Searched refs:DRW_texture_create_2d (Results 1 – 10 of 10) sorted by relevance
/dports/graphics/blender/blender-2.91.0/source/blender/draw/intern/ |
H A D | draw_manager_texture.c | 92 GPUTexture *DRW_texture_create_2d( in DRW_texture_create_2d() function 167 *(tex) = DRW_texture_create_2d((int)size[0], (int)size[1], format, flags, NULL); in DRW_texture_ensure_fullscreen_2d() 175 *(tex) = DRW_texture_create_2d(w, h, format, flags, NULL); in DRW_texture_ensure_2d()
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H A D | DRW_render.h | 159 struct GPUTexture *DRW_texture_create_2d(
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/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/eevee/ |
H A D | eevee_lut_gen.c | 55 tex = DRW_texture_create_2d(w, h, GPU_RG16F, DRW_TEX_FILTER, (float *)texels); in create_ggx_lut_texture() 106 tex = DRW_texture_create_2d(w, h, GPU_R16F, DRW_TEX_FILTER, (float *)texels); in create_ggx_refraction_lut_texture()
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H A D | eevee_occlusion.c | 55 e_data.dummy_horizon_tx = DRW_texture_create_2d(1, 1, GPU_RGBA8, DRW_TEX_WRAP, pixel); in EEVEE_occlusion_init()
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H A D | eevee_materials.c | 142 e_data.noise_tex = DRW_texture_create_2d(64, 64, GPU_RGBA16F, 0, (float *)blue_noise); in eevee_init_noise_texture()
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/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/gpencil/ |
H A D | gpencil_render.c | 111 txl->render_depth_tx = DRW_texture_create_2d( in GPENCIL_render_init() 118 txl->render_color_tx = DRW_texture_create_2d( in GPENCIL_render_init()
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H A D | gpencil_engine.c | 75 txl->dummy_texture = DRW_texture_create_2d(1, 1, GPU_RGBA8, DRW_TEX_WRAP, (float *)pixels); in GPENCIL_engine_init()
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/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/workbench/ |
H A D | workbench_effect_cavity.c | 86 return DRW_texture_create_2d(64, 64, GPU_RGBA16F, DRW_TEX_WRAP, &jitter[0][0]); in create_jitter_texture()
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H A D | workbench_engine.c | 68 txl->dummy_image_tx = DRW_texture_create_2d(1, 1, GPU_RGBA8, 0, fpixel); in workbench_engine_init()
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/dports/graphics/blender/blender-2.91.0/source/blender/draw/engines/overlay/ |
H A D | overlay_antialiasing.c | 73 txl->dummy_depth_tx = DRW_texture_create_2d(1, 1, GPU_DEPTH_COMPONENT24, 0, pixel); in OVERLAY_antialiasing_init()
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