diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-07-18 01:12:21 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-07-18 12:49:15 +0300 |
commit | 8cd7828792419fb4eac9a2a477968535b4c71535 (patch) | |
tree | 8fc733149fe07b7d9edd4b8b1e709519b4481887 /source/blender/editors/space_image/image_draw.c | |
parent | 247ad2034de2c33a6d9cb7d3b6f1ef7ffa5b859d (diff) |
GWN: Port to GPU module: Replace GWN prefix by GPU
Diffstat (limited to 'source/blender/editors/space_image/image_draw.c')
-rw-r--r-- | source/blender/editors/space_image/image_draw.c | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/editors/space_image/image_draw.c b/source/blender/editors/space_image/image_draw.c index ff90e59540e..4cbe25462af 100644 --- a/source/blender/editors/space_image/image_draw.c +++ b/source/blender/editors/space_image/image_draw.c @@ -127,7 +127,7 @@ static void draw_render_info(const bContext *C, (int)(-rd->border.ymin * rd->ysch * rd->size * 0.01f)); } - uint pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); immUniformThemeColor(TH_FACE_SELECT); @@ -174,7 +174,7 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, bool color_manage, bool use_d GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); GPU_blend(true); - 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); /* noisy, high contrast make impossible to read if lower alpha is used. */ @@ -330,7 +330,7 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, bool color_manage, bool use_d BLI_rcti_init(&color_rect, dx, dx + (1.5f * UI_UNIT_X), 0.15f * UI_UNIT_Y, 0.85f * UI_UNIT_Y); /* BLF uses immediate mode too, so we must reset our vertex format */ - pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT); + pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); if (channels == 4) { @@ -367,7 +367,7 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, bool color_manage, bool use_d immUnbindProgram(); /* draw outline */ - pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); immUniformColor3ub(128, 128, 128); imm_draw_box_wire_2d(pos, color_rect.xmin, color_rect.ymin, color_rect.xmax, color_rect.ymax); @@ -573,8 +573,8 @@ void draw_image_sample_line(SpaceImage *sima) if (sima->sample_line_hist.flag & HISTO_FLAG_SAMPLELINE) { Histogram *hist = &sima->sample_line_hist; - Gwn_VertFormat *format = immVertexFormat(); - uint shdr_dashed_pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + GPUVertFormat *format = immVertexFormat(); + uint shdr_dashed_pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR); @@ -586,7 +586,7 @@ void draw_image_sample_line(SpaceImage *sima) immUniformArray4fv("colors", (float *)(float[][4]){{1.0f, 1.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 0.0f, 1.0f}}, 2); immUniform1f("dash_width", 2.0f); - immBegin(GWN_PRIM_LINES, 2); + immBegin(GPU_PRIM_LINES, 2); immVertex2fv(shdr_dashed_pos, hist->co[0]); immVertex2fv(shdr_dashed_pos, hist->co[1]); immEnd(); @@ -779,7 +779,7 @@ void draw_image_cache(const bContext *C, ARegion *ar) /* Draw current frame. */ x = (cfra - sfra) / (efra - sfra + 1) * ar->winx; - 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, 0, x + ceilf(framelen), 8 * UI_DPI_FAC); |