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authorClément Foucault <foucault.clem@gmail.com>2019-01-16 06:41:27 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-01-17 21:44:01 +0300
commit4c9589909807f346e23966379f240dd57d057a1d (patch)
tree40bad4807d5b5cdd5e632f00562477bf7bb7754c /source/blender/editors/space_node/drawnode.c
parent938b08b33654f6bc3419519fc364021115d19dba (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/space_node/drawnode.c')
-rw-r--r--source/blender/editors/space_node/drawnode.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c
index b7b75d34470..80cdc9ef87d 100644
--- a/source/blender/editors/space_node/drawnode.c
+++ b/source/blender/editors/space_node/drawnode.c
@@ -3255,7 +3255,7 @@ void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode, b
shuffle[3] = 1.0f;
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
- GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, shuffle);
+ GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, shuffle);
immDrawPixelsTex(&state, x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST,
display_buffer, snode->zoom, snode->zoom, NULL);