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authorAaron Franke <arnfranke@yahoo.com>2020-11-26 22:50:05 -0500
committerAaron Franke <arnfranke@yahoo.com>2020-12-04 19:34:50 -0500
commit5dddf4377ae3c68a61e4a049be9e268e6f944226 (patch)
tree7d03f704cf10d8e48ac0362ca97ac507b3caa83c /servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
parent19bdd01438d243ab352311d2673e7ed006250f5a (diff)
downloadredot-engine-5dddf4377ae3c68a61e4a049be9e268e6f944226.tar.gz
Rename RD texture "type" to "texture_type"
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp')
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 0608a01c27..8fa56b182c 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -1564,7 +1564,7 @@ void RendererCanvasRenderRD::_update_shadow_atlas() {
{ //texture
RD::TextureFormat tf;
- tf.type = RD::TEXTURE_TYPE_2D;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
tf.width = state.shadow_texture_size;
tf.height = state.max_lights_per_render * 2;
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
@@ -1575,7 +1575,7 @@ void RendererCanvasRenderRD::_update_shadow_atlas() {
}
{
RD::TextureFormat tf;
- tf.type = RD::TEXTURE_TYPE_2D;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
tf.width = state.shadow_texture_size;
tf.height = state.max_lights_per_render * 2;
tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
@@ -2667,7 +2667,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
{
//default shadow texture to keep uniform set happy
RD::TextureFormat tf;
- tf.type = RD::TEXTURE_TYPE_2D;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
tf.width = 4;
tf.height = 4;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
@@ -2740,7 +2740,7 @@ void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {
{
//create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created)
RD::TextureFormat tf;
- tf.type = RD::TEXTURE_TYPE_2D;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
tf.width = 4;
tf.height = 4;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;