diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2019-04-20 13:47:06 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2019-04-20 14:32:36 +0300 |
commit | 7cbb8f20a4b479380dac1d2a2f7c7f85ede408be (patch) | |
tree | 3c5b5a91f2cdc2eb285cfa41886053366337ff11 /source/blender/editors/space_sequencer | |
parent | ed0c9654ddfdcbe19d8094d4b4a43f0f06d9ee5c (diff) |
GPU: automatically draw images with GLSL shader depending on resolution
This adds a new "Automatic" image display method which uses GLSL shaders for
most images. It only does CPU side color management for higher res images
where sending big float buffers to the GPU is likely to be a bottleneck or
cause memory usage problem.
Automatic is the default now, previously it was 2D Texture.
Diffstat (limited to 'source/blender/editors/space_sequencer')
-rw-r--r-- | source/blender/editors/space_sequencer/sequencer_draw.c | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c index 5842d3b9c0d..69fc9ef3e17 100644 --- a/source/blender/editors/space_sequencer/sequencer_draw.c +++ b/source/blender/editors/space_sequencer/sequencer_draw.c @@ -62,6 +62,8 @@ #include "ED_screen.h" #include "ED_space_api.h" +#include "BIF_glutil.h" + #include "UI_interface.h" #include "UI_resources.h" #include "UI_view2d.h" @@ -1226,7 +1228,7 @@ static void *sequencer_OCIO_transform_ibuf( void *cache_handle = NULL; bool force_fallback = false; *glsl_used = false; - force_fallback |= (U.image_draw_method != IMAGE_DRAW_METHOD_GLSL); + force_fallback |= (ED_draw_imbuf_method(ibuf) != IMAGE_DRAW_METHOD_GLSL); force_fallback |= (ibuf->dither != 0.0f); if (force_fallback) { |