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authorSergey Sharybin <sergey.vfx@gmail.com>2017-04-11 17:30:00 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-04-11 17:49:39 +0300
commit5a4fceff1b10e18fffc1d536e71e47b27ed40402 (patch)
treeee2ca5fdba07e562a0977be8c2de3a21a0994f3f /source/blender/editors/mask
parent35ee9db1e2432c9c6346eb450073d609fa07dc1e (diff)
Make image drawing code working with core profile
The issue was caused here by usage of deprecated GL_CURRENT_PROGRAM which was returning rubbish value. Now we use imm API and create vertex format prior to immBindProgram. This made us required to have some sort of state passed from setup function to actual drawing.
Diffstat (limited to 'source/blender/editors/mask')
-rw-r--r--source/blender/editors/mask/mask_draw.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/editors/mask/mask_draw.c b/source/blender/editors/mask/mask_draw.c
index 09ac1f12aa2..c4f62fdaf97 100644
--- a/source/blender/editors/mask/mask_draw.c
+++ b/source/blender/editors/mask/mask_draw.c
@@ -769,9 +769,9 @@ void ED_mask_draw_region(Mask *mask, ARegion *ar,
if (stabmat) {
gpuMultMatrix3D(stabmat); /* XXX make this a 2D matrix */
}
- GPUShader *shader = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
- GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "shuffle"), 4, 1, red);
- immDrawPixelsTex(0.0f, 0.0f, width, height, GL_RED, GL_FLOAT, GL_NEAREST, buffer, 1.0f, 1.0f, NULL);
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
+ GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
+ immDrawPixelsTex(&state, 0.0f, 0.0f, width, height, GL_RED, GL_FLOAT, GL_NEAREST, buffer, 1.0f, 1.0f, NULL);
gpuPopMatrix();