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++) {

_______________________________________________
Bf-blender-cvs mailing list
[email protected]
https://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to