GPU: Texture: Replace internal sampler state by explicit state object
This makes it easier to track as well as allowing us to sample the same texture with different sampling parameters (which should fix the related T73942 in the long run). Reviewed By: brecht Differential Revision: https://developer.blender.org/D7831
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@@ -503,10 +503,8 @@ static void studiolight_create_equirect_radiance_gputexture(StudioLight *sl)
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sl->equirect_radiance_gputexture = GPU_texture_create_2d(
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ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, NULL);
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GPUTexture *tex = sl->equirect_radiance_gputexture;
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GPU_texture_bind(tex, 0);
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GPU_texture_filter_mode(tex, true);
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GPU_texture_wrap_mode(tex, true, true);
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GPU_texture_unbind(tex);
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}
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sl->flag |= STUDIOLIGHT_EQUIRECT_RADIANCE_GPUTEXTURE;
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}
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@@ -567,10 +565,8 @@ static void studiolight_create_equirect_irradiance_gputexture(StudioLight *sl)
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sl->equirect_irradiance_gputexture = GPU_texture_create_2d(
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ibuf->x, ibuf->y, GPU_RGBA16F, ibuf->rect_float, NULL);
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GPUTexture *tex = sl->equirect_irradiance_gputexture;
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GPU_texture_bind(tex, 0);
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GPU_texture_filter_mode(tex, true);
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GPU_texture_wrap_mode(tex, true, true);
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GPU_texture_unbind(tex);
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}
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sl->flag |= STUDIOLIGHT_EQUIRECT_IRRADIANCE_GPUTEXTURE;
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}
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