Commit: fc6b69bedc96bb3a09385c3238d1221e7ee2e1b9
Author: Clément Foucault
Date:   Sun Apr 8 17:00:15 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBfc6b69bedc96bb3a09385c3238d1221e7ee2e1b9

UI: Perf: Use GWN_draw_primitive for drawing viewport textures.

===================================================================

M       source/blender/gpu/intern/gpu_viewport.c

===================================================================

diff --git a/source/blender/gpu/intern/gpu_viewport.c 
b/source/blender/gpu/intern/gpu_viewport.c
index e635174eca2..5d89bd59277 100644
--- a/source/blender/gpu/intern/gpu_viewport.c
+++ b/source/blender/gpu/intern/gpu_viewport.c
@@ -521,35 +521,23 @@ void GPU_viewport_draw_to_screen(GPUViewport *viewport, 
const rcti *rect)
        BLI_assert(w == BLI_rcti_size_x(rect) + 1);
        BLI_assert(h == BLI_rcti_size_y(rect) + 1);
 
-       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);
+       float x1 = rect->xmin;
+       float x2 = rect->xmin + w;
+       float y1 = rect->ymin;
+       float y2 = rect->ymin + h;
 
-       immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_ALPHA);
-       GPU_texture_bind(color, 0);
-
-       immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
-       immUniform1f("alpha", 1.0f);
-
-       immBegin(GWN_PRIM_TRI_STRIP, 4);
-
-       immAttrib2f(texcoord, 0.0f, 0.0f);
-       immVertex2f(pos, rect->xmin, rect->ymin);
+       GPUShader *shader = 
GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR);
+       GPU_shader_bind(shader);
 
-       immAttrib2f(texcoord, 1.0f, 0.0f);
-       immVertex2f(pos, rect->xmin + w, rect->ymin);
-
-       immAttrib2f(texcoord, 0.0f, 1.0f);
-       immVertex2f(pos, rect->xmin, rect->ymin + h);
-
-       immAttrib2f(texcoord, 1.0f, 1.0f);
-       immVertex2f(pos, rect->xmin + w, rect->ymin + h);
+       GPU_texture_bind(color, 0);
+       glUniform1i(GPU_shader_get_uniform(shader, "image"), 0);
+       glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), 0.0f, 0.0f, 
1.0f, 1.0f);
+       glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), x1, y1, x2, 
y2);
+       glUniform4f(GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_COLOR), 
1.0f, 1.0f, 1.0f, 1.0f);
 
-       immEnd();
+       GWN_draw_primitive(GWN_PRIM_TRI_STRIP, 4);
 
        GPU_texture_unbind(color);
-
-       immUnbindProgram();
 }
 
 void GPU_viewport_unbind(GPUViewport *UNUSED(viewport))

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