[Bf-blender-cvs] [a6bfab516eb] draw-colormanagement: OCIO: Add back IMM hack
Clément Foucault
noreply at git.blender.org
Thu Jan 23 00:16:53 CET 2020
Commit: a6bfab516ebbb5039374dccd5b45279b8aa57735
Author: Clément Foucault
Date: Thu Jan 23 00:01:44 2020 +0100
Branches: draw-colormanagement
https://developer.blender.org/rBa6bfab516ebbb5039374dccd5b45279b8aa57735
OCIO: Add back IMM hack
This is needed to avoid crash in some circumstances.
===================================================================
M intern/opencolorio/ocio_impl_glsl.cc
===================================================================
diff --git a/intern/opencolorio/ocio_impl_glsl.cc b/intern/opencolorio/ocio_impl_glsl.cc
index 54854c93833..d37c7632eaf 100644
--- a/intern/opencolorio/ocio_impl_glsl.cc
+++ b/intern/opencolorio/ocio_impl_glsl.cc
@@ -635,7 +635,18 @@ bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r,
/* Bind UBO. */
glBindBufferBase(GL_UNIFORM_BUFFER, 0, shader_curvemap->buffer);
+ /* IMM needs vertex format even if we don't draw with it.
+ *
+ * NOTE: The only reason why it's here is because of Cycles viewport.
+ * All other areas are managing their own vertex formats.
+ * Doing it here is probably harmless, but kind of stupid.
+ *
+ * TODO(sergey): Look into some nicer solution.
+ */
/* TODO(fclem) remove remains of IMM. */
+ GPUVertFormat *format = immVertexFormat();
+ GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+ GPU_vertformat_attr_add(format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindProgram(shader->program, shader->interface);
/* Bind Shader and set uniforms. */
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