[Bf-blender-cvs] [122d0c8f4ba] master: Cleanup: ClipDraw: Use GPUTexture api and fix a vmem leak
Clément Foucault
noreply at git.blender.org
Sat Jul 18 03:08:15 CEST 2020
Commit: 122d0c8f4bab5e1df22131a8bd6f025c19ed4925
Author: Clément Foucault
Date: Fri Jul 17 03:21:54 2020 +0200
Branches: master
https://developer.blender.org/rB122d0c8f4bab5e1df22131a8bd6f025c19ed4925
Cleanup: ClipDraw: Use GPUTexture api and fix a vmem leak
Leak was silent as it was an opengl handle.
===================================================================
M source/blender/editors/space_clip/clip_draw.c
===================================================================
diff --git a/source/blender/editors/space_clip/clip_draw.c b/source/blender/editors/space_clip/clip_draw.c
index 7f85d0db930..d33f624063a 100644
--- a/source/blender/editors/space_clip/clip_draw.c
+++ b/source/blender/editors/space_clip/clip_draw.c
@@ -1201,7 +1201,6 @@ static void draw_plane_marker_image(Scene *scene,
}
if (display_buffer) {
- GLuint texid;
float frame_corners[4][2] = {{0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}};
float perspective_matrix[3][3];
float gl_matrix[4][4];
@@ -1218,23 +1217,17 @@ static void draw_plane_marker_image(Scene *scene,
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
}
- glGenTextures(1, (GLuint *)&texid);
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, texid);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-
- glTexImage2D(GL_TEXTURE_2D,
- 0,
- GL_RGBA8,
- ibuf->x,
- ibuf->y,
- 0,
- GL_RGBA,
- GL_UNSIGNED_BYTE,
- display_buffer);
+ GPUTexture *texture = GPU_texture_create_nD(ibuf->x,
+ ibuf->y,
+ 0,
+ 2,
+ display_buffer,
+ GPU_RGBA8,
+ GPU_DATA_UNSIGNED_BYTE,
+ 0,
+ false,
+ NULL);
+ GPU_texture_filter_mode(texture, false);
GPU_matrix_push();
GPU_matrix_mul(gl_matrix);
@@ -1246,7 +1239,7 @@ static void draw_plane_marker_image(Scene *scene,
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
- immUniform1i("image", 0);
+ immBindTexture("image", texture);
immUniformColor4f(1.0f, 1.0f, 1.0f, plane_track->image_opacity);
immBegin(GPU_PRIM_TRI_FAN, 4);
@@ -1269,7 +1262,8 @@ static void draw_plane_marker_image(Scene *scene,
GPU_matrix_pop();
- glBindTexture(GL_TEXTURE_2D, 0);
+ GPU_texture_unbind(texture);
+ GPU_texture_free(texture);
if (transparent) {
GPU_blend(false);
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