[Bf-blender-cvs] [0b06e73258a] blender2.8: UI: Perf: Use GWN_draw_primitive for drawing triple buffers texture.
Clément Foucault
noreply at git.blender.org
Sun Apr 8 18:25:55 CEST 2018
Commit: 0b06e73258a00d5a44d48fa9d7ac6637a0ee8641
Author: Clément Foucault
Date: Sun Apr 8 16:59:39 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB0b06e73258a00d5a44d48fa9d7ac6637a0ee8641
UI: Perf: Use GWN_draw_primitive for drawing triple buffers texture.
===================================================================
M source/blender/windowmanager/intern/wm_draw.c
===================================================================
diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c
index cfd3291293c..ed276aa690d 100644
--- a/source/blender/windowmanager/intern/wm_draw.c
+++ b/source/blender/windowmanager/intern/wm_draw.c
@@ -474,35 +474,24 @@ void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha)
const float halfx = GLA_PIXEL_OFS / sizex;
const float halfy = GLA_PIXEL_OFS / sizey;
- Gwn_VertFormat *format = immVertexFormat();
- unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
- unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
-
const int activeTex = 7; /* arbitrary */
glActiveTexture(GL_TEXTURE0 + activeTex);
glBindTexture(GL_TEXTURE_2D, triple->bind);
- immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_ALPHA);
-
- immUniform1f("alpha", alpha);
- immUniform1i("image", activeTex);
-
- immBegin(GWN_PRIM_TRI_FAN, 4);
-
- immAttrib2f(texcoord, halfx, halfy);
- immVertex2f(pos, 0.0f, 0.0f);
-
- immAttrib2f(texcoord, ratiox + halfx, halfy);
- immVertex2f(pos, sizex, 0.0f);
+ float x1 = halfx;
+ float x2 = ratiox + halfx;
+ float y1 = halfy;
+ float y2 = ratioy + halfy;
- immAttrib2f(texcoord, ratiox + halfx, ratioy + halfy);
- immVertex2f(pos, sizex, sizey);
+ GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR);
+ GPU_shader_bind(shader);
- immAttrib2f(texcoord, halfx, ratioy + halfy);
- immVertex2f(pos, 0.0f, sizey);
+ glUniform1i(GPU_shader_get_uniform(shader, "image"), activeTex);
+ glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), x1, y1, x2, y2);
+ glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), 0.0f, 0.0f, sizex, sizey);
+ glUniform4f(GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_COLOR), alpha, alpha, alpha, alpha);
- immEnd();
- immUnbindProgram();
+ GWN_draw_primitive(GWN_PRIM_TRI_STRIP, 4);
glBindTexture(GL_TEXTURE_2D, 0);
}
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