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authorClément Foucault <foucault.clem@gmail.com>2020-06-02 13:29:20 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-06-02 17:46:38 +0300
commitb82cb0ad3241ead3faee699847bc3e0065e304cd (patch)
tree9ac3d5218c9f91f02a0e9393c6ab3e8091dfdbc8 /source/blender/editors/screen/glutil.c
parent38cfcdd51bd26dfb0e181a8023f32d784144490e (diff)
Cleanup: GPU: Remove GPU_shaderinterface_uniform_ensure
Diffstat (limited to 'source/blender/editors/screen/glutil.c')
-rw-r--r--source/blender/editors/screen/glutil.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index ddb345ab65e..a9380debbdc 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -83,7 +83,7 @@ static void immDrawPixelsTexSetupAttributes(IMMDrawPixelsTexState *state)
/* To be used before calling immDrawPixelsTex
* Default shader is GPU_SHADER_2D_IMAGE_COLOR
* You can still set uniforms with :
- * GPU_shader_uniform_int(shader, GPU_shader_get_uniform_ensure(shader, "name"), 0);
+ * GPU_shader_uniform_int(shader, GPU_shader_get_uniform(shader, "name"), 0);
* */
IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin)
{
@@ -191,7 +191,7 @@ void immDrawPixelsTexScaled_clipping(IMMDrawPixelsTexState *state,
/* NOTE: Shader could be null for GLSL OCIO drawing, it is fine, since
* it does not need color.
*/
- if (state->shader != NULL && GPU_shader_get_uniform_ensure(state->shader, "color") != -1) {
+ if (state->shader != NULL && GPU_shader_get_uniform(state->shader, "color") != -1) {
immUniformColor4fv((color) ? color : white);
}