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authorClément Foucault <foucault.clem@gmail.com>2018-07-18 01:12:21 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-07-18 12:49:15 +0300
commit8cd7828792419fb4eac9a2a477968535b4c71535 (patch)
tree8fc733149fe07b7d9edd4b8b1e709519b4481887 /source/blender/editors/screen/area.c
parent247ad2034de2c33a6d9cb7d3b6f1ef7ffa5b859d (diff)
GWN: Port to GPU module: Replace GWN prefix by GPU
Diffstat (limited to 'source/blender/editors/screen/area.c')
-rw-r--r--source/blender/editors/screen/area.c50
1 files changed, 25 insertions, 25 deletions
diff --git a/source/blender/editors/screen/area.c b/source/blender/editors/screen/area.c
index cb8fdba0ae1..1a63bc1cd53 100644
--- a/source/blender/editors/screen/area.c
+++ b/source/blender/editors/screen/area.c
@@ -105,12 +105,12 @@ static void region_draw_emboss(const ARegion *ar, const rcti *scirct, int sides)
float color[4] = {0.0f, 0.0f, 0.0f, 0.25f};
UI_GetThemeColor3fv(TH_EDITOR_OUTLINE, color);
- Gwn_VertFormat *format = immVertexFormat();
- uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ GPUVertFormat *format = immVertexFormat();
+ uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4fv(color);
- immBeginAtMost(GWN_PRIM_LINES, 8);
+ immBeginAtMost(GPU_PRIM_LINES, 8);
/* right */
if (sides & REGION_EMBOSS_RIGHT) {
@@ -262,8 +262,8 @@ static void area_draw_azone_fullscreen(short x1, short y1, short x2, short y2, f
BLI_rcti_init(&click_rect, x, x + icon_size, y, y + icon_size);
- Gwn_VertFormat *format = immVertexFormat();
- uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ GPUVertFormat *format = immVertexFormat();
+ uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -271,7 +271,7 @@ static void area_draw_azone_fullscreen(short x1, short y1, short x2, short y2, f
imm_draw_box_wire_2d(pos, click_rect.xmin, click_rect.ymin, click_rect.xmax, click_rect.ymax);
immUniformColor4f(0.0f, 1.0f, 1.0f, alpha);
- immBegin(GWN_PRIM_LINES, 4);
+ immBegin(GPU_PRIM_LINES, 4);
immVertex2f(pos, click_rect.xmin, click_rect.ymin);
immVertex2f(pos, click_rect.xmax, click_rect.ymax);
immVertex2f(pos, click_rect.xmin, click_rect.ymax);
@@ -295,8 +295,8 @@ static void draw_azone_plus(float x1, float y1, float x2, float y2)
float width = 0.1f * U.widget_unit;
float pad = 0.2f * U.widget_unit;
- Gwn_VertFormat *format = immVertexFormat();
- uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ GPUVertFormat *format = immVertexFormat();
+ uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPU_blend(true);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -500,8 +500,8 @@ void ED_region_do_draw(bContext *C, ARegion *ar)
/* for debugging unneeded area redraws and partial redraw */
#if 0
GPU_blend(true);
- Gwn_VertFormat *format = immVertexFormat();
- uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ GPUVertFormat *format = immVertexFormat();
+ uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4f(drand48(), drand48(), drand48(), 0.1f);
immRectf(pos, ar->drawrct.xmin - ar->winrct.xmin, ar->drawrct.ymin - ar->winrct.ymin,
@@ -2472,8 +2472,8 @@ void ED_region_info_draw_multiline(ARegion *ar, const char *text_array[], float
GPU_blend(true);
GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
- Gwn_VertFormat *format = immVertexFormat();
- uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
+ GPUVertFormat *format = immVertexFormat();
+ uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4fv(fill_color);
immRecti(pos, rect.xmin, rect.ymin, rect.xmax + 1, rect.ymax + 1);
@@ -2691,8 +2691,8 @@ void ED_region_image_metadata_draw(int x, int y, ImBuf *ibuf, const rctf *frame,
/* set up rect */
BLI_rctf_init(&rect, frame->xmin, frame->xmax, frame->ymax, frame->ymax + box_y);
/* draw top box */
- Gwn_VertFormat *format = immVertexFormat();
- uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ GPUVertFormat *format = immVertexFormat();
+ uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_METADATA_BG);
immRectf(pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
@@ -2716,8 +2716,8 @@ void ED_region_image_metadata_draw(int x, int y, ImBuf *ibuf, const rctf *frame,
/* set up box rect */
BLI_rctf_init(&rect, frame->xmin, frame->xmax, frame->ymin - box_y, frame->ymin);
/* draw top box */
- Gwn_VertFormat *format = immVertexFormat();
- uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ GPUVertFormat *format = immVertexFormat();
+ uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_METADATA_BG);
immRectf(pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
@@ -2745,8 +2745,8 @@ void ED_region_grid_draw(ARegion *ar, float zoomx, float zoomy)
UI_view2d_view_to_region(&ar->v2d, 0.0f, 0.0f, &x1, &y1);
UI_view2d_view_to_region(&ar->v2d, 1.0f, 1.0f, &x2, &y2);
- Gwn_VertFormat *format = immVertexFormat();
- uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ GPUVertFormat *format = immVertexFormat();
+ uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColorShade(TH_BACK, 20);
@@ -2778,12 +2778,12 @@ void ED_region_grid_draw(ARegion *ar, float zoomx, float zoomy)
int count_large = 1.0f / (4.0f * gridstep);
if (count_fine > 0) {
- GWN_vertformat_clear(format);
- pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
- unsigned color = GWN_vertformat_attr_add(format, "color", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ GPU_vertformat_clear(format);
+ pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
+ unsigned color = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
- immBegin(GWN_PRIM_LINES, 4 * count_fine + 4 * count_large);
+ immBegin(GPU_PRIM_LINES, 4 * count_fine + 4 * count_large);
float theme_color[3];
UI_GetThemeColorShade3fv(TH_BACK, (int)(20.0f * (1.0f - blendfac)), theme_color);
@@ -2877,7 +2877,7 @@ void ED_region_visible_rect(ARegion *ar, rcti *rect)
void ED_region_cache_draw_background(const ARegion *ar)
{
- uint pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
+ uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ub(128, 128, 255, 64);
immRecti(pos, 0, 0, ar->winx, 8 * UI_DPI_FAC);
@@ -2897,7 +2897,7 @@ void ED_region_cache_draw_curfra_label(const int framenr, const float x, const f
BLF_width_and_height(fontid, numstr, sizeof(numstr), &font_dims[0], &font_dims[1]);
- uint pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
+ uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformThemeColor(TH_CFRAME);
immRecti(pos, x, y, x + font_dims[0] + 6.0f, y + font_dims[1] + 4.0f);
@@ -2911,7 +2911,7 @@ void ED_region_cache_draw_curfra_label(const int framenr, const float x, const f
void ED_region_cache_draw_cached_segments(const ARegion *ar, const int num_segments, const int *points, const int sfra, const int efra)
{
if (num_segments) {
- uint pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT);
+ uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4ub(128, 128, 255, 128);