EEVEE: Shadows: Remove 1 pixel padding to the cubemap
This avoid having a much higher memory footprint as the underlying texture size allocated by the driver is likely to be much higher (rounded to next Power of 2 or other alignement requirements).
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@ -260,10 +260,8 @@ void EEVEE_shadows_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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}
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if (!sldata->shadow_cube_pool) {
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/* TODO shadowcube array. */
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int cube_size = linfo->shadow_cube_size + ((true) ? 2 : 0);
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sldata->shadow_cube_pool = DRW_texture_create_2d_array(cube_size,
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cube_size,
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sldata->shadow_cube_pool = DRW_texture_create_2d_array(linfo->shadow_cube_size,
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linfo->shadow_cube_size,
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max_ii(1, linfo->num_cube_layer * 6),
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shadow_pool_format,
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DRW_TEX_FILTER | DRW_TEX_COMPARE,
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