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author | Clément Foucault <foucault.clem@gmail.com> | 2019-01-16 06:41:27 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-01-17 21:44:01 +0300 |
commit | 4c9589909807f346e23966379f240dd57d057a1d (patch) | |
tree | 40bad4807d5b5cdd5e632f00562477bf7bb7754c /source/blender/editors/screen | |
parent | 938b08b33654f6bc3419519fc364021115d19dba (diff) |
GPU: Rename GPU_shader_get_uniform to GPU_shader_get_uniform_ensure
This is in order to make the API more multithread friendly inside the
draw manager.
GPU_shader_get_uniform will only serve to query the shader interface and
not do any GL call, making it threadsafe.
For now it only print a warning if the uniform was not queried before.
Diffstat (limited to 'source/blender/editors/screen')
-rw-r--r-- | source/blender/editors/screen/glutil.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c index 728df79fbbd..60a16d04efe 100644 --- a/source/blender/editors/screen/glutil.c +++ b/source/blender/editors/screen/glutil.c @@ -147,7 +147,7 @@ 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(shader, "name"), 0); + * GPU_shader_uniform_int(shader, GPU_shader_get_uniform_ensure(shader, "name"), 0); * */ IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin) { @@ -241,7 +241,7 @@ 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(state->shader, "color") != -1) { + if (state->shader != NULL && GPU_shader_get_uniform_ensure(state->shader, "color") != -1) { immUniformColor4fv((color) ? color : white); } |