52 data.aovs = inst_.film.aovs_info;
69 depth_tx.ensure_2d(gpu::TextureFormat::SFLOAT_32_DEPTH_UINT_8, extent, usage);
82 const bool do_motion_vectors_swizzle =
vector_tx_format() == gpu::TextureFormat::SFLOAT_16_16;
83 if (do_motion_vectors_swizzle) {
88 int color_len =
data.color_len +
data.aovs.color_len;
89 int value_len =
data.value_len +
data.aovs.value_len;
92 (color_len > 0) ? extent :
int2(1),
94 usage_attachment_read_write);
96 (value_len > 0) ? extent :
int2(1),
98 usage_attachment_read_write);
void GPU_texture_swizzle_set(blender::gpu::Texture *texture, const char swizzle[4])
@ GPU_TEXTURE_USAGE_SHADER_READ
@ GPU_TEXTURE_USAGE_SHADER_WRITE
@ GPU_TEXTURE_USAGE_ATTACHMENT