diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-07-29 19:13:19 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-07-30 00:06:37 +0300 |
commit | 5f6fb5bb41ed0057f0e2f0ccded717fbf04e55e2 (patch) | |
tree | 94ce813b25b5bf766136e694f893517e93432bf7 /source/blender/editors/space_view3d/view3d_draw.c | |
parent | 7e8d4937307e0be3ab4587c58c49f16211466987 (diff) |
Cleanup: Split gpu_texture_image.c into BKE and IMB modules
This is in order to disolve GPU_draw.h into more meaningful code blocks.
All the Image related function are in `image_gpu.c`.
All the MovieClip related function are in `movieclip.c`.
The IMB module now has a connection with GPU. This is not strickly
necessary and the code could be move to `image_gpu.c` if needed.
The Image garbage collection is also ported to `image_gpu.c`.
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index 84b3578e978..fa1568c61f2 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -36,6 +36,7 @@ #include "BKE_context.h" #include "BKE_customdata.h" #include "BKE_global.h" +#include "BKE_image.h" #include "BKE_key.h" #include "BKE_layer.h" #include "BKE_main.h" @@ -1617,7 +1618,7 @@ void view3d_main_region_draw(const bContext *C, ARegion *region) view3d_draw_view(C, region); DRW_cache_free_old_batches(bmain); - GPU_free_images_old(bmain); + BKE_image_free_old_gputextures(bmain); GPU_pass_cache_garbage_collect(); /* XXX This is in order to draw UI batches with the DRW @@ -1707,7 +1708,7 @@ void ED_view3d_draw_offscreen(Depsgraph *depsgraph, { /* free images which can have changed on frame-change * warning! can be slow so only free animated images - campbell */ - GPU_free_images_anim(G.main); /* XXX :((( */ + BKE_image_free_anim_gputextures(G.main); /* XXX :((( */ } GPU_matrix_push_projection(); |