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Cleanup: Rename wrap to repeat in realization options
The wrap member in realization options is no longer used to indicate
wrapping since 8f8ae302ba
. So rename it to repeat since the only user is
now repeating in the realization algorithm.
This commit is contained in:
parent
484fa519fb
commit
7e5af160bd
2 changed files with 12 additions and 10 deletions
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@ -34,11 +34,11 @@ struct RealizationOptions {
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/* If true, the result will be repeated infinitely along the horizontal axis when realizing the
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/* If true, the result will be repeated infinitely along the horizontal axis when realizing the
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* result. If false, regions outside of bounds of the result along the horizontal axis will be
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* result. If false, regions outside of bounds of the result along the horizontal axis will be
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* filled with zeros. */
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* filled with zeros. */
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bool wrap_x = false;
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bool repeat_x = false;
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/* If true, the result will be repeated infinitely along the vertical axis when realizing the
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/* If true, the result will be repeated infinitely along the vertical axis when realizing the
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* result. If false, regions outside of bounds of the result along the vertical axis will be
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* result. If false, regions outside of bounds of the result along the vertical axis will be
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* filled with zeros. */
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* filled with zeros. */
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bool wrap_y = false;
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bool repeat_y = false;
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};
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};
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/* ------------------------------------------------------------------------------------------------
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/* ------------------------------------------------------------------------------------------------
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@ -82,14 +82,16 @@ static void realize_on_domain_gpu(Context &context,
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realization_options.interpolation, Interpolation::Bilinear, Interpolation::Bicubic);
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realization_options.interpolation, Interpolation::Bilinear, Interpolation::Bicubic);
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GPU_texture_filter_mode(input, use_bilinear);
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GPU_texture_filter_mode(input, use_bilinear);
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/* If the input wraps, set a repeating wrap mode for out-of-bound texture access. Otherwise,
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/* If the input repeats, set a repeating extend mode for out-of-bound texture access. Otherwise,
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* make out-of-bound texture access return zero by setting a clamp to border extend mode. */
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* make out-of-bound texture access return zero by setting a clamp to border extend mode. */
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GPU_texture_extend_mode_x(input,
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GPU_texture_extend_mode_x(input,
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realization_options.wrap_x ? GPU_SAMPLER_EXTEND_MODE_REPEAT :
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realization_options.repeat_x ?
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GPU_SAMPLER_EXTEND_MODE_CLAMP_TO_BORDER);
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GPU_SAMPLER_EXTEND_MODE_REPEAT :
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GPU_SAMPLER_EXTEND_MODE_CLAMP_TO_BORDER);
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GPU_texture_extend_mode_y(input,
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GPU_texture_extend_mode_y(input,
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realization_options.wrap_y ? GPU_SAMPLER_EXTEND_MODE_REPEAT :
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realization_options.repeat_y ?
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GPU_SAMPLER_EXTEND_MODE_CLAMP_TO_BORDER);
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GPU_SAMPLER_EXTEND_MODE_REPEAT :
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GPU_SAMPLER_EXTEND_MODE_CLAMP_TO_BORDER);
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input.bind_as_texture(shader, "input_tx");
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input.bind_as_texture(shader, "input_tx");
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@ -129,15 +131,15 @@ static void realize_on_domain_cpu(Result &input,
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switch (realization_options.interpolation) {
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switch (realization_options.interpolation) {
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case Interpolation::Nearest:
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case Interpolation::Nearest:
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sample = input.sample_nearest_wrap(
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sample = input.sample_nearest_wrap(
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normalized_coordinates, realization_options.wrap_x, realization_options.wrap_y);
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normalized_coordinates, realization_options.repeat_x, realization_options.repeat_y);
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break;
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break;
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case Interpolation::Bilinear:
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case Interpolation::Bilinear:
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sample = input.sample_bilinear_wrap(
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sample = input.sample_bilinear_wrap(
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normalized_coordinates, realization_options.wrap_x, realization_options.wrap_y);
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normalized_coordinates, realization_options.repeat_x, realization_options.repeat_y);
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break;
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break;
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case Interpolation::Bicubic:
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case Interpolation::Bicubic:
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sample = input.sample_cubic_wrap(
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sample = input.sample_cubic_wrap(
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normalized_coordinates, realization_options.wrap_x, realization_options.wrap_y);
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normalized_coordinates, realization_options.repeat_x, realization_options.repeat_y);
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break;
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break;
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}
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}
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output.store_pixel_generic_type(texel, sample);
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output.store_pixel_generic_type(texel, sample);
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