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authorSergey Sharybin <sergey.vfx@gmail.com>2017-04-11 17:30:00 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-04-11 17:49:39 +0300
commit5a4fceff1b10e18fffc1d536e71e47b27ed40402 (patch)
treeee2ca5fdba07e562a0977be8c2de3a21a0994f3f /source/blender/editors
parent35ee9db1e2432c9c6346eb450073d609fa07dc1e (diff)
Make image drawing code working with core profile
The issue was caused here by usage of deprecated GL_CURRENT_PROGRAM which was returning rubbish value. Now we use imm API and create vertex format prior to immBindProgram. This made us required to have some sort of state passed from setup function to actual drawing.
Diffstat (limited to 'source/blender/editors')
-rw-r--r--source/blender/editors/include/BIF_glutil.h22
-rw-r--r--source/blender/editors/interface/interface_draw.c8
-rw-r--r--source/blender/editors/interface/interface_icons.c4
-rw-r--r--source/blender/editors/mask/mask_draw.c6
-rw-r--r--source/blender/editors/render/render_internal.c8
-rw-r--r--source/blender/editors/render/render_preview.c4
-rw-r--r--source/blender/editors/screen/glutil.c76
-rw-r--r--source/blender/editors/space_file/file_draw.c4
-rw-r--r--source/blender/editors/space_image/image_draw.c32
-rw-r--r--source/blender/editors/space_node/drawnode.c6
-rw-r--r--source/blender/editors/space_node/node_draw.c4
-rw-r--r--source/blender/editors/space_view3d/view3d_draw_legacy.c4
12 files changed, 101 insertions, 77 deletions
diff --git a/source/blender/editors/include/BIF_glutil.h b/source/blender/editors/include/BIF_glutil.h
index 0d90dab1f1e..1477d20f7f1 100644
--- a/source/blender/editors/include/BIF_glutil.h
+++ b/source/blender/editors/include/BIF_glutil.h
@@ -67,10 +67,16 @@ int glaGetOneInt(int param);
*/
void glaRasterPosSafe2f(float x, float y, float known_good_x, float known_good_y);
+typedef struct IMMDrawPixelsTexState {
+ struct GPUShader *shader;
+ unsigned int pos;
+ unsigned int texco;
+} IMMDrawPixelsTexState;
+
/* To be used before calling immDrawPixelsTex
* Default shader is GPU_SHADER_2D_IMAGE_COLOR
* Returns a shader to be able to set uniforms */
-struct GPUShader *immDrawPixelsTexSetup(int builtin);
+IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin);
/**
* immDrawPixelsTex - Functions like a limited glDrawPixels, but actually draws the
@@ -86,14 +92,18 @@ struct GPUShader *immDrawPixelsTexSetup(int builtin);
* modelview and projection matrices are assumed to define a
* 1-to-1 mapping to screen space.
*/
-void immDrawPixelsTex(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect,
+void immDrawPixelsTex(IMMDrawPixelsTexState *state,
+ float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect,
float xzoom, float yzoom, float color[4]);
-void immDrawPixelsTex_clipping(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect,
+void immDrawPixelsTex_clipping(IMMDrawPixelsTexState *state,
+ float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect,
float clip_min_x, float clip_min_y, float clip_max_x, float clip_max_y,
float xzoom, float yzoom, float color[4]);
-void immDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect, float scaleX, float scaleY,
- float xzoom, float yzoom, float color[4]);
-void immDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect, float scaleX, float scaleY,
+void immDrawPixelsTexScaled(IMMDrawPixelsTexState *state,
+ float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect, float scaleX, float scaleY,
+ float xzoom, float yzoom, float color[4]);
+void immDrawPixelsTexScaled_clipping(IMMDrawPixelsTexState *state,
+ float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect, float scaleX, float scaleY,
float clip_min_x, float clip_min_y, float clip_max_x, float clip_max_y,
float xzoom, float yzoom, float color[4]);
/* 2D Drawing Assistance */
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 5c3dd83e2a1..fac19d7ed9b 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -560,8 +560,8 @@ void ui_draw_but_IMAGE(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *UNUSED(w
facy = (float)h / (float)ibuf->y;
}
- immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
- immDrawPixelsTex((float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, ibuf->rect,
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(&state, (float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, ibuf->rect,
facx, facy, NULL);
glDisable(GL_BLEND);
@@ -1788,8 +1788,8 @@ void ui_draw_but_TRACKPREVIEW(ARegion *ar, uiBut *but, uiWidgetColors *UNUSED(wc
UI_draw_roundbox_4fv(true, rect.xmin - 1, rect.ymin, rect.xmax + 1, rect.ymax + 1, 3.0f, color);
}
- immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
- immDrawPixelsTex(rect.xmin, rect.ymin + 1, drawibuf->x, drawibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, drawibuf->rect, 1.0f, 1.0f, NULL);
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(&state, rect.xmin, rect.ymin + 1, drawibuf->x, drawibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, drawibuf->rect, 1.0f, 1.0f, NULL);
/* draw cross for pixel position */
gpuTranslate2f(rect.xmin + scopes->track_pos[0], rect.ymin + scopes->track_pos[1]);
diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c
index 12730943f88..86fe517c975 100644
--- a/source/blender/editors/interface/interface_icons.c
+++ b/source/blender/editors/interface/interface_icons.c
@@ -1005,8 +1005,8 @@ static void icon_draw_rect(float x, float y, int w, int h, float UNUSED(aspect),
}
/* draw */
- immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
- immDrawPixelsTex(draw_x, draw_y, draw_w, draw_h, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, rect,
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(&state, draw_x, draw_y, draw_w, draw_h, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, rect,
1.0f, 1.0f, col);
if (ima)
diff --git a/source/blender/editors/mask/mask_draw.c b/source/blender/editors/mask/mask_draw.c
index 09ac1f12aa2..c4f62fdaf97 100644
--- a/source/blender/editors/mask/mask_draw.c
+++ b/source/blender/editors/mask/mask_draw.c
@@ -769,9 +769,9 @@ void ED_mask_draw_region(Mask *mask, ARegion *ar,
if (stabmat) {
gpuMultMatrix3D(stabmat); /* XXX make this a 2D matrix */
}
- GPUShader *shader = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
- GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "shuffle"), 4, 1, red);
- immDrawPixelsTex(0.0f, 0.0f, width, height, GL_RED, GL_FLOAT, GL_NEAREST, buffer, 1.0f, 1.0f, NULL);
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
+ GPU_shader_uniform_vector(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);
gpuPopMatrix();
diff --git a/source/blender/editors/render/render_internal.c b/source/blender/editors/render/render_internal.c
index a28e9e4b4a3..e91c01bb0eb 100644
--- a/source/blender/editors/render/render_internal.c
+++ b/source/blender/editors/render/render_internal.c
@@ -1538,8 +1538,8 @@ void render_view3d_draw(RenderEngine *engine, const bContext *C)
if (force_fallback == false) {
if (IMB_colormanagement_setup_glsl_draw(&scene->view_settings, &scene->display_settings, dither, true)) {
glEnable(GL_BLEND);
- immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
- immDrawPixelsTex(xof, yof, rres.rectx, rres.recty,
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(&state, xof, yof, rres.rectx, rres.recty,
GL_RGBA, GL_FLOAT, GL_NEAREST, rres.rectf,
scale_x, scale_y, NULL);;
glDisable(GL_BLEND);
@@ -1558,8 +1558,8 @@ void render_view3d_draw(RenderEngine *engine, const bContext *C)
4, dither, &scene->view_settings, &scene->display_settings);
glEnable(GL_BLEND);
- immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
- immDrawPixelsTex(xof, yof, rres.rectx, rres.recty,
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(&state, xof, yof, rres.rectx, rres.recty,
GL_RGBA, GL_UNSIGNED_BYTE,
GL_NEAREST, display_buffer,
scale_x, scale_y, NULL);
diff --git a/source/blender/editors/render/render_preview.c b/source/blender/editors/render/render_preview.c
index 3fb09123131..9a8e5631b7f 100644
--- a/source/blender/editors/render/render_preview.c
+++ b/source/blender/editors/render/render_preview.c
@@ -600,8 +600,8 @@ static bool ed_preview_draw_rect(ScrArea *sa, int split, int first, rcti *rect,
if (re)
RE_AcquiredResultGet32(re, &rres, (unsigned int *)rect_byte, 0);
- immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
- immDrawPixelsTex(fx, fy, rres.rectx, rres.recty, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, rect_byte,
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(&state, fx, fy, rres.rectx, rres.recty, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, rect_byte,
1.0f, 1.0f, NULL);
MEM_freeN(rect_byte);
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index 7387d9481d5..233ecf8c83d 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -137,19 +137,33 @@ static int get_cached_work_texture(int *r_w, int *r_h)
return texid;
}
+static void immDrawPixelsTexSetupAttributes(IMMDrawPixelsTexState *state)
+{
+ VertexFormat *vert_format = immVertexFormat();
+ unsigned int pos = VertexFormat_add_attrib(vert_format, "pos", COMP_F32, 2, KEEP_FLOAT);
+ unsigned int texco = VertexFormat_add_attrib(vert_format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
+ state->pos = pos;
+ state->texco = texco;
+}
+
/* 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(shader, "name"), 0);
* */
-GPUShader *immDrawPixelsTexSetup(int builtin)
+IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin)
{
+ IMMDrawPixelsTexState state;
+ immDrawPixelsTexSetupAttributes(&state);
+
GPUShader *shader = GPU_shader_get_builtin_shader(builtin);
/* Shader will be unbind by immUnbindProgram in immDrawPixelsTexScaled_clipping */
- GPU_shader_bind(shader);
+ immBindBuiltinProgram(builtin);
GPU_shader_uniform_int(shader, GPU_shader_get_uniform(shader, "image"), 0);
- return shader;
+ state.shader = shader;
+
+ return state;
}
/* Use the currently bound shader.
@@ -165,7 +179,8 @@ GPUShader *immDrawPixelsTexSetup(int builtin)
* Be also aware that this function unbinds the shader when
* it's finished.
* */
-void immDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h,
+void immDrawPixelsTexScaled_clipping(IMMDrawPixelsTexState *state,
+ float x, float y, int img_w, int img_h,
int format, int type, int zoomfilter, void *rect,
float scaleX, float scaleY,
float clip_min_x, float clip_min_y,
@@ -229,25 +244,15 @@ void immDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h,
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_w, tex_h, 0, format, GL_UNSIGNED_BYTE, NULL);
}
- VertexFormat *vert_format = immVertexFormat();
- unsigned int pos = VertexFormat_add_attrib(vert_format, "pos", COMP_F32, 2, KEEP_FLOAT);
- unsigned int texco = VertexFormat_add_attrib(vert_format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
-
- unsigned int program = glaGetOneInt(GL_CURRENT_PROGRAM);
-
- /* This is needed for the OCIO case.
- * Shader program is set outside of blender and
- * we need it in imm module to do all attrib /
- * uniform bindings. */
+ unsigned int pos = 0, texco = 1;
- /* A program is already bound.
- * set it in imm.bound_program to be able to use imm functions */
- BLI_assert(program);
- immBindProgram(program);
-
- /* optionnal */
- if (glGetUniformLocation(program, "color") != -1)
+ /* optional */
+ /* 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(state->shader, "color") != -1) {
immUniform4fv("color", (color) ? color : white);
+ }
for (subpart_y = 0; subpart_y < nsubparts_y; subpart_y++) {
for (subpart_x = 0; subpart_x < nsubparts_x; subpart_x++) {
@@ -322,27 +327,30 @@ void immDrawPixelsTexScaled_clipping(float x, float y, int img_w, int img_h,
glPixelStorei(GL_UNPACK_ROW_LENGTH, unpack_row_length);
}
-void immDrawPixelsTexScaled(float x, float y, int img_w, int img_h,
+void immDrawPixelsTexScaled(IMMDrawPixelsTexState *state,
+ float x, float y, int img_w, int img_h,
int format, int type, int zoomfilter, void *rect,
float scaleX, float scaleY, float xzoom, float yzoom, float color[4])
{
- immDrawPixelsTexScaled_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect,
+ immDrawPixelsTexScaled_clipping(state, x, y, img_w, img_h, format, type, zoomfilter, rect,
scaleX, scaleY, 0.0f, 0.0f, 0.0f, 0.0f, xzoom, yzoom, color);
}
-void immDrawPixelsTex(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect,
+void immDrawPixelsTex(IMMDrawPixelsTexState *state,
+ float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect,
float xzoom, float yzoom, float color[4])
{
- immDrawPixelsTexScaled_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f,
+ immDrawPixelsTexScaled_clipping(state, x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f,
0.0f, 0.0f, 0.0f, 0.0f, xzoom, yzoom, color);
}
-void immDrawPixelsTex_clipping(float x, float y, int img_w, int img_h,
+void immDrawPixelsTex_clipping(IMMDrawPixelsTexState *state,
+ float x, float y, int img_w, int img_h,
int format, int type, int zoomfilter, void *rect,
float clip_min_x, float clip_min_y, float clip_max_x, float clip_max_y,
float xzoom, float yzoom, float color[4])
{
- immDrawPixelsTexScaled_clipping(x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f,
+ immDrawPixelsTexScaled_clipping(state, x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f,
clip_min_x, clip_min_y, clip_max_x, clip_max_y, xzoom, yzoom, color);
}
@@ -575,6 +583,9 @@ void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter,
if (force_fallback == false) {
int ok;
+ IMMDrawPixelsTexState state = {0};
+ immDrawPixelsTexSetupAttributes(&state);
+
if (ibuf->rect_float) {
if (ibuf->float_colorspace) {
ok = IMB_colormanagement_setup_glsl_draw_from_space(view_settings, display_settings,
@@ -604,7 +615,8 @@ void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter,
BLI_assert(!"Incompatible number of channels for GLSL display");
if (format != 0) {
- immDrawPixelsTex_clipping(x, y, ibuf->x, ibuf->y, format, GL_FLOAT,
+ immDrawPixelsTex_clipping(&state,
+ x, y, ibuf->x, ibuf->y, format, GL_FLOAT,
zoomfilter, ibuf->rect_float,
clip_min_x, clip_min_y, clip_max_x, clip_max_y,
zoom_x, zoom_y, NULL);
@@ -612,7 +624,8 @@ void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter,
}
else if (ibuf->rect) {
/* ibuf->rect is always RGBA */
- immDrawPixelsTex_clipping(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE,
+ immDrawPixelsTex_clipping(&state,
+ x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE,
zoomfilter, ibuf->rect,
clip_min_x, clip_min_y, clip_max_x, clip_max_y,
zoom_x, zoom_y, NULL);
@@ -632,8 +645,9 @@ void glaDrawImBuf_glsl_clipping(ImBuf *ibuf, float x, float y, int zoomfilter,
display_buffer = IMB_display_buffer_acquire(ibuf, view_settings, display_settings, &cache_handle);
if (display_buffer) {
- immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
- immDrawPixelsTex_clipping(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE,
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex_clipping(&state,
+ x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE,
zoomfilter, display_buffer,
clip_min_x, clip_min_y, clip_max_x, clip_max_y,
zoom_x, zoom_y, NULL);
diff --git a/source/blender/editors/space_file/file_draw.c b/source/blender/editors/space_file/file_draw.c
index bf47657f27d..329b3f7f525 100644
--- a/source/blender/editors/space_file/file_draw.c
+++ b/source/blender/editors/space_file/file_draw.c
@@ -389,8 +389,8 @@ static void file_draw_preview(
UI_GetThemeColor4fv(TH_TEXT, col);
}
- immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
- immDrawPixelsTexScaled((float)xco, (float)yco, imb->x, imb->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, imb->rect,
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTexScaled(&state, (float)xco, (float)yco, imb->x, imb->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, imb->rect,
scale, scale, 1.0f, 1.0f, col);
if (icon) {
diff --git a/source/blender/editors/space_image/image_draw.c b/source/blender/editors/space_image/image_draw.c
index 554ec573a9c..f66234ab22c 100644
--- a/source/blender/editors/space_image/image_draw.c
+++ b/source/blender/editors/space_image/image_draw.c
@@ -432,10 +432,10 @@ static void sima_draw_zbuf_pixels(float x1, float y1, int rectx, int recty, int
recti[a] = rect[a] * 0.5f + 0.5f;
}
- GPUShader *shader = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
- GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "shuffle"), 4, 1, red);
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
+ GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
- immDrawPixelsTex(x1, y1, rectx, recty, GL_RED, GL_INT, GL_NEAREST, recti, zoomx, zoomy, NULL);
+ immDrawPixelsTex(&state, x1, y1, rectx, recty, GL_RED, GL_INT, GL_NEAREST, recti, zoomx, zoomy, NULL);
MEM_freeN(recti);
}
@@ -470,10 +470,10 @@ static void sima_draw_zbuffloat_pixels(Scene *scene, float x1, float y1, int rec
}
}
- GPUShader *shader = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
- GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "shuffle"), 4, 1, red);
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
+ GPU_shader_uniform_vector(state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
- immDrawPixelsTex(x1, y1, rectx, recty, GL_RED, GL_FLOAT, GL_NEAREST, rectf, zoomx, zoomy, NULL);
+ immDrawPixelsTex(&state, x1, y1, rectx, recty, GL_RED, GL_FLOAT, GL_NEAREST, rectf, zoomx, zoomy, NULL);
MEM_freeN(rectf);
}
@@ -531,14 +531,14 @@ static void draw_image_buffer(const bContext *C, SpaceImage *sima, ARegion *ar,
else if (sima->flag & SI_SHOW_ALPHA)
shuffle[3] = 1.0f;
- GPUShader *shader = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
- GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "shuffle"), 4, 1, shuffle);
+ 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);
IMB_colormanagement_display_settings_from_ctx(C, &view_settings, &display_settings);
display_buffer = IMB_display_buffer_acquire(ibuf, view_settings, display_settings, &cache_handle);
if (display_buffer) {
- immDrawPixelsTex_clipping(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, display_buffer,
+ immDrawPixelsTex_clipping(&state, x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, display_buffer,
0, 0, clip_max_x, clip_max_y, zoomx, zoomy, NULL);
}
@@ -619,14 +619,14 @@ static void draw_image_buffer_tiled(SpaceImage *sima, ARegion *ar, Scene *scene,
UI_view2d_view_to_region(&ar->v2d, fx + (float)sx / (float)ibuf->x, fy + (float)sy / (float)ibuf->y, &x, &y);
if ((sima->flag & (SI_SHOW_R | SI_SHOW_G | SI_SHOW_B | SI_SHOW_ALPHA)) == 0) {
- immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
- immDrawPixelsTex(x, y, dx, dy, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, rect, zoomx, zoomy, NULL);
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(&state, x, y, dx, dy, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, rect, zoomx, zoomy, NULL);
}
else {
- GPUShader *shader = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
- GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "shuffle"), 4, 1, shuffle);
+ 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);
- immDrawPixelsTex(x, y, dx, dy, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, rect, zoomx, zoomy, NULL);
+ immDrawPixelsTex(&state, x, y, dx, dy, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, rect, zoomx, zoomy, NULL);
}
}
}
@@ -734,8 +734,8 @@ static void draw_image_paint_helpers(const bContext *C, ARegion *ar, Scene *scen
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
- immDrawPixelsTex(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, display_buffer, zoomx, zoomy, col);
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(&state, x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, display_buffer, zoomx, zoomy, col);
glDisable(GL_BLEND);
diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c
index 6620dec4130..54f620140bf 100644
--- a/source/blender/editors/space_node/drawnode.c
+++ b/source/blender/editors/space_node/drawnode.c
@@ -3204,10 +3204,10 @@ void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode, b
else
shuffle[3] = 1.0f;
- GPUShader *shader = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
- GPU_shader_uniform_vector(shader, GPU_shader_get_uniform(shader, "shuffle"), 4, 1, shuffle);
+ 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);
- immDrawPixelsTex(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST,
+ immDrawPixelsTex(&state, x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST,
display_buffer, snode->zoom, snode->zoom, NULL);
GPU_shader_unbind();
diff --git a/source/blender/editors/space_node/node_draw.c b/source/blender/editors/space_node/node_draw.c
index 3e0adb3243f..cb5f434849e 100644
--- a/source/blender/editors/space_node/node_draw.c
+++ b/source/blender/editors/space_node/node_draw.c
@@ -706,8 +706,8 @@ static void node_draw_preview(bNodePreview *preview, rctf *prv)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); /* premul graphics */
- immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
- immDrawPixelsTex(draw_rect.xmin, draw_rect.ymin, preview->xsize, preview->ysize, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, preview->rect,
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(&state, draw_rect.xmin, draw_rect.ymin, preview->xsize, preview->ysize, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, preview->rect,
scale, scale, NULL);
glDisable(GL_BLEND);
diff --git a/source/blender/editors/space_view3d/view3d_draw_legacy.c b/source/blender/editors/space_view3d/view3d_draw_legacy.c
index 7cd926d180c..db6657de18b 100644
--- a/source/blender/editors/space_view3d/view3d_draw_legacy.c
+++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c
@@ -773,8 +773,8 @@ static void view3d_draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d,
}
float col[4] = {1.0f, 1.0f, 1.0f, 1.0f - bgpic->blend};
- immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
- immDrawPixelsTex(x1 - centx, y1 - centy, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, ibuf->rect,
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ immDrawPixelsTex(&state, x1 - centx, y1 - centy, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, ibuf->rect,
zoomx, zoomy, col);
glMatrixMode(GL_PROJECTION);