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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2019-04-20 13:47:06 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2019-04-20 14:32:36 +0300
commit7cbb8f20a4b479380dac1d2a2f7c7f85ede408be (patch)
tree3c5b5a91f2cdc2eb285cfa41886053366337ff11 /source/blender/editors/render/render_internal.c
parented0c9654ddfdcbe19d8094d4b4a43f0f06d9ee5c (diff)
GPU: automatically draw images with GLSL shader depending on resolution
This adds a new "Automatic" image display method which uses GLSL shaders for most images. It only does CPU side color management for higher res images where sending big float buffers to the GPU is likely to be a bottleneck or cause memory usage problem. Automatic is the default now, previously it was 2D Texture.
Diffstat (limited to 'source/blender/editors/render/render_internal.c')
-rw-r--r--source/blender/editors/render/render_internal.c4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/editors/render/render_internal.c b/source/blender/editors/render/render_internal.c
index 6df1ba5e0aa..d9a68a060f8 100644
--- a/source/blender/editors/render/render_internal.c
+++ b/source/blender/editors/render/render_internal.c
@@ -72,6 +72,8 @@
#include "ED_undo.h"
#include "ED_view3d.h"
+#include "BIF_glutil.h"
+
#include "RE_pipeline.h"
#include "RE_engine.h"
@@ -607,7 +609,7 @@ static void image_rect_update(void *rjv, RenderResult *rr, volatile rcti *renrec
* operate with.
*/
if (rr->do_exr_tile || !rj->supports_glsl_draw || ibuf->channels == 1 ||
- U.image_draw_method != IMAGE_DRAW_METHOD_GLSL) {
+ ED_draw_imbuf_method(ibuf) != IMAGE_DRAW_METHOD_GLSL) {
image_buffer_rect_update(rj, rr, ibuf, &rj->iuser, renrect, viewname);
}