Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
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/space_image
parent38cfcdd51bd26dfb0e181a8023f32d784144490e (diff)
Cleanup: GPU: Remove GPU_shaderinterface_uniform_ensure
Diffstat (limited to 'source/blender/editors/space_image')
-rw-r--r--source/blender/editors/space_image/image_draw.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/editors/space_image/image_draw.c b/source/blender/editors/space_image/image_draw.c
index 6037c1d2ec8..9040ca5e79c 100644
--- a/source/blender/editors/space_image/image_draw.c
+++ b/source/blender/editors/space_image/image_draw.c
@@ -476,7 +476,7 @@ static void sima_draw_zbuf_pixels(
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
GPU_shader_uniform_vector(
- state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, red);
+ state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
immDrawPixelsTex(
&state, x1, y1, rectx, recty, GL_RED, GL_INT, GL_NEAREST, recti, zoomx, zoomy, NULL);
@@ -524,7 +524,7 @@ static void sima_draw_zbuffloat_pixels(Scene *scene,
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
GPU_shader_uniform_vector(
- state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, red);
+ state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
immDrawPixelsTex(
&state, x1, y1, rectx, recty, GL_RED, GL_FLOAT, GL_NEAREST, rectf, zoomx, zoomy, NULL);
@@ -637,7 +637,7 @@ static void draw_image_buffer(const bContext *C,
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
GPU_shader_uniform_vector(
- state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, shuffle);
+ state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, shuffle);
IMB_colormanagement_display_settings_from_ctx(C, &view_settings, &display_settings);
display_buffer = IMB_display_buffer_acquire(