Compositor: Use full precision inputs for GPU compositor
Store render pass cache using full precision since some passes will only make sense in full precision, like Cryptomatte and Z Depth.
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@@ -448,9 +448,9 @@ GPUTexture *RE_pass_ensure_gpu_texture_cache(Render *re, RenderPass *rpass)
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return nullptr;
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}
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const eGPUTextureFormat format = (rpass->channels == 1) ? GPU_R16F :
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(rpass->channels == 3) ? GPU_RGB16F :
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GPU_RGBA16F;
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const eGPUTextureFormat format = (rpass->channels == 1) ? GPU_R32F :
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(rpass->channels == 3) ? GPU_RGB32F :
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GPU_RGBA32F;
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/* TODO(sergey): Use utility to assign the texture. */
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ibuf->gpu.texture = GPU_texture_create_2d("RenderBuffer.gpu_texture",
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