diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-06-02 13:29:20 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-06-02 17:46:38 +0300 |
commit | b82cb0ad3241ead3faee699847bc3e0065e304cd (patch) | |
tree | 9ac3d5218c9f91f02a0e9393c6ab3e8091dfdbc8 /source/blender/editors | |
parent | 38cfcdd51bd26dfb0e181a8023f32d784144490e (diff) |
Cleanup: GPU: Remove GPU_shaderinterface_uniform_ensure
Diffstat (limited to 'source/blender/editors')
-rw-r--r-- | source/blender/editors/interface/interface_icons.c | 10 | ||||
-rw-r--r-- | source/blender/editors/mask/mask_draw.c | 2 | ||||
-rw-r--r-- | source/blender/editors/screen/glutil.c | 4 | ||||
-rw-r--r-- | source/blender/editors/space_image/image_draw.c | 6 | ||||
-rw-r--r-- | source/blender/editors/space_node/drawnode.c | 2 |
5 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c index 0f22c83d945..deea3028354 100644 --- a/source/blender/editors/interface/interface_icons.c +++ b/source/blender/editors/interface/interface_icons.c @@ -1603,8 +1603,8 @@ static void icon_draw_cache_texture_flush_ex(GLuint texture, GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR); GPU_shader_bind(shader); - int img_loc = GPU_shader_get_uniform_ensure(shader, "image"); - int data_loc = GPU_shader_get_uniform_ensure(shader, "calls_data"); + int img_loc = GPU_shader_get_uniform(shader, "image"); + int data_loc = GPU_shader_get_uniform(shader, "calls_data"); glUniform1i(img_loc, 0); glUniform4fv(data_loc, ICON_DRAW_CACHE_SIZE * 3, (float *)texture_draw_calls->drawcall_cache); @@ -1750,9 +1750,9 @@ static void icon_draw_texture(float x, GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), alpha, alpha, alpha, alpha); } - glUniform1i(GPU_shader_get_uniform_ensure(shader, "image"), 0); - glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_icon"), x1, y1, x2, y2); - glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_geom"), x, y, x + w, y + h); + glUniform1i(GPU_shader_get_uniform(shader, "image"), 0); + glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), x1, y1, x2, y2); + glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), x, y, x + w, y + h); GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4); diff --git a/source/blender/editors/mask/mask_draw.c b/source/blender/editors/mask/mask_draw.c index bea44ee89f8..3786ed2789c 100644 --- a/source/blender/editors/mask/mask_draw.c +++ b/source/blender/editors/mask/mask_draw.c @@ -752,7 +752,7 @@ void ED_mask_draw_region( } 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, 0.0f, 0.0f, width, height, GL_RED, GL_FLOAT, GL_NEAREST, buffer, 1.0f, 1.0f, NULL); diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c index ddb345ab65e..a9380debbdc 100644 --- a/source/blender/editors/screen/glutil.c +++ b/source/blender/editors/screen/glutil.c @@ -83,7 +83,7 @@ static void immDrawPixelsTexSetupAttributes(IMMDrawPixelsTexState *state) /* To be used before calling immDrawPixelsTex * Default shader is GPU_SHADER_2D_IMAGE_COLOR * You can still set uniforms with : - * GPU_shader_uniform_int(shader, GPU_shader_get_uniform_ensure(shader, "name"), 0); + * GPU_shader_uniform_int(shader, GPU_shader_get_uniform(shader, "name"), 0); * */ IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin) { @@ -191,7 +191,7 @@ void immDrawPixelsTexScaled_clipping(IMMDrawPixelsTexState *state, /* NOTE: Shader could be null for GLSL OCIO drawing, it is fine, since * it does not need color. */ - if (state->shader != NULL && GPU_shader_get_uniform_ensure(state->shader, "color") != -1) { + if (state->shader != NULL && GPU_shader_get_uniform(state->shader, "color") != -1) { immUniformColor4fv((color) ? color : white); } 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( diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c index 44003a5b9bc..01ac3a80871 100644 --- a/source/blender/editors/space_node/drawnode.c +++ b/source/blender/editors/space_node/drawnode.c @@ -3638,7 +3638,7 @@ void draw_nodespace_back_pix(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); immDrawPixelsTex(&state, x, |