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author | Clément Foucault <foucault.clem@gmail.com> | 2020-06-08 11:58:45 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-06-08 11:58:45 +0300 |
commit | 1f6d1213d27cbe3e50460aa6da54e0c7606f2216 (patch) | |
tree | e2c42891c2e76fc3f36ce62d9e81a2d4751c6f59 /source/blender/draw/intern/DRW_render.h | |
parent | 11ba9eec70175b39e34943c8ffacb54c35cbb897 (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.h | 4 |
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); |