fix: pass the real number of channels to rs_texture and rs_texture3d on gpu#2004
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These were discovered when moving SPI's renderer to the the current release and switching to use the rs_ functions. Signed-off-by: Larry Gritz <lg@larrygritz.com>
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The Windows tests are failing because of unrelated issue #2003. I think I've made a mistake in the OptiX parts, actually. Don't review yet, I think this still needs a little work. |
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Eew, there is some confusion about how the rs_texture family of functions should work. The parameters are passed as It might be worth noting that for the old RendererServices, the texture methods also pass So do we imagine rs_texture to be a direct substitute (in a sense) for RenderServices::texture(), or is it more analogous to the hidden thing in side RS::texture that knows it has a Now that I've written the above, I think that it makes most sense for rs_texture to mimic RendererServices::texture, in that the fact that we pass nchans at all makes me think that it's supposed to only touch But if you disagree strongly, speak up before I finish fixing it all. |
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Never mind that last comment. I think I have it all fixed already, was just one spot making a bad assumption. Obviously, rs_texture ought to have the same meaning of its parameters as RendererServices:texture did. |
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@chellmuth @aconty This is a necessary step to get Spear fully caught up. |
…on gpu (AcademySoftwareFoundation#2004) These were discovered when moving SPI's renderer to the the current release and switching to use the rs_ functions. Signed-off-by: Larry Gritz <lg@larrygritz.com>
These were discovered when moving SPI's renderer to the the current release and switching to use the rs_ functions.