Refactor: GPU: Remove unnecessary C wrappers for textures
This is the first step into merging `DRW_gpu_wrapper.hh` into the GPU module. This is very similar to #119825. Pull Request: https://projects.blender.org/blender/blender/pulls/142732
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@@ -221,7 +221,7 @@ void GPURenderTaskDelegate::set_viewport(pxr::GfVec4d const &viewport)
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void GPURenderTaskDelegate::add_aov(pxr::TfToken const &aov_key)
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{
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eGPUTextureFormat format;
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GPUTexture **tex;
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blender::gpu::Texture **tex;
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if (aov_key == pxr::HdAovTokens->color) {
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format = GPU_RGBA32F;
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tex = &tex_color_;
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@@ -252,7 +252,7 @@ void GPURenderTaskDelegate::add_aov(pxr::TfToken const &aov_key)
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void GPURenderTaskDelegate::read_aov(pxr::TfToken const &aov_key, void *data)
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{
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GPUTexture *tex = nullptr;
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blender::gpu::Texture *tex = nullptr;
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int c;
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if (aov_key == pxr::HdAovTokens->color) {
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tex = tex_color_;
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@@ -306,7 +306,7 @@ void GPURenderTaskDelegate::unbind()
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CLOG_DEBUG(LOG_HYDRA_RENDER, "unbind");
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}
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GPUTexture *GPURenderTaskDelegate::get_aov_texture(pxr::TfToken const &aov_key)
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blender::gpu::Texture *GPURenderTaskDelegate::get_aov_texture(pxr::TfToken const &aov_key)
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{
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if (aov_key == pxr::HdAovTokens->color) {
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return tex_color_;
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