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authorLukas Tönne <lukas.toenne@gmail.com>2018-08-12 14:52:49 +0300
committerLukas Tönne <lukas.toenne@gmail.com>2018-08-12 14:52:49 +0300
commitdc2d841b7c50565302af2986d62ddbd29c332acd (patch)
tree324f234e56fde77fb80dfdef0c7c21f01968f71b /intern/opencolorio/ocio_impl_glsl.cc
parent27b28e437d974ebbafa234205941c07aa0ab546c (diff)
parent4b6fa4d897a0bb3252b16383492b526d2cef3920 (diff)
Merge branch 'blender2.8' into hair_guideshair_guides
Diffstat (limited to 'intern/opencolorio/ocio_impl_glsl.cc')
-rw-r--r--intern/opencolorio/ocio_impl_glsl.cc16
1 files changed, 8 insertions, 8 deletions
diff --git a/intern/opencolorio/ocio_impl_glsl.cc b/intern/opencolorio/ocio_impl_glsl.cc
index 090422ff795..78c73a6e3bf 100644
--- a/intern/opencolorio/ocio_impl_glsl.cc
+++ b/intern/opencolorio/ocio_impl_glsl.cc
@@ -49,7 +49,7 @@
#endif
extern "C" {
-#include "gawain/gwn_immediate.h"
+#include "GPU_immediate.h"
}
using namespace OCIO_NAMESPACE;
@@ -98,7 +98,7 @@ typedef struct OCIO_GLSLShader {
GLuint ocio_shader;
GLuint vert_shader;
GLuint program;
- Gwn_ShaderInterface *shader_interface;
+ GPUShaderInterface *shader_interface;
} GLSLDrawState;
typedef struct OCIO_GLSLDrawState {
@@ -251,7 +251,7 @@ static void freeGLSLShader(OCIO_GLSLShader *shader)
}
if (shader->shader_interface) {
- GWN_shaderinterface_discard(shader->shader_interface);
+ GPU_shaderinterface_discard(shader->shader_interface);
}
if (shader->ocio_shader) {
@@ -424,9 +424,9 @@ bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRc
if (shader->program) {
if (shader->shader_interface) {
- GWN_shaderinterface_discard(shader->shader_interface);
+ GPU_shaderinterface_discard(shader->shader_interface);
}
- shader->shader_interface = GWN_shaderinterface_create(shader->program);
+ shader->shader_interface = GPU_shaderinterface_create(shader->program);
}
}
}
@@ -461,9 +461,9 @@ bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRc
*
* TODO(sergey): Look into some nicer solution.
*/
- Gwn_VertFormat *format = immVertexFormat();
- GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
- GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ 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->shader_interface);
immUniform1i("image_texture", 0);