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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@@ -35,19 +35,19 @@ namespace blender::compositor {
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* to be derived from the compositor_parallel_reduction.glsl shader, see that file for more
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* information. Also see the compositor_parallel_reduction_info.hh file for example shader
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* definitions. */
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static float *parallel_reduction_dispatch(GPUTexture *texture,
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static float *parallel_reduction_dispatch(blender::gpu::Texture *texture,
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GPUShader *shader,
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eGPUTextureFormat format)
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{
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GPU_shader_uniform_1b(shader, "is_initial_reduction", true);
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GPUTexture *texture_to_reduce = texture;
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blender::gpu::Texture *texture_to_reduce = texture;
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int2 size_to_reduce = int2(GPU_texture_width(texture), GPU_texture_height(texture));
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/* Dispatch the reduction shader until the texture reduces to a single pixel. */
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while (size_to_reduce != int2(1)) {
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const int2 reduced_size = math::divide_ceil(size_to_reduce, int2(16));
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GPUTexture *reduced_texture = gpu::TexturePool::get().acquire_texture(
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blender::gpu::Texture *reduced_texture = gpu::TexturePool::get().acquire_texture(
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reduced_size.x, reduced_size.y, format, GPU_TEXTURE_USAGE_GENERAL);
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GPU_memory_barrier(GPU_BARRIER_TEXTURE_FETCH);
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