diff options
author | Campbell Barton <ideasman42@gmail.com> | 2017-06-19 13:18:04 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2017-06-19 13:18:04 +0300 |
commit | b4d053efc75424fca4b413ac1bc7a7e826fac629 (patch) | |
tree | 80647d9ca9109e997fce9911f202f98d7f8577d4 /source/blender/editors/space_image | |
parent | 349946bd010b1112b13c8594aabfb318c330bc0d (diff) |
Gawain API naming refactor
Use consistent prefix for gawain API names as well as
some abbreviations to avoid over-long names, see: D2678
Diffstat (limited to 'source/blender/editors/space_image')
-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 259dc124d37..733008ee478 100644 --- a/source/blender/editors/space_image/image_draw.c +++ b/source/blender/editors/space_image/image_draw.c @@ -126,7 +126,7 @@ static void draw_render_info(const bContext *C, (int)(-rd->border.ymin * rd->ysch * rd->size * 0.01f)); } - unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT); + unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); immUniformThemeColor(TH_FACE_SELECT); @@ -173,7 +173,7 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, bool color_manage, bool use_d glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); - unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT); + unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); /* noisy, high contrast make impossible to read if lower alpha is used. */ @@ -329,7 +329,7 @@ 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 = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT); + pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); if (channels == 4) { @@ -366,7 +366,7 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, bool color_manage, bool use_d immUnbindProgram(); /* draw outline */ - pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT); + pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); immUniformColor3ub(128, 128, 128); imm_draw_line_box(pos, color_rect.xmin, color_rect.ymin, color_rect.xmax, color_rect.ymax); @@ -686,8 +686,8 @@ void draw_image_sample_line(SpaceImage *sima) if (sima->sample_line_hist.flag & HISTO_FLAG_SAMPLELINE) { Histogram *hist = &sima->sample_line_hist; - VertexFormat *format = immVertexFormat(); - unsigned int shdr_dashed_pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); + Gwn_VertFormat *format = immVertexFormat(); + unsigned int shdr_dashed_pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_COLOR); @@ -699,7 +699,7 @@ 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(PRIM_LINES, 2); + immBegin(GWN_PRIM_LINES, 2); immVertex2fv(shdr_dashed_pos, hist->co[0]); immVertex2fv(shdr_dashed_pos, hist->co[1]); immEnd(); @@ -898,7 +898,7 @@ void draw_image_cache(const bContext *C, ARegion *ar) /* Draw current frame. */ x = (cfra - sfra) / (efra - sfra + 1) * ar->winx; - unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT); + unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); immUniformThemeColor(TH_CFRAME); immRecti(pos, x, 0, x + ceilf(framelen), 8 * UI_DPI_FAC); |