diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-04-06 11:09:23 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2018-04-06 11:25:53 +0300 |
commit | 4a73127a2b11056236c40e85ceb75230f2b4888d (patch) | |
tree | 97ff1df3d2c092afecf1c4032765600762681a68 /source/blender/gpu/GPU_shader.h | |
parent | 80d4d713607aafa69a4fde15cc1cdadc0e167abf (diff) |
UI: Perf: Improve ui_draw_dropshadow.
Replace the 12 iterations of UI_draw_roundbox_4fv with only one batch.
This mean less overdraw and less drawcalls.
I had to hack the opacity falloff curve manually to get approximatly the
same result as previous technique. I'm sure with a bit more brain power
somebody could find the perfect function.
Diffstat (limited to 'source/blender/gpu/GPU_shader.h')
-rw-r--r-- | source/blender/gpu/GPU_shader.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h index 486aea561c4..8051855ffbe 100644 --- a/source/blender/gpu/GPU_shader.h +++ b/source/blender/gpu/GPU_shader.h @@ -173,6 +173,7 @@ typedef enum GPUBuiltinShader { GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR, /* specialized for UI drawing */ GPU_SHADER_2D_WIDGET_BASE, + GPU_SHADER_2D_WIDGET_SHADOW, GPU_SHADER_2D_NODELINK, GPU_SHADER_2D_NODELINK_INST, |