Cleanup: use lowercase for dimensions in function names

Most API's already use this convention.
This commit is contained in:
Campbell Barton
2019-03-20 18:17:16 +11:00
parent db5a82302c
commit 4fa904e91c
43 changed files with 194 additions and 194 deletions

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@@ -315,7 +315,7 @@ static void hammersley_create(float *out, int n, int seed, float amount)
BLI_rng_free(rng);
for (int k = 0; k < n; k++) {
BLI_hammersley_1D(k, &t);
BLI_hammersley_1d(k, &t);
out[2*k + 0] = fmod((double)k/(double)n + offs[0], 1.0);
out[2*k + 1] = fmod(t + offs[1], 1.0);

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@@ -368,7 +368,7 @@ static void studiolight_create_equirect_radiance_gputexture(StudioLight *sl)
MEM_SAFE_FREE(gpu_matcap_3components);
}
else {
sl->equirect_radiance_gputexture = GPU_texture_create_2D(
sl->equirect_radiance_gputexture = GPU_texture_create_2d(
ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, error);
GPUTexture *tex = sl->equirect_radiance_gputexture;
GPU_texture_bind(tex, 0);
@@ -386,7 +386,7 @@ static void studiolight_create_equirect_irradiance_gputexture(StudioLight *sl)
char error[256];
BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECT_IRRADIANCE_IMAGE_CALCULATED);
ImBuf *ibuf = sl->equirect_irradiance_buffer;
sl->equirect_irradiance_gputexture = GPU_texture_create_2D(
sl->equirect_irradiance_gputexture = GPU_texture_create_2d(
ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, error);
GPUTexture *tex = sl->equirect_irradiance_gputexture;
GPU_texture_bind(tex, 0);

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@@ -90,13 +90,13 @@ int BLI_rng_thread_rand(RNG_THREAD_ARRAY *rngarr, int thread) ATTR_WARN_UNUSED
/* Low-discrepancy sequences. */
/** Return the _n_th number of the given low-discrepancy sequence. */
void BLI_halton_1D(unsigned int prime, double offset, int n, double *r);
void BLI_halton_2D(unsigned int prime[2], double offset[2], int n, double *r);
void BLI_halton_3D(unsigned int prime[3], double offset[3], int n, double *r);
void BLI_hammersley_1D(unsigned int n, double *r);
void BLI_halton_1d(unsigned int prime, double offset, int n, double *r);
void BLI_halton_2d(unsigned int prime[2], double offset[2], int n, double *r);
void BLI_halton_3d(unsigned int prime[3], double offset[3], int n, double *r);
void BLI_hammersley_1d(unsigned int n, double *r);
/** Return the whole low-discrepancy sequence up to _n_. */
void BLI_halton_2D_sequence(unsigned int prime[2], double offset[2], int n, double *r);
void BLI_hammersley_2D_sequence(unsigned int n, double *r);
void BLI_halton_2d_sequence(unsigned int prime[2], double offset[2], int n, double *r);
void BLI_hammersley_2d_sequence(unsigned int n, double *r);
#endif /* __BLI_RAND_H__ */

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@@ -369,7 +369,7 @@ BLI_INLINE double halton_ex(double invprimes, double *offset)
return *offset;
}
void BLI_halton_1D(unsigned int prime, double offset, int n, double *r)
void BLI_halton_1d(unsigned int prime, double offset, int n, double *r)
{
const double invprime = 1.0 / (double)prime;
@@ -380,7 +380,7 @@ void BLI_halton_1D(unsigned int prime, double offset, int n, double *r)
}
}
void BLI_halton_2D(unsigned int prime[2], double offset[2], int n, double *r)
void BLI_halton_2d(unsigned int prime[2], double offset[2], int n, double *r)
{
const double invprimes[2] = {1.0 / (double)prime[0], 1.0 / (double)prime[1]};
@@ -393,7 +393,7 @@ void BLI_halton_2D(unsigned int prime[2], double offset[2], int n, double *r)
}
}
void BLI_halton_3D(unsigned int prime[3], double offset[3], int n, double *r)
void BLI_halton_3d(unsigned int prime[3], double offset[3], int n, double *r)
{
const double invprimes[3] = {1.0 / (double)prime[0], 1.0 / (double)prime[1], 1.0 / (double)prime[2]};
@@ -406,7 +406,7 @@ void BLI_halton_3D(unsigned int prime[3], double offset[3], int n, double *r)
}
}
void BLI_halton_2D_sequence(unsigned int prime[2], double offset[2], int n, double *r)
void BLI_halton_2d_sequence(unsigned int prime[2], double offset[2], int n, double *r)
{
const double invprimes[2] = {1.0 / (double)prime[0], 1.0 / (double)prime[1]};
@@ -435,12 +435,12 @@ BLI_INLINE double radical_inverse(unsigned int n)
return u;
}
void BLI_hammersley_1D(unsigned int n, double *r)
void BLI_hammersley_1d(unsigned int n, double *r)
{
*r = radical_inverse(n);
}
void BLI_hammersley_2D_sequence(unsigned int n, double *r)
void BLI_hammersley_2d_sequence(unsigned int n, double *r)
{
for (unsigned int s = 0; s < n; s++) {
r[s * 2 + 0] = (double)(s + 0.5) / (double)n;

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@@ -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);
}
}

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@@ -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,

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@@ -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);
}

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@@ -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)

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@@ -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);

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@@ -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);

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@@ -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);
}
}

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@@ -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;

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@@ -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;
}

View File

@@ -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,

View File

@@ -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,

View File

@@ -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);

View File

@@ -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, {

View File

@@ -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;

View File

@@ -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);

View File

@@ -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);
}

View File

@@ -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);
}
}

View File

@@ -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);
}
}

View File

@@ -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(

View File

@@ -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),

View File

@@ -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, {

View File

@@ -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);
}
{

View File

@@ -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, {

View File

@@ -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;

View File

@@ -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));

View File

@@ -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(

View File

@@ -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);
}

View File

@@ -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;

View File

@@ -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(

View File

@@ -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);
}

View File

@@ -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);
}
}

View File

@@ -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),

View File

@@ -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),

View File

@@ -153,17 +153,17 @@ GPUTexture *GPU_texture_create_nD(
eGPUTextureFormat tex_format, eGPUDataFormat gpu_data_format, int samples,
const bool can_rescale, char err_out[256]);
GPUTexture *GPU_texture_create_1D(
GPUTexture *GPU_texture_create_1d(
int w, eGPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_1D_array(
GPUTexture *GPU_texture_create_1d_array(
int w, int h, eGPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_2D(
GPUTexture *GPU_texture_create_2d(
int w, int h, eGPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_2D_multisample(
GPUTexture *GPU_texture_create_2d_multisample(
int w, int h, eGPUTextureFormat data_type, const float *pixels, int samples, char err_out[256]);
GPUTexture *GPU_texture_create_2D_array(
GPUTexture *GPU_texture_create_2d_array(
int w, int h, int d, eGPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_3D(
GPUTexture *GPU_texture_create_3d(
int w, int h, int d, eGPUTextureFormat data_type, const float *pixels, char err_out[256]);
GPUTexture *GPU_texture_create_cube(
int w, eGPUTextureFormat data_type, const float *pixels, char err_out[256]);

View File

@@ -855,7 +855,7 @@ static GPUTexture *create_transfer_function(int type, const ColorBand *coba)
break;
}
GPUTexture *tex = GPU_texture_create_1D(TFUNC_WIDTH, GPU_RGBA8, data, NULL);
GPUTexture *tex = GPU_texture_create_1d(TFUNC_WIDTH, GPU_RGBA8, data, NULL);
MEM_freeN(data);
@@ -1067,9 +1067,9 @@ void GPU_create_smoke_velocity(SmokeModifierData *smd)
}
if (!sds->tex_velocity_x) {
sds->tex_velocity_x = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_x, NULL);
sds->tex_velocity_y = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_y, NULL);
sds->tex_velocity_z = GPU_texture_create_3D(sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_z, NULL);
sds->tex_velocity_x = GPU_texture_create_3d(sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_x, NULL);
sds->tex_velocity_y = GPU_texture_create_3d(sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_y, NULL);
sds->tex_velocity_z = GPU_texture_create_3d(sds->res[0], sds->res[1], sds->res[2], GPU_R16F, vel_z, NULL);
}
}
#else // WITH_SMOKE

View File

@@ -791,12 +791,12 @@ GPUOffScreen *GPU_offscreen_create(int width, int height, int samples, bool dept
height = max_ii(1, height);
width = max_ii(1, width);
ofs->color = GPU_texture_create_2D_multisample(
ofs->color = GPU_texture_create_2d_multisample(
width, height,
(high_bitdepth) ? GPU_RGBA16F : GPU_RGBA8, NULL, samples, err_out);
if (depth) {
ofs->depth = GPU_texture_create_2D_multisample(width, height, GPU_DEPTH24_STENCIL8, NULL, samples, err_out);
ofs->depth = GPU_texture_create_2d_multisample(width, height, GPU_DEPTH24_STENCIL8, NULL, samples, err_out);
}
if ((depth && !ofs->depth) || !ofs->color) {

View File

@@ -165,7 +165,7 @@ static void gpu_material_ramp_texture_build(GPUMaterial *mat)
GPUColorBandBuilder *builder = mat->coba_builder;
mat->coba_tex = GPU_texture_create_1D_array(CM_TABLE + 1, builder->current_layer, GPU_RGBA16F,
mat->coba_tex = GPU_texture_create_1d_array(CM_TABLE + 1, builder->current_layer, GPU_RGBA16F,
(float *)builder->pixels, NULL);
MEM_freeN(builder);
@@ -539,7 +539,7 @@ struct GPUUniformBuffer *GPU_material_sss_profile_get(GPUMaterial *material, int
GPU_texture_free(material->sss_tex_profile);
}
material->sss_tex_profile = GPU_texture_create_1D(64, GPU_RGBA16F, translucence_profile, NULL);
material->sss_tex_profile = GPU_texture_create_1d(64, GPU_RGBA16F, translucence_profile, NULL);
MEM_freeN(translucence_profile);

View File

@@ -439,7 +439,7 @@ static GLenum gpu_get_gl_datatype(eGPUDataFormat format)
}
}
static float *GPU_texture_3D_rescale(GPUTexture *tex, int w, int h, int d, int channels, const float *fpixels)
static float *GPU_texture_rescale_3d(GPUTexture *tex, int w, int h, int d, int channels, const float *fpixels)
{
const uint xf = w / tex->w, yf = h / tex->h, zf = d / tex->d;
float *nfpixels = MEM_mallocN(channels * sizeof(float) * tex->w * tex->h * tex->d, "GPUTexture Rescaled 3Dtex");
@@ -575,7 +575,7 @@ static bool gpu_texture_try_alloc(
return false;
case GL_PROXY_TEXTURE_3D:
BLI_assert(data_type == GL_FLOAT);
*rescaled_fpixels = GPU_texture_3D_rescale(tex, w, h, d, channels, fpixels);
*rescaled_fpixels = GPU_texture_rescale_3d(tex, w, h, d, channels, fpixels);
return (bool)*rescaled_fpixels;
}
}
@@ -985,7 +985,7 @@ GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
}
GPUTexture *GPU_texture_create_1D(
GPUTexture *GPU_texture_create_1d(
int w, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
{
BLI_assert(w > 0);
@@ -993,7 +993,7 @@ GPUTexture *GPU_texture_create_1D(
return GPU_texture_create_nD(w, 0, 0, 1, pixels, tex_format, data_format, 0, false, err_out);
}
GPUTexture *GPU_texture_create_1D_array(
GPUTexture *GPU_texture_create_1d_array(
int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
{
BLI_assert(w > 0 && h > 0);
@@ -1001,7 +1001,7 @@ GPUTexture *GPU_texture_create_1D_array(
return GPU_texture_create_nD(w, h, 0, 1, pixels, tex_format, data_format, 0, false, err_out);
}
GPUTexture *GPU_texture_create_2D(
GPUTexture *GPU_texture_create_2d(
int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
{
BLI_assert(w > 0 && h > 0);
@@ -1009,7 +1009,7 @@ GPUTexture *GPU_texture_create_2D(
return GPU_texture_create_nD(w, h, 0, 2, pixels, tex_format, data_format, 0, false, err_out);
}
GPUTexture *GPU_texture_create_2D_multisample(
GPUTexture *GPU_texture_create_2d_multisample(
int w, int h, eGPUTextureFormat tex_format, const float *pixels, int samples, char err_out[256])
{
BLI_assert(w > 0 && h > 0);
@@ -1017,7 +1017,7 @@ GPUTexture *GPU_texture_create_2D_multisample(
return GPU_texture_create_nD(w, h, 0, 2, pixels, tex_format, data_format, samples, false, err_out);
}
GPUTexture *GPU_texture_create_2D_array(
GPUTexture *GPU_texture_create_2d_array(
int w, int h, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
{
BLI_assert(w > 0 && h > 0 && d > 0);
@@ -1025,7 +1025,7 @@ GPUTexture *GPU_texture_create_2D_array(
return GPU_texture_create_nD(w, h, d, 2, pixels, tex_format, data_format, 0, false, err_out);
}
GPUTexture *GPU_texture_create_3D(
GPUTexture *GPU_texture_create_3d(
int w, int h, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256])
{
BLI_assert(w > 0 && h > 0 && d > 0);
@@ -1275,9 +1275,9 @@ void GPU_invalid_tex_init(void)
{
memory_usage = 0;
const float color[4] = {1.0f, 0.0f, 1.0f, 1.0f};
GG.invalid_tex_1D = GPU_texture_create_1D(1, GPU_RGBA8, color, NULL);
GG.invalid_tex_2D = GPU_texture_create_2D(1, 1, GPU_RGBA8, color, NULL);
GG.invalid_tex_3D = GPU_texture_create_3D(1, 1, 1, GPU_RGBA8, color, NULL);
GG.invalid_tex_1D = GPU_texture_create_1d(1, GPU_RGBA8, color, NULL);
GG.invalid_tex_2D = GPU_texture_create_2d(1, 1, GPU_RGBA8, color, NULL);
GG.invalid_tex_3D = GPU_texture_create_3d(1, 1, 1, GPU_RGBA8, color, NULL);
}
void GPU_invalid_tex_bind(int mode)

View File

@@ -304,7 +304,7 @@ GPUTexture *GPU_viewport_texture_pool_query(GPUViewport *viewport, void *engine,
}
}
tex = GPU_texture_create_2D(width, height, format, NULL, NULL);
tex = GPU_texture_create_2d(width, height, format, NULL, NULL);
GPU_texture_bind(tex, 0);
/* Doing filtering for depth does not make sense when not doing shadow mapping,
* and enabling texture filtering on integer texture make them unreadable. */
@@ -381,8 +381,8 @@ static void gpu_viewport_default_fb_create(GPUViewport *viewport)
int *size = viewport->size;
bool ok = true;
dtxl->color = GPU_texture_create_2D(size[0], size[1], GPU_RGBA8, 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_RGBA8, NULL, NULL);
dtxl->depth = GPU_texture_create_2d(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, NULL);
if (!(dtxl->depth && dtxl->color)) {
ok = false;
@@ -426,8 +426,8 @@ static void gpu_viewport_default_multisample_fb_create(GPUViewport *viewport)
int samples = viewport->samples;
bool ok = true;
dtxl->multisample_color = GPU_texture_create_2D_multisample(size[0], size[1], GPU_RGBA8, NULL, samples, NULL);
dtxl->multisample_depth = GPU_texture_create_2D_multisample(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, samples, NULL);
dtxl->multisample_color = GPU_texture_create_2d_multisample(size[0], size[1], GPU_RGBA8, NULL, samples, NULL);
dtxl->multisample_depth = GPU_texture_create_2d_multisample(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, samples, NULL);
if (!(dtxl->multisample_depth && dtxl->multisample_color)) {
ok = false;