[Bf-blender-cvs] [783d8d4adfe] blender2.8: Workbench: Don't use alpha channel if not doing render
Clément Foucault
noreply at git.blender.org
Sat Dec 1 20:39:00 CET 2018
Commit: 783d8d4adfe3092a9a98442c02f028a4454b4737
Author: Clément Foucault
Date: Sat Dec 1 20:38:30 2018 +0100
Branches: blender2.8
https://developer.blender.org/rB783d8d4adfe3092a9a98442c02f028a4454b4737
Workbench: Don't use alpha channel if not doing render
Lower Vram usage a bit
===================================================================
M source/blender/draw/engines/workbench/workbench_deferred.c
===================================================================
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index a77179fa676..fb9883d19c5 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -378,12 +378,13 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
const float *viewport_size = DRW_viewport_size_get();
const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
const GPUTextureFormat nor_tex_format = NORMAL_ENCODING_ENABLED() ? GPU_RG16 : GPU_RGBA32F;
+ const GPUTextureFormat comp_tex_format = DRW_state_is_image_render() ? GPU_RGBA16F : GPU_R11F_G11F_B10F;
e_data.object_id_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R32UI, &draw_engine_workbench_solid);
e_data.color_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_workbench_solid);
e_data.normal_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], nor_tex_format, &draw_engine_workbench_solid);
e_data.cavity_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_R16, &draw_engine_workbench_solid);
e_data.specular_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA8, &draw_engine_workbench_solid);
- e_data.composite_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid);
+ e_data.composite_buffer_tx = DRW_texture_pool_query_2D(size[0], size[1], comp_tex_format, &draw_engine_workbench_solid);
GPU_framebuffer_ensure_config(&fbl->prepass_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
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