, sample_ofs, ht_point); + BLI_halton_2d(ht_primes, ht_offset, sample_ofs, ht_point); /* Uniform disc sampling. */ float omega = ht_point[1] * 2.0f * M_PI; diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 44daa7e34f3..cfe493cf3e4 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -137,7 +137,7 @@ static struct GPUTexture *create_ggx_lut_texture(int UNUSED(w), int UNUSED(h)) float *texels = MEM_mallocN(sizeof(float[2]) * w * h, "lut"); - tex = DRW_texture_create_2D(w, h, GPU_RG16F, DRW_TEX_FILTER, (float *)texels); + tex = DRW_texture_create_2d(w, h, GPU_RG16F, DRW_TEX_FILTER, (float *)texels); DRWFboTexture tex_filter = {&tex, GPU_RG16F, DRW_TEX_FILTER}; GPU_framebuffer_init(&fb, &draw_engine_eevee_type, w, h, &tex_filter, 1); @@ -199,7 +199,7 @@ static struct GPUTexture *create_ggx_refraction_lut_texture(int w, int h) float *texels = MEM_mallocN(sizeof(float[2]) * w * h, "lut"); - tex = DRW_texture_create_2D(w, h, GPU_R16F, DRW_TEX_FILTER, (float *)texels); + tex = DRW_texture_create_2d(w, h, GPU_R16F, DRW_TEX_FILTER, (float *)texels); DRWFboTexture tex_filter = {&tex, GPU_R16F, DRW_TEX_FILTER}; GPU_framebuffer_init(&fb, &draw_engine_eevee_type, w, h, &tex_filter, 1); @@ -438,7 +438,7 @@ static void eevee_init_dummys(void) static void eevee_init_noise_texture(void) { - e_data.noise_tex = DRW_texture_create_2D(64, 64, GPU_RGBA16F, 0, (float *)blue_noise); + e_data.noise_tex = DRW_texture_create_2d(64, 64, GPU_RGBA16F, 0, (float *)blue_noise); } static void eevee_init_util_texture(void) @@ -490,7 +490,7 @@ static void eevee_init_util_texture(void) texels_layer += 64 * 64; } - e_data.util_tex = DRW_texture_create_2D_array( + e_data.util_tex = DRW_texture_create_2d_array( 64, 64, layers, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_WRAP, (float *)texels); MEM_freeN(texels); @@ -640,7 +640,7 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, E } else { double r; - BLI_halton_1D(5, 0.0, stl->effects->taa_current_sample - 1, &r); + BLI_halton_1d(5, 0.0, stl->effects->taa_current_sample - 1, &r); e_data.alpha_hash_offset = (float)r; e_data.alpha_hash_scale = 0.01f; } diff --git a/source/blender/draw/engines/eevee/eevee_mist.c b/source/blender/draw/engines/eevee/eevee_mist.c index 315a87776ef..9a75ba91fa5 100644 --- a/source/blender/draw/engines/eevee/eevee_mist.c +++ b/source/blender/draw/engines/eevee/eevee_mist.c @@ -67,7 +67,7 @@ void EEVEE_mist_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) } /* Create FrameBuffer. */ - DRW_texture_ensure_fullscreen_2D(&txl->mist_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */ + DRW_texture_ensure_fullscreen_2d(&txl->mist_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */ GPU_framebuffer_ensure_config(&fbl->mist_accum_fb, { GPU_ATTACHMENT_NONE, diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c index 8b0eba7cc6f..5e95755ea76 100644 --- a/source/blender/draw/engines/eevee/eevee_occlusion.c +++ b/source/blender/draw/engines/eevee/eevee_occlusion.c @@ -99,7 +99,7 @@ int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) common_data->ao_bounce_fac = (scene_eval->eevee.flag & SCE_EEVEE_GTAO_BOUNCE) ? 1.0f : 0.0f; - effects->gtao_horizons = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA8, + effects->gtao_horizons = DRW_texture_pool_query_2d(fs_size[0], fs_size[1], GPU_RGBA8, &draw_engine_eevee_type); GPU_framebuffer_ensure_config(&fbl->gtao_fb, { GPU_ATTACHMENT_NONE, @@ -107,7 +107,7 @@ int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) }); if (G.debug_value == 6) { - effects->gtao_horizons_debug = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA8, + effects->gtao_horizons_debug = DRW_texture_pool_query_2d(fs_size[0], fs_size[1], GPU_RGBA8, &draw_engine_eevee_type); GPU_framebuffer_ensure_config(&fbl->gtao_debug_fb, { GPU_ATTACHMENT_NONE, @@ -144,7 +144,7 @@ void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f}; - DRW_texture_ensure_fullscreen_2D(&txl->ao_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */ + DRW_texture_ensure_fullscreen_2d(&txl->ao_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */ GPU_framebuffer_ensure_config(&fbl->ao_accum_fb, { GPU_ATTACHMENT_NONE, diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c index 82cca4f653c..b7b592decd0 100644 --- a/source/blender/draw/engines/eevee/eevee_render.c +++ b/source/blender/draw/engines/eevee/eevee_render.c @@ -84,8 +84,8 @@ void EEVEE_render_init(EEVEE_Data *ved, RenderEngine *engine, struct Depsgraph * size_orig[1] + g_data->overscan_pixels * 2.0f}); /* TODO 32 bit depth */ - DRW_texture_ensure_fullscreen_2D(&dtxl->depth, GPU_DEPTH24_STENCIL8, 0); - DRW_texture_ensure_fullscreen_2D(&txl->color, GPU_RGBA32F, DRW_TEX_FILTER | DRW_TEX_MIPMAP); + DRW_texture_ensure_fullscreen_2d(&dtxl->depth, GPU_DEPTH24_STENCIL8, 0); + DRW_texture_ensure_fullscreen_2d(&txl->color, GPU_RGBA32F, DRW_TEX_FILTER | DRW_TEX_MIPMAP); GPU_framebuffer_ensure_config(&dfbl->default_fb, { GPU_ATTACHMENT_TEXTURE(dtxl->depth), @@ -509,7 +509,7 @@ void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl /* Copy previous persmat to UBO data */ copy_m4_m4(sldata->common_data.prev_persmat, stl->effects->prev_persmat); - BLI_halton_3D(primes, offset, stl->effects->taa_current_sample, r); + BLI_halton_3d(primes, offset, stl->effects->taa_current_sample, r); EEVEE_update_noise(psl, fbl, r); EEVEE_temporal_sampling_matrices_calc(stl->effects, g_data->viewmat, g_data->persmat, r); EEVEE_volumes_set_jitter(sldata, stl->effects->taa_current_sample - 1); diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c index 113cd359b2e..fe8d35f1d79 100644 --- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c +++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c @@ -121,7 +121,7 @@ int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) if (use_refraction) { /* TODO: Opti: Could be shared. */ - DRW_texture_ensure_fullscreen_2D(&txl->refract_color, GPU_R11F_G11F_B10F, DRW_TEX_FILTER | DRW_TEX_MIPMAP); + DRW_texture_ensure_fullscreen_2d(&txl->refract_color, GPU_R11F_G11F_B10F, DRW_TEX_FILTER | DRW_TEX_MIPMAP); GPU_framebuffer_ensure_config(&fbl->refract_fb, { GPU_ATTACHMENT_NONE, @@ -156,15 +156,15 @@ int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) const eGPUTextureFormat format = (high_qual_input) ? GPU_RGBA16F : GPU_RGBA8; /* MRT for the shading pass in order to output needed data for the SSR pass. */ - effects->ssr_specrough_input = DRW_texture_pool_query_2D(size_fs[0], size_fs[1], format, + effects->ssr_specrough_input = DRW_texture_pool_query_2d(size_fs[0], size_fs[1], format, &draw_engine_eevee_type); GPU_framebuffer_texture_attach(fbl->main_fb, effects->ssr_specrough_input, 2, 0); /* Raytracing output */ - effects->ssr_hit_output = DRW_texture_pool_query_2D(tracing_res[0], tracing_res[1], GPU_RG16I, + effects->ssr_hit_output = DRW_texture_pool_query_2d(tracing_res[0], tracing_res[1], GPU_RG16I, &draw_engine_eevee_type); - effects->ssr_pdf_output = DRW_texture_pool_query_2D(tracing_res[0], tracing_res[1], GPU_R16F, + effects->ssr_pdf_output = DRW_texture_pool_query_2d(tracing_res[0], tracing_res[1], GPU_R16F, &draw_engine_eevee_type); GPU_framebuffer_ensure_config(&fbl->screen_tracing_fb, { diff --git a/source/blender/draw/engines/eevee/eevee_subsurface.c b/source/blender/draw/engines/eevee/eevee_subsurface.c index 49bea1fb01e..5954774b00e 100644 --- a/source/blender/draw/engines/eevee/eevee_subsurface.c +++ b/source/blender/draw/engines/eevee/eevee_subsurface.c @@ -86,11 +86,11 @@ int EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) * as the depth buffer we are sampling from. This could be avoided if the stencil is * a separate texture but that needs OpenGL 4.4 or ARB_texture_stencil8. * OR OpenGL 4.3 / ARB_ES3_compatibility if using a renderbuffer instead */ - effects->sss_stencil = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_DEPTH24_STENCIL8, + effects->sss_stencil = DRW_texture_pool_query_2d(fs_size[0], fs_size[1], GPU_DEPTH24_STENCIL8, &draw_engine_eevee_type); - effects->sss_blur = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA16F, + effects->sss_blur = DRW_texture_pool_query_2d(fs_size[0], fs_size[1], GPU_RGBA16F, &draw_engine_eevee_type); - effects->sss_data = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA16F, + effects->sss_data = DRW_texture_pool_query_2d(fs_size[0], fs_size[1], GPU_RGBA16F, &draw_engine_eevee_type); GPUTexture *stencil_tex = effects->sss_stencil; @@ -123,7 +123,7 @@ int EEVEE_subsurface_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) }); if (effects->sss_separate_albedo) { - effects->sss_albedo = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_R11F_G11F_B10F, + effects->sss_albedo = DRW_texture_pool_query_2d(fs_size[0], fs_size[1], GPU_R11F_G11F_B10F, &draw_engine_eevee_type); } else { @@ -160,8 +160,8 @@ void EEVEE_subsurface_output_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Dat const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); if (scene_eval->eevee.flag & SCE_EEVEE_SSS_ENABLED) { - DRW_texture_ensure_fullscreen_2D(&txl->sss_dir_accum, GPU_RGBA16F, 0); - DRW_texture_ensure_fullscreen_2D(&txl->sss_col_accum, GPU_RGBA16F, 0); + DRW_texture_ensure_fullscreen_2d(&txl->sss_dir_accum, GPU_RGBA16F, 0); + DRW_texture_ensure_fullscreen_2d(&txl->sss_col_accum, GPU_RGBA16F, 0); GPUTexture *stencil_tex = effects->sss_stencil; diff --git a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c index 592d11916ac..fd3a23b36e0 100644 --- a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c +++ b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c @@ -231,7 +231,7 @@ int EEVEE_temporal_sampling_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data double ht_offset[2] = {0.0, 0.0}; uint ht_primes[2] = {2, 3}; - BLI_halton_2D(ht_primes, ht_offset, effects->taa_current_sample - 1, ht_point); + BLI_halton_2d(ht_primes, ht_offset, effects->taa_current_sample - 1, ht_point); EEVEE_temporal_sampling_matrices_calc(effects, viewmat, persmat, ht_point); diff --git a/source/blender/draw/engines/eevee/eevee_volumes.c b/source/blender/draw/engines/eevee/eevee_volumes.c index 6bdf3aaca56..7262b3d446a 100644 --- a/source/blender/draw/engines/eevee/eevee_volumes.c +++ b/source/blender/draw/engines/eevee/eevee_volumes.c @@ -136,7 +136,7 @@ void EEVEE_volumes_set_jitter(EEVEE_ViewLayerData *sldata, uint current_sample) double ht_offset[3] = {0.0, 0.0}; uint ht_primes[3] = {3, 7, 2}; - BLI_halton_3D(ht_primes, ht_offset, current_sample, ht_point); + BLI_halton_3d(ht_primes, ht_offset, current_sample, ht_point); common_data->vol_jitter[0] = (float)ht_point[0]; common_data->vol_jitter[1] = (float)ht_point[1]; @@ -209,30 +209,30 @@ int EEVEE_volumes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) if (txl->volume_prop_scattering == NULL) { /* Volume properties: We evaluate all volumetric objects * and store their final properties into each froxel */ - txl->volume_prop_scattering = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + txl->volume_prop_scattering = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); - txl->volume_prop_extinction = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + txl->volume_prop_extinction = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); - txl->volume_prop_emission = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + txl->volume_prop_emission = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); - txl->volume_prop_phase = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + txl->volume_prop_phase = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2], GPU_RG16F, DRW_TEX_FILTER, NULL); /* Volume scattering: We compute for each froxel the * Scattered light towards the view. We also resolve temporal * super sampling during this stage. */ - txl->volume_scatter = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + txl->volume_scatter = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); - txl->volume_transmittance = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + txl->volume_transmittance = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); /* Final integration: We compute for each froxel the * amount of scattered light and extinction coef at this * given depth. We use theses textures as double buffer * for the volumetric history. */ - txl->volume_scatter_history = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + txl->volume_scatter_history = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); - txl->volume_transmittance_history = DRW_texture_create_3D(tex_size[0], tex_size[1], tex_size[2], + txl->volume_transmittance_history = DRW_texture_create_3d(tex_size[0], tex_size[1], tex_size[2], GPU_R11F_G11F_B10F, DRW_TEX_FILTER, NULL); } diff --git a/source/blender/draw/engines/external/external_engine.c b/source/blender/draw/engines/external/external_engine.c index 0100fa095e6..c1da7c4585c 100644 --- a/source/blender/draw/engines/external/external_engine.c +++ b/source/blender/draw/engines/external/external_engine.c @@ -92,7 +92,7 @@ static void external_engine_init(void *UNUSED(vedata)) { /* Depth prepass */ if (!e_data.depth_sh) { - e_data.depth_sh = DRW_shader_create_3D_depth_only(GPU_SHADER_CFG_DEFAULT); + e_data.depth_sh = DRW_shader_create_3d_depth_only(GPU_SHADER_CFG_DEFAULT); } } diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c index bfda7098391..3bee7d0d51c 100644 --- a/source/blender/draw/engines/gpencil/gpencil_engine.c +++ b/source/blender/draw/engines/gpencil/gpencil_engine.c @@ -79,11 +79,11 @@ void DRW_gpencil_multisample_ensure(GPENCIL_Data *vedata, int rect_w, int rect_h fbl->multisample_fb = GPU_framebuffer_create(); if (fbl->multisample_fb) { if (txl->multisample_color == NULL) { - txl->multisample_color = GPU_texture_create_2D_multisample( + txl->multisample_color = GPU_texture_create_2d_multisample( rect_w, rect_h, GPU_RGBA16F, NULL, samples, NULL); } if (txl->multisample_depth == NULL) { - txl->multisample_depth = GPU_texture_create_2D_multisample( + txl->multisample_depth = GPU_texture_create_2d_multisample( rect_w, rect_h, GPU_DEPTH_COMPONENT24, NULL, samples, NULL); } GPU_framebuffer_ensure_config( @@ -118,10 +118,10 @@ static void GPENCIL_create_framebuffers(void *vedata) /* Framebufers for basic object drawing */ if (stl->storage->framebuffer_flag & GP_FRAMEBUFFER_BASIC) { /* temp textures for ping-pong buffers */ - e_data.temp_depth_tx_a = DRW_texture_pool_query_2D( + e_data.temp_depth_tx_a = DRW_texture_pool_query_2d( size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_gpencil_type); - e_data.temp_color_tx_a = DRW_texture_pool_query_2D( + e_data.temp_color_tx_a = DRW_texture_pool_query_2d( size[0], size[1], fb_format, &draw_engine_gpencil_type); GPU_framebuffer_ensure_config( @@ -130,10 +130,10 @@ static void GPENCIL_create_framebuffers(void *vedata) GPU_ATTACHMENT_TEXTURE(e_data.temp_color_tx_a), }); - e_data.temp_depth_tx_b = DRW_texture_pool_query_2D( + e_data.temp_depth_tx_b = DRW_texture_pool_query_2d( size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_gpencil_type); - e_data.temp_color_tx_b = DRW_texture_pool_query_2D( + e_data.temp_color_tx_b = DRW_texture_pool_query_2d( size[0], size[1], fb_format, &draw_engine_gpencil_type); GPU_framebuffer_ensure_config( @@ -143,10 +143,10 @@ static void GPENCIL_create_framebuffers(void *vedata) }); /* used for FX effects and Layer blending */ - e_data.temp_depth_tx_fx = DRW_texture_pool_query_2D( + e_data.temp_depth_tx_fx = DRW_texture_pool_query_2d( size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_gpencil_type); - e_data.temp_color_tx_fx = DRW_texture_pool_query_2D( + e_data.temp_color_tx_fx = DRW_texture_pool_query_2d( size[0], size[1], fb_format, &draw_engine_gpencil_type); GPU_framebuffer_ensure_config( @@ -158,10 +158,10 @@ static void GPENCIL_create_framebuffers(void *vedata) /* background framebuffer to speed up drawing process (always 16 bits) */ if (stl->storage->framebuffer_flag & GP_FRAMEBUFFER_DRAW) { - e_data.background_depth_tx = DRW_texture_pool_query_2D( + e_data.background_depth_tx = DRW_texture_pool_query_2d( size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_gpencil_type); - e_data.background_color_tx = DRW_texture_pool_query_2D( + e_data.background_color_tx = DRW_texture_pool_query_2d( size[0], size[1], GPU_RGBA32F, &draw_engine_gpencil_type); GPU_framebuffer_ensure_config( @@ -261,7 +261,7 @@ void GPENCIL_engine_init(void *vedata) /* blank texture used if no texture defined for fill shader */ if (!e_data.gpencil_blank_texture) { float rect[16][16][4] = {{{0.0f}}}; - e_data.gpencil_blank_texture = DRW_texture_create_2D(16, 16, GPU_RGBA8, DRW_TEX_FILTER, (float *)rect); + e_data.gpencil_blank_texture = DRW_texture_create_2d(16, 16, GPU_RGBA8, DRW_TEX_FILTER, (float *)rect); } } diff --git a/source/blender/draw/engines/gpencil/gpencil_render.c b/source/blender/draw/engines/gpencil/gpencil_render.c index d754fdfea3e..45fef77cbac 100644 --- a/source/blender/draw/engines/gpencil/gpencil_render.c +++ b/source/blender/draw/engines/gpencil/gpencil_render.c @@ -80,10 +80,10 @@ void GPENCIL_render_init(GPENCIL_Data *ved, RenderEngine *engine, struct Depsgra DRW_gpencil_multisample_ensure(vedata, rect_w, rect_h); } - vedata->render_depth_tx = DRW_texture_pool_query_2D( + vedata->render_depth_tx = DRW_texture_pool_query_2d( size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_gpencil_type); - vedata->render_color_tx = DRW_texture_pool_query_2D( + vedata->render_color_tx = DRW_texture_pool_query_2d( size[0], size[1], GPU_RGBA32F, &draw_engine_gpencil_type); GPU_framebuffer_ensure_config( diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c index 1fe0202da5b..b23c01d9a5f 100644 --- a/source/blender/draw/engines/workbench/workbench_deferred.c +++ b/source/blender/draw/engines/workbench/workbench_deferred.c @@ -289,7 +289,7 @@ static float *create_disk_samples(int num_samples, int num_iterations) float it_add = (i / num_samples) * 0.499f; float r = fmodf((i + 0.5f + it_add) * num_samples_inv, 1.0f); double dphi; - BLI_hammersley_1D(i, &dphi); + BLI_hammersley_1d(i, &dphi); float phi = (float)dphi * 2.0f * M_PI + it_add; texels[i][0] = cosf(phi); @@ -321,7 +321,7 @@ static struct GPUTexture *create_jitter_texture(int num_samples) UNUSED_VARS(bsdf_split_sum_ggx, btdf_split_sum_ggx, ltc_mag_ggx, ltc_mat_ggx, ltc_disk_integral); - return DRW_texture_create_2D(64, 64, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_WRAP, &jitter[0][0]); + return DRW_texture_create_2d(64, 64, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_WRAP, &jitter[0][0]); } /* Functions */ @@ -336,8 +336,8 @@ static void workbench_init_object_data(DrawData *dd) static void workbench_init_oit_framebuffer(WORKBENCH_FramebufferList *fbl, DefaultTextureList *dtxl) { const float *size = DRW_viewport_size_get(); - e_data.oit_accum_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid); - e_data.oit_revealage_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R16F, &draw_engine_workbench_solid); + e_data.oit_accum_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid); + e_data.oit_revealage_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_R16F, &draw_engine_workbench_solid); GPU_framebuffer_ensure_config(&fbl->transparent_accum_fb, { GPU_ATTACHMENT_TEXTURE(dtxl->depth), @@ -454,19 +454,19 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata) e_data.normal_buffer_tx = NULL; e_data.cavity_buffer_tx = NULL; - e_data.composite_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], comp_tex_format, &draw_engine_workbench_solid); + e_data.composite_buffer_tx = DRW_texture_pool_query_2d(size[0], size[1], comp_tex_format, &draw_engine_workbench_solid); if (MATDATA_PASS_ENABLED(wpd) || GPU_unused_fb_slot_workaround()) { - e_data.color_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], col_tex_format, &draw_engine_workbench_solid); + e_data.color_buffer_tx = DRW_texture_pool_query_2d(size[0], size[1], col_tex_format, &draw_engine_workbench_solid); } if (OBJECT_ID_PASS_ENABLED(wpd) || GPU_unused_fb_slot_workaround()) { - e_data.object_id_tx = DRW_texture_pool_query_2D(size[0], size[1], id_tex_format, &draw_engine_workbench_solid); + e_data.object_id_tx = DRW_texture_pool_query_2d(size[0], size[1], id_tex_format, &draw_engine_workbench_solid); } if (NORMAL_VIEWPORT_PASS_ENABLED(wpd)) { - e_data.normal_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], nor_tex_format, &draw_engine_workbench_solid); + e_data.normal_buffer_tx = DRW_texture_pool_query_2d(size[0], size[1], nor_tex_format, &draw_engine_workbench_solid); } if (CAVITY_ENABLED(wpd)) { - e_data.cavity_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R16, &draw_engine_workbench_solid); + e_data.cavity_buffer_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_R16, &draw_engine_workbench_solid); } GPU_framebuffer_ensure_config(&fbl->prepass_fb, { @@ -489,7 +489,7 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata) }); if (!MATDATA_PASS_ENABLED(wpd) && !GPU_unused_fb_slot_workaround()) { - e_data.color_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], col_tex_format, &draw_engine_workbench_solid); + e_data.color_buffer_tx = DRW_texture_pool_query_2d(size[0], size[1], col_tex_format, &draw_engine_workbench_solid); } GPU_framebuffer_ensure_config(&fbl->effect_fb, { @@ -584,7 +584,7 @@ static void workbench_setup_ghost_framebuffer(WORKBENCH_FramebufferList *fbl) const float *viewport_size = DRW_viewport_size_get(); const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; - e_data.ghost_depth_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_workbench_solid); + e_data.ghost_depth_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_DEPTH_COMPONENT24, &draw_engine_workbench_solid); GPU_framebuffer_ensure_config(&fbl->ghost_prepass_fb, { GPU_ATTACHMENT_TEXTURE(e_data.ghost_depth_tx), diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c index c6aeefcef3b..dca65355c8f 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_dof.c +++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c @@ -186,13 +186,13 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata, Object *camera) int shrink_w_size[2] = {shrink_h_size[0], ceilf(size[1] / 8.0f)}; #endif - DRW_texture_ensure_2D(&txl->dof_source_tx, size[0], size[1], GPU_R11F_G11F_B10F, DRW_TEX_FILTER | DRW_TEX_MIPMAP); - DRW_texture_ensure_2D(&txl->coc_halfres_tx, size[0], size[1], GPU_RG8, DRW_TEX_FILTER | DRW_TEX_MIPMAP); - wpd->dof_blur_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R11F_G11F_B10F, &draw_engine_workbench_solid); + DRW_texture_ensure_2d(&txl->dof_source_tx, size[0], size[1], GPU_R11F_G11F_B10F, DRW_TEX_FILTER | DRW_TEX_MIPMAP); + DRW_texture_ensure_2d(&txl->coc_halfres_tx, size[0], size[1], GPU_RG8, DRW_TEX_FILTER | DRW_TEX_MIPMAP); + wpd->dof_blur_tx = DRW_texture_pool_query_2d(size[0], size[1], GPU_R11F_G11F_B10F, &draw_engine_workbench_solid); #if 0 - wpd->coc_temp_tx = DRW_texture_pool_query_2D(shrink_h_size[0], shrink_h_size[1], GPU_RG8, &draw_engine_workbench_solid); - wpd->coc_tiles_tx[0] = DRW_texture_pool_query_2D(shrink_w_size[0], shrink_w_size[1], GPU_RG8, &draw_engine_workbench_solid); - wpd->coc_tiles_tx[1] = DRW_texture_pool_query_2D(shrink_w_size[0], shrink_w_size[1], GPU_RG8, &draw_engine_workbench_solid); + wpd->coc_temp_tx = DRW_texture_pool_query_2d(shrink_h_size[0], shrink_h_size[1], GPU_RG8, &draw_engine_workbench_solid); + wpd->coc_tiles_tx[0] = DRW_texture_pool_query_2d(shrink_w_size[0], shrink_w_size[1], GPU_RG8, &draw_engine_workbench_solid); + wpd->coc_tiles_tx[1] = DRW_texture_pool_query_2d(shrink_w_size[0], shrink_w_size[1], GPU_RG8, &draw_engine_workbench_solid); #endif GPU_framebuffer_ensure_config(&fbl->dof_downsample_fb, { diff --git a/source/blender/draw/engines/workbench/workbench_effect_taa.c b/source/blender/draw/engines/workbench/workbench_effect_taa.c index b61cbff39a9..cbc0e347d7d 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_taa.c +++ b/source/blender/draw/engines/workbench/workbench_effect_taa.c @@ -173,8 +173,8 @@ DRWPass *workbench_taa_create_pass(WORKBENCH_Data *vedata, GPUTexture **color_bu { const eGPUTextureFormat hist_buffer_format = DRW_state_is_image_render() ? GPU_RGBA16F : GPU_RGBA8; - DRW_texture_ensure_fullscreen_2D(&txl->history_buffer_tx, hist_buffer_format, 0); - DRW_texture_ensure_fullscreen_2D(&txl->depth_buffer_tx, GPU_DEPTH24_STENCIL8, 0); + DRW_texture_ensure_fullscreen_2d(&txl->history_buffer_tx, hist_buffer_format, 0); + DRW_texture_ensure_fullscreen_2d(&txl->depth_buffer_tx, GPU_DEPTH24_STENCIL8, 0); } { diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c index bf5de40bbef..a31eb4963b8 100644 --- a/source/blender/draw/engines/workbench/workbench_forward.c +++ b/source/blender/draw/engines/workbench/workbench_forward.c @@ -313,13 +313,13 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata) const float *viewport_size = DRW_viewport_size_get(); const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; - e_data.object_id_tx = DRW_texture_pool_query_2D( + e_data.object_id_tx = DRW_texture_pool_query_2d( size[0], size[1], GPU_R32UI, &draw_engine_workbench_transparent); - e_data.transparent_accum_tx = DRW_texture_pool_query_2D( + e_data.transparent_accum_tx = DRW_texture_pool_query_2d( size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_transparent); - e_data.transparent_revealage_tx = DRW_texture_pool_query_2D( + e_data.transparent_revealage_tx = DRW_texture_pool_query_2d( size[0], size[1], GPU_R16F, &draw_engine_workbench_transparent); - e_data.composite_buffer_tx = DRW_texture_pool_query_2D( + e_data.composite_buffer_tx = DRW_texture_pool_query_2d( size[0], size[1], GPU_R11F_G11F_B10F, &draw_engine_workbench_transparent); GPU_framebuffer_ensure_config(&fbl->object_outline_fb, { diff --git a/source/blender/draw/engines/workbench/workbench_render.c b/source/blender/draw/engines/workbench/workbench_render.c index 7a0e4150d28..c551a369b58 100644 --- a/source/blender/draw/engines/workbench/workbench_render.c +++ b/source/blender/draw/engines/workbench/workbench_render.c @@ -86,8 +86,8 @@ static bool workbench_render_framebuffers_init(void) const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - dtxl->color = GPU_texture_create_2D(size[0], size[1], GPU_RGBA16F, NULL, NULL); - dtxl->depth = GPU_texture_create_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, NULL); + dtxl->color = GPU_texture_create_2d(size[0], size[1], GPU_RGBA16F, NULL, NULL); + dtxl->depth = GPU_texture_create_2d(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, NULL); if (!(dtxl->depth && dtxl->color)) { return false; diff --git a/source/blender/draw/engines/workbench/workbench_volume.c b/source/blender/draw/engines/workbench/workbench_volume.c index 90d68cebe24..0f5debc46d8 100644 --- a/source/blender/draw/engines/workbench/workbench_volume.c +++ b/source/blender/draw/engines/workbench/workbench_volume.c @@ -92,8 +92,8 @@ void workbench_volume_engine_init(void) { if (!e_data.dummy_tex) { float pixel[4] = {0.0f, 0.0f, 0.0f, 0.0f}; - e_data.dummy_tex = GPU_texture_create_3D(1, 1, 1, GPU_RGBA8, pixel, NULL); - e_data.dummy_coba_tex = GPU_texture_create_1D(1, GPU_RGBA8, pixel, NULL); + e_data.dummy_tex = GPU_texture_create_3d(1, 1, 1, GPU_RGBA8, pixel, NULL); + e_data.dummy_coba_tex = GPU_texture_create_1d(1, GPU_RGBA8, pixel, NULL); } } @@ -168,7 +168,7 @@ void workbench_volume_cache_populate(WORKBENCH_Data *vedata, Scene *scene, Objec } else { double noise_ofs; - BLI_halton_1D(3, 0.0, effect_info->jitter_index, &noise_ofs); + BLI_halton_1d(3, 0.0, effect_info->jitter_index, &noise_ofs); float dim[3], step_length, max_slice; float slice_ct[3] = {sds->res[0], sds->res[1], sds->res[2]}; mul_v3_fl(slice_ct, max_ff(0.001f, sds->slice_per_voxel)); diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h index dee686e270e..5c505f1b234 100644 --- a/source/blender/draw/intern/DRW_render.h +++ b/source/blender/draw/intern/DRW_render.h @@ -194,22 +194,22 @@ typedef enum { /* Textures from DRW_texture_pool_query_* have the options * DRW_TEX_FILTER for color float textures, and no options * for depth textures and integer textures. */ -struct GPUTexture *DRW_texture_pool_query_2D(int w, int h, eGPUTextureFormat format, DrawEngineType *engine_type); +struct GPUTexture *DRW_texture_pool_query_2d(int w, int h, eGPUTextureFormat format, DrawEngineType *engine_type); -struct GPUTexture *DRW_texture_create_1D( +struct GPUTexture *DRW_texture_create_1d( int w, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); -struct GPUTexture *DRW_texture_create_2D( +struct GPUTexture *DRW_texture_create_2d( int w, int h, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); -struct GPUTexture *DRW_texture_create_2D_array( +struct GPUTexture *DRW_texture_create_2d_array( int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); -struct GPUTexture *DRW_texture_create_3D( +struct GPUTexture *DRW_texture_create_3d( int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); struct GPUTexture *DRW_texture_create_cube( int w, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); -void DRW_texture_ensure_fullscreen_2D( +void DRW_texture_ensure_fullscreen_2d( struct GPUTexture **tex, eGPUTextureFormat format, DRWTextureFlag flags); -void DRW_texture_ensure_2D( +void DRW_texture_ensure_2d( struct GPUTexture **tex, int w, int h, eGPUTextureFormat format, DRWTextureFlag flags); void DRW_texture_generate_mipmaps(struct GPUTexture *tex); @@ -245,10 +245,10 @@ struct GPUShader *DRW_shader_create_with_lib( struct GPUShader *DRW_shader_create_with_transform_feedback( const char *vert, const char *geom, const char *defines, const eGPUShaderTFBType prim_type, const char **varying_names, const int varying_count); -struct GPUShader *DRW_shader_create_2D(const char *frag, const char *defines); -struct GPUShader *DRW_shader_create_3D(const char *frag, const char *defines); +struct GPUShader *DRW_shader_create_2d(const char *frag, const char *defines); +struct GPUShader *DRW_shader_create_3d(const char *frag, const char *defines); struct GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines); -struct GPUShader *DRW_shader_create_3D_depth_only(eGPUShaderConfig slot); +struct GPUShader *DRW_shader_create_3d_depth_only(eGPUShaderConfig slot); struct GPUMaterial *DRW_shader_find_from_world(struct World *wo, const void *engine_type, int options, bool deferred); struct GPUMaterial *DRW_shader_find_from_material(struct Material *ma, const void *engine_type, int options, bool deferred); struct GPUMaterial *DRW_shader_create_from_world( diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c index 2d1316f9406..49cc6669ba5 100644 --- a/source/blender/draw/intern/draw_common.c +++ b/source/blender/draw/intern/draw_common.c @@ -182,7 +182,7 @@ void DRW_globals_update(void) BKE_colorband_evaluate_table_rgba(&ramp, &colors, &col_size); - G_draw.ramp = GPU_texture_create_1D(col_size, GPU_RGBA8, colors, NULL); + G_draw.ramp = GPU_texture_create_1d(col_size, GPU_RGBA8, colors, NULL); MEM_freeN(colors); } @@ -1133,5 +1133,5 @@ static GPUTexture *DRW_create_weight_colorramp_texture(void) pixels[i][3] = 1.0f; } - return GPU_texture_create_1D(256, GPU_RGBA8, pixels[0], error); + return GPU_texture_create_1d(256, GPU_RGBA8, pixels[0], error); } diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c index bbe5b4cf41e..1d0fb5cb2a8 100644 --- a/source/blender/draw/intern/draw_hair.c +++ b/source/blender/draw/intern/draw_hair.c @@ -263,7 +263,7 @@ void DRW_hair_update(void) * Do chunks of maximum 2048 * 2048 hair points. */ int width = 2048; int height = min_ii(width, 1 + max_size / width); - GPUTexture *tex = DRW_texture_pool_query_2D(width, height, GPU_RGBA32F, (void *)DRW_hair_update); + GPUTexture *tex = DRW_texture_pool_query_2d(width, height, GPU_RGBA32F, (void *)DRW_hair_update); g_tf_target_height = height; g_tf_target_width = width; diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index 45a49f2a25f..db565b96dab 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -2043,7 +2043,7 @@ static void draw_select_framebuffer_depth_only_setup(const rcti *rect) } if (g_select_buffer.texture_depth == NULL) { - g_select_buffer.texture_depth = GPU_texture_create_2D( + g_select_buffer.texture_depth = GPU_texture_create_2d( size[0], size[1], GPU_DEPTH_COMPONENT24, NULL, NULL); GPU_framebuffer_texture_attach( @@ -2078,7 +2078,7 @@ static void draw_select_framebuffer_select_id_setup(const rcti *rect) } if (g_select_buffer.texture_u32 == NULL) { - g_select_buffer.texture_u32 = GPU_texture_create_2D( + g_select_buffer.texture_u32 = GPU_texture_create_2d( size[0], size[1], GPU_R32UI, NULL, NULL); GPU_framebuffer_texture_attach( diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c index 54ad98d3189..1fc6b61b87a 100644 --- a/source/blender/draw/intern/draw_manager_shader.c +++ b/source/blender/draw/intern/draw_manager_shader.c @@ -297,12 +297,12 @@ GPUShader *DRW_shader_create_with_transform_feedback( prim_type, varying_names, varying_count, __func__); } -GPUShader *DRW_shader_create_2D(const char *frag, const char *defines) +GPUShader *DRW_shader_create_2d(const char *frag, const char *defines) { return GPU_shader_create(datatoc_gpu_shader_2D_vert_glsl, frag, NULL, NULL, defines, __func__); } -GPUShader *DRW_shader_create_3D(const char *frag, const char *defines) +GPUShader *DRW_shader_create_3d(const char *frag, const char *defines) { return GPU_shader_create(datatoc_gpu_shader_3D_vert_glsl, frag, NULL, NULL, defines, __func__); } @@ -312,7 +312,7 @@ GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines) return GPU_shader_create(datatoc_common_fullscreen_vert_glsl, frag, NULL, NULL, defines, __func__); } -GPUShader *DRW_shader_create_3D_depth_only(eGPUShaderConfig sh_cfg) +GPUShader *DRW_shader_create_3d_depth_only(eGPUShaderConfig sh_cfg) { return GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_DEPTH_ONLY, sh_cfg); } diff --git a/source/blender/draw/intern/draw_manager_texture.c b/source/blender/draw/intern/draw_manager_texture.c index 235523f15c5..92fca2d4f04 100644 --- a/source/blender/draw/intern/draw_manager_texture.c +++ b/source/blender/draw/intern/draw_manager_texture.c @@ -73,35 +73,35 @@ void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags) GPU_texture_unbind(tex); } -GPUTexture *DRW_texture_create_1D(int w, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) +GPUTexture *DRW_texture_create_1d(int w, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) { - GPUTexture *tex = GPU_texture_create_1D(w, format, fpixels, NULL); + GPUTexture *tex = GPU_texture_create_1d(w, format, fpixels, NULL); drw_texture_set_parameters(tex, flags); return tex; } -GPUTexture *DRW_texture_create_2D(int w, int h, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) +GPUTexture *DRW_texture_create_2d(int w, int h, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) { - GPUTexture *tex = GPU_texture_create_2D(w, h, format, fpixels, NULL); + GPUTexture *tex = GPU_texture_create_2d(w, h, format, fpixels, NULL); drw_texture_set_parameters(tex, flags); return tex; } -GPUTexture *DRW_texture_create_2D_array( +GPUTexture *DRW_texture_create_2d_array( int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) { - GPUTexture *tex = GPU_texture_create_2D_array(w, h, d, format, fpixels, NULL); + GPUTexture *tex = GPU_texture_create_2d_array(w, h, d, format, fpixels, NULL); drw_texture_set_parameters(tex, flags); return tex; } -GPUTexture *DRW_texture_create_3D( +GPUTexture *DRW_texture_create_3d( int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) { - GPUTexture *tex = GPU_texture_create_3D(w, h, d, format, fpixels, NULL); + GPUTexture *tex = GPU_texture_create_3d(w, h, d, format, fpixels, NULL); drw_texture_set_parameters(tex, flags); return tex; @@ -115,7 +115,7 @@ GPUTexture *DRW_texture_create_cube(int w, eGPUTextureFormat format, DRWTextureF return tex; } -GPUTexture *DRW_texture_pool_query_2D(int w, int h, eGPUTextureFormat format, DrawEngineType *engine_type) +GPUTexture *DRW_texture_pool_query_2d(int w, int h, eGPUTextureFormat format, DrawEngineType *engine_type) { BLI_assert(drw_texture_format_supports_framebuffer(format)); GPUTexture *tex = GPU_viewport_texture_pool_query(DST.viewport, engine_type, w, h, format); @@ -123,18 +123,18 @@ GPUTexture *DRW_texture_pool_query_2D(int w, int h, eGPUTextureFormat format, Dr return tex; } -void DRW_texture_ensure_fullscreen_2D(GPUTexture **tex, eGPUTextureFormat format, DRWTextureFlag flags) +void DRW_texture_ensure_fullscreen_2d(GPUTexture **tex, eGPUTextureFormat format, DRWTextureFlag flags) { if (*(tex) == NULL) { const float *size = DRW_viewport_size_get(); - *(tex) = DRW_texture_create_2D((int)size[0], (int)size[1], format, flags, NULL); + *(tex) = DRW_texture_create_2d((int)size[0], (int)size[1], format, flags, NULL); } } -void DRW_texture_ensure_2D(GPUTexture **tex, int w, int h, eGPUTextureFormat format, DRWTextureFlag flags) +void DRW_texture_ensure_2d(GPUTexture **tex, int w, int h, eGPUTextureFormat format, DRWTextureFlag flags) { if (*(tex) == NULL) { - *(tex) = DRW_texture_create_2D(w, h, format, flags, NULL); + *(tex) = DRW_texture_create_2d(w, h, format, flags, NULL); } } 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), -- cgit v1.2.3