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source/blender/draw/intern/DRW_render.h
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| * DRW_TEX_FILTER for color float textures, and no options | * DRW_TEX_FILTER for color float textures, and no options | ||||
| * for depth textures and integer textures. */ | * for depth textures and integer textures. */ | ||||
| struct GPUTexture *DRW_texture_pool_query_2D(int w, int h, GPUTextureFormat format, DrawEngineType *engine_type); | struct GPUTexture *DRW_texture_pool_query_2D(int w, int h, GPUTextureFormat format, DrawEngineType *engine_type); | ||||
| struct GPUTexture *DRW_texture_create_1D( | struct GPUTexture *DRW_texture_create_1D( | ||||
| int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); | int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); | ||||
| struct GPUTexture *DRW_texture_create_2D( | struct GPUTexture *DRW_texture_create_2D( | ||||
| int w, int h, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); | int w, int h, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); | ||||
| struct GPUTexture *DRW_texture_create_2D_multisample( | |||||
| int w, int h, GPUTextureFormat format, int samples, 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, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); | int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); | ||||
| struct GPUTexture *DRW_texture_create_3D( | struct GPUTexture *DRW_texture_create_3D( | ||||
| int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); | int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); | ||||
| struct GPUTexture *DRW_texture_create_cube( | struct GPUTexture *DRW_texture_create_cube( | ||||
| int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); | int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); | ||||
| void DRW_texture_ensure_fullscreen_2D( | void DRW_texture_ensure_fullscreen_2D( | ||||
| struct GPUTexture **tex, GPUTextureFormat format, DRWTextureFlag flags); | struct GPUTexture **tex, GPUTextureFormat format, DRWTextureFlag flags); | ||||
| void DRW_texture_ensure_2D( | void DRW_texture_ensure_2D( | ||||
| struct GPUTexture **tex, int w, int h, GPUTextureFormat format, DRWTextureFlag flags); | struct GPUTexture **tex, int w, int h, GPUTextureFormat format, DRWTextureFlag flags); | ||||
| void DRW_texture_ensure_fullscreen_2D_multisample( | |||||
| struct GPUTexture **tex, GPUTextureFormat format, int samples, DRWTextureFlag flags); | |||||
| void DRW_texture_ensure_2D_multisample( | |||||
| struct GPUTexture **tex, int w, int h, GPUTextureFormat format, int samples, DRWTextureFlag flags); | |||||
| void DRW_texture_generate_mipmaps(struct GPUTexture *tex); | void DRW_texture_generate_mipmaps(struct GPUTexture *tex); | ||||
| void DRW_texture_free(struct GPUTexture *tex); | void DRW_texture_free(struct GPUTexture *tex); | ||||
| #define DRW_TEXTURE_FREE_SAFE(tex) do { \ | #define DRW_TEXTURE_FREE_SAFE(tex) do { \ | ||||
| if (tex != NULL) { \ | if (tex != NULL) { \ | ||||
| DRW_texture_free(tex); \ | DRW_texture_free(tex); \ | ||||
| tex = NULL; \ | tex = NULL; \ | ||||
| } \ | } \ | ||||
| } while (0) | } while (0) | ||||
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