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authorClément Foucault <foucault.clem@gmail.com>2020-08-13 16:35:16 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-08-18 22:30:09 +0300
commitdf28d2c27e2bef54e5b4fc33d663125ac5ec83f7 (patch)
tree46aa6405616fe790e71703ba1c4a696162e6a3a9 /source/blender/editors/interface/interface_draw.c
parentb8b56ee1722b7b55c4224b0bb3dbf06201c96946 (diff)
Cleanup: GPU: Replace Batch uniform by shader uniform using macro
This is a first step into removing uniforms from GPU_batch and Imm.
Diffstat (limited to 'source/blender/editors/interface/interface_draw.c')
-rw-r--r--source/blender/editors/interface/interface_draw.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 6cd274c8b15..fb09320a0f2 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -161,7 +161,7 @@ void UI_draw_roundbox_aa(
GPUBatch *batch = ui_batch_roundbox_widget_get();
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
- GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
+ GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float(*)[4]) & widget_params);
GPU_blend(true);
@@ -290,7 +290,7 @@ void UI_draw_roundbox_4fv(
GPUBatch *batch = ui_batch_roundbox_widget_get();
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
- GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
+ GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float(*)[4]) & widget_params);
GPU_blend(true);
@@ -483,7 +483,7 @@ void UI_draw_roundbox_shade_x(bool filled,
GPUBatch *batch = ui_batch_roundbox_widget_get();
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
- GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
+ GPU_batch_uniform_4fv_array(batch, "parameters", 11, (float(*)[4]) & widget_params);
GPU_batch_draw(batch);
GPU_blend(false);
@@ -2760,7 +2760,7 @@ void ui_draw_dropshadow(
GPUBatch *batch = ui_batch_roundbox_shadow_get();
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_SHADOW);
- GPU_batch_uniform_4fv_array(batch, "parameters", 4, (float *)&widget_params);
+ GPU_batch_uniform_4fv_array(batch, "parameters", 4, (float(*)[4]) & widget_params);
GPU_batch_uniform_1f(batch, "alpha", 1.0f - visibility);
GPU_batch_draw(batch);