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authorClément Foucault <foucault.clem@gmail.com>2018-04-06 11:09:23 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-04-06 11:25:53 +0300
commit4a73127a2b11056236c40e85ceb75230f2b4888d (patch)
tree97ff1df3d2c092afecf1c4032765600762681a68 /source/blender/gpu/GPU_shader.h
parent80d4d713607aafa69a4fde15cc1cdadc0e167abf (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.h1
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,