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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 30c0d65ff3..ac6ca1ec0c 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -120,7 +120,7 @@ void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas, int p_size) {
ERR_FAIL_COND(!shadow_atlas);
ERR_FAIL_COND(p_size < 0);
- p_size = nearest_power_of_2(p_size);
+ p_size = next_power_of_2(p_size);
if (p_size == shadow_atlas->size)
return;
@@ -185,7 +185,7 @@ void RasterizerSceneGLES3::shadow_atlas_set_quadrant_subdivision(RID p_atlas, in
ERR_FAIL_INDEX(p_quadrant, 4);
ERR_FAIL_INDEX(p_subdivision, 16384);
- uint32_t subdiv = nearest_power_of_2(p_subdivision);
+ uint32_t subdiv = next_power_of_2(p_subdivision);
if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer
subdiv <<= 1;
}
@@ -310,7 +310,7 @@ bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_in
}
uint32_t quad_size = shadow_atlas->size >> 1;
- int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, nearest_power_of_2(quad_size * p_coverage));
+ int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage));
int valid_quadrants[4];
int valid_quadrant_count = 0;
@@ -479,7 +479,7 @@ void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas, int p_size
ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_ref_atlas);
ERR_FAIL_COND(!reflection_atlas);
- int size = nearest_power_of_2(p_size);
+ int size = next_power_of_2(p_size);
if (size == reflection_atlas->size)
return;
@@ -554,7 +554,7 @@ void RasterizerSceneGLES3::reflection_atlas_set_subdivision(RID p_ref_atlas, int
ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_ref_atlas);
ERR_FAIL_COND(!reflection_atlas);
- uint32_t subdiv = nearest_power_of_2(p_subdiv);
+ uint32_t subdiv = next_power_of_2(p_subdiv);
if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer
subdiv <<= 1;
}
@@ -4757,7 +4757,7 @@ void RasterizerSceneGLES3::initialize() {
{
//directional light shadow
directional_shadow.light_count = 0;
- directional_shadow.size = nearest_power_of_2(GLOBAL_GET("rendering/quality/directional_shadow/size"));
+ directional_shadow.size = next_power_of_2(GLOBAL_GET("rendering/quality/directional_shadow/size"));
glGenFramebuffers(1, &directional_shadow.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo);
glGenTextures(1, &directional_shadow.depth);