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authorClément Foucault <foucault.clem@gmail.com>2020-06-08 11:58:45 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-06-08 11:58:45 +0300
commit1f6d1213d27cbe3e50460aa6da54e0c7606f2216 (patch)
treee2c42891c2e76fc3f36ce62d9e81a2d4751c6f59 /source/blender/draw/intern/DRW_render.h
parent11ba9eec70175b39e34943c8ffacb54c35cbb897 (diff)
Workbench: Use eGPUSamplerState to change texture sampling behavior
This removes some fragment shader hacks and improve the support of different repeat & filtering modes. This fix T77453 Image texture not repeating in viewport
Diffstat (limited to 'source/blender/draw/intern/DRW_render.h')
-rw-r--r--source/blender/draw/intern/DRW_render.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index e7dd9e449b7..89dd6fa210c 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -458,6 +458,10 @@ void DRW_shgroup_clear_framebuffer(DRWShadingGroup *shgroup,
float depth,
uchar stencil);
+void DRW_shgroup_uniform_texture_ex(DRWShadingGroup *shgroup,
+ const char *name,
+ const struct GPUTexture *tex,
+ eGPUSamplerState sampler_state);
void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup,
const char *name,
const struct GPUTexture *tex);