[Bf-blender-cvs] [f7087109cef] blender2.8: cleanup image drawing setup
Mike Erwin
noreply at git.blender.org
Thu Apr 13 07:17:58 CEST 2017
Commit: f7087109cefbddcf28cfb55be4ebf4ac6db89119
Author: Mike Erwin
Date: Wed Apr 12 19:11:31 2017 -0400
Branches: blender2.8
https://developer.blender.org/rBf7087109cefbddcf28cfb55be4ebf4ac6db89119
cleanup image drawing setup
===================================================================
M source/blender/editors/screen/glutil.c
===================================================================
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index 233ecf8c83d..a54bd8a290a 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -140,10 +140,8 @@ static int get_cached_work_texture(int *r_w, int *r_h)
static void immDrawPixelsTexSetupAttributes(IMMDrawPixelsTexState *state)
{
VertexFormat *vert_format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(vert_format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int texco = VertexFormat_add_attrib(vert_format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
- state->pos = pos;
- state->texco = texco;
+ state->pos = VertexFormat_add_attrib(vert_format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ state->texco = VertexFormat_add_attrib(vert_format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
}
/* To be used before calling immDrawPixelsTex
@@ -156,12 +154,11 @@ IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin)
IMMDrawPixelsTexState state;
immDrawPixelsTexSetupAttributes(&state);
- GPUShader *shader = GPU_shader_get_builtin_shader(builtin);
+ state.shader = GPU_shader_get_builtin_shader(builtin);
+
/* Shader will be unbind by immUnbindProgram in immDrawPixelsTexScaled_clipping */
immBindBuiltinProgram(builtin);
- GPU_shader_uniform_int(shader, GPU_shader_get_uniform(shader, "image"), 0);
-
- state.shader = shader;
+ immUniform1i("image", 0);
return state;
}
@@ -251,7 +248,7 @@ void immDrawPixelsTexScaled_clipping(IMMDrawPixelsTexState *state,
* it does not need color.
*/
if (state->shader != NULL && GPU_shader_get_uniform(state->shader, "color") != -1) {
- immUniform4fv("color", (color) ? color : white);
+ immUniformColor4fv((color) ? color : white);
}
for (subpart_y = 0; subpart_y < nsubparts_y; subpart_y++) {
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