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authorClément Foucault <foucault.clem@gmail.com>2020-01-17 18:05:19 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-01-17 18:29:20 +0300
commit6eaf51ef3e5b7d37170473449bcda60bad025e67 (patch)
tree4dff167f66b8d2befe0303fff168573ad943379c /source/blender/draw/intern/draw_cache.h
parent9410e5dc97c4f21e19865ca8a9e1e185fcf5a1d4 (diff)
DRW: Use USHORT for vertex color and upload them in linear color to the GPU
This way we remove the need for the srgb boolean uniform and a lot of code complexity. However, mesh update is going to be a bit slower. I did not benchmark the performance impact. This also fix a typo in draw_cache_impl_particles.c and fix hair not using vertex color in workbench. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6610
Diffstat (limited to 'source/blender/draw/intern/draw_cache.h')
-rw-r--r--source/blender/draw/intern/draw_cache.h10
1 files changed, 2 insertions, 8 deletions
diff --git a/source/blender/draw/intern/draw_cache.h b/source/blender/draw/intern/draw_cache.h
index 11564464546..3759654931a 100644
--- a/source/blender/draw/intern/draw_cache.h
+++ b/source/blender/draw/intern/draw_cache.h
@@ -54,10 +54,7 @@ struct GPUBatch *DRW_cache_object_surface_get(struct Object *ob);
struct GPUBatch *DRW_cache_object_loose_edges_get(struct Object *ob);
struct GPUBatch **DRW_cache_object_surface_material_get(struct Object *ob,
struct GPUMaterial **gpumat_array,
- uint gpumat_array_len,
- char **auto_layer_names,
- int **auto_layer_is_srgb,
- int *auto_layer_count);
+ uint gpumat_array_len);
struct GPUBatch *DRW_cache_object_face_wireframe_get(struct Object *ob);
/* Empties */
@@ -127,10 +124,7 @@ struct GPUBatch *DRW_cache_mesh_surface_get(struct Object *ob);
struct GPUBatch *DRW_cache_mesh_surface_edges_get(struct Object *ob);
struct GPUBatch **DRW_cache_mesh_surface_shaded_get(struct Object *ob,
struct GPUMaterial **gpumat_array,
- uint gpumat_array_len,
- char **auto_layer_names,
- int **auto_layer_is_srgb,
- int *auto_layer_count);
+ uint gpumat_array_len);
struct GPUBatch **DRW_cache_mesh_surface_texpaint_get(struct Object *ob);
struct GPUBatch *DRW_cache_mesh_surface_texpaint_single_get(struct Object *ob);
struct GPUBatch *DRW_cache_mesh_surface_vertpaint_get(struct Object *ob);