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authorRay Molenkamp <github@lazydodo.com>2018-06-28 04:07:23 +0300
committerRay Molenkamp <github@lazydodo.com>2018-06-28 04:07:23 +0300
commit8e02106d0ddc7b31844d26037a824d56d3c65663 (patch)
treebfa1898220d74ac9610b8a1363a4087a44f7b41d /source/blender/editors/space_clip/clip_utils.c
parentfe258fd4451a7fb1ccdd85d1607b6dbd30442f28 (diff)
GLRefactor: partially remove gl calls from source/blender/editors.
This translates the gl calls to the new GPU_ wrappers from D3501. Given it's tedious and repetitive work, this patch does as much as it can with search + replace, the remainder of the gl calls will need to be manually dealt with on a case by case basis. This fixes 13 of the 28 failing editors when building without opengl. For the list of substitutions see D3502 Reviewers: brecht Differential Revision: https://developer.blender.org/D3502
Diffstat (limited to 'source/blender/editors/space_clip/clip_utils.c')
-rw-r--r--source/blender/editors/space_clip/clip_utils.c9
1 files changed, 5 insertions, 4 deletions
diff --git a/source/blender/editors/space_clip/clip_utils.c b/source/blender/editors/space_clip/clip_utils.c
index a666b20dfa4..c3208260b3b 100644
--- a/source/blender/editors/space_clip/clip_utils.c
+++ b/source/blender/editors/space_clip/clip_utils.c
@@ -46,6 +46,7 @@
#include "GPU_immediate.h"
#include "GPU_matrix.h"
+#include "GPU_state.h"
#include "WM_api.h"
#include "WM_types.h"
@@ -269,8 +270,8 @@ void clip_draw_sfra_efra(View2D *v2d, Scene *scene)
UI_view2d_view_ortho(v2d);
/* currently clip editor supposes that editing clip length is equal to scene frame range */
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
+ GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
+ GPU_blend(true);
unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
@@ -279,12 +280,12 @@ void clip_draw_sfra_efra(View2D *v2d, Scene *scene)
immRectf(pos, v2d->cur.xmin, v2d->cur.ymin, (float)SFRA, v2d->cur.ymax);
immRectf(pos, (float)EFRA, v2d->cur.ymin, v2d->cur.xmax, v2d->cur.ymax);
- glDisable(GL_BLEND);
+ GPU_blend(false);
immUniformThemeColorShade(TH_BACK, -60);
/* thin lines where the actual frames are */
- glLineWidth(1.0f);
+ GPU_line_width(1.0f);
immBegin(GWN_PRIM_LINES, 4);
immVertex2f(pos, (float)SFRA, v2d->cur.ymin);