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source/blender/gpu/intern/gpu_texture_private.hh
| Show All 37 Lines | typedef enum eGPUTextureType { | ||||
| GPU_TEXTURE_1D_ARRAY = (GPU_TEXTURE_1D | GPU_TEXTURE_ARRAY), | GPU_TEXTURE_1D_ARRAY = (GPU_TEXTURE_1D | GPU_TEXTURE_ARRAY), | ||||
| GPU_TEXTURE_2D_ARRAY = (GPU_TEXTURE_2D | GPU_TEXTURE_ARRAY), | GPU_TEXTURE_2D_ARRAY = (GPU_TEXTURE_2D | GPU_TEXTURE_ARRAY), | ||||
| GPU_TEXTURE_CUBE_ARRAY = (GPU_TEXTURE_CUBE | GPU_TEXTURE_ARRAY), | GPU_TEXTURE_CUBE_ARRAY = (GPU_TEXTURE_CUBE | GPU_TEXTURE_ARRAY), | ||||
| } eGPUTextureType; | } eGPUTextureType; | ||||
| ENUM_OPERATORS(eGPUTextureType, GPU_TEXTURE_CUBE_ARRAY) | ENUM_OPERATORS(eGPUTextureType, GPU_TEXTURE_CUBE_ARRAY) | ||||
| /* Format types for samplers within the shader. | |||||
| * This covers the sampler format type permutations within GLSL/MSL.*/ | |||||
| typedef enum eGPUSamplerFormat { | |||||
| GPU_SAMPLER_TYPE_FLOAT = 0, | |||||
| GPU_SAMPLER_TYPE_INT = 1, | |||||
| GPU_SAMPLER_TYPE_UINT = 2, | |||||
| /* Special case for depth, as these require differing dummy formats. */ | |||||
| GPU_SAMPLER_TYPE_DEPTH = 3, | |||||
| GPU_SAMPLER_TYPE_MAX = 4 | |||||
| } eGPUSamplerFormat; | |||||
| ENUM_OPERATORS(eGPUSamplerFormat, GPU_SAMPLER_TYPE_UINT) | |||||
| #ifdef DEBUG | #ifdef DEBUG | ||||
| # define DEBUG_NAME_LEN 64 | # define DEBUG_NAME_LEN 64 | ||||
| #else | #else | ||||
| # define DEBUG_NAME_LEN 8 | # define DEBUG_NAME_LEN 8 | ||||
| #endif | #endif | ||||
| /* Maximum number of FBOs a texture can be attached to. */ | /* Maximum number of FBOs a texture can be attached to. */ | ||||
| #define GPU_TEX_MAX_FBO_ATTACHED 32 | #define GPU_TEX_MAX_FBO_ATTACHED 32 | ||||
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