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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