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authorMike Erwin <significant.bit@gmail.com>2016-10-10 06:03:35 +0300
committerMike Erwin <significant.bit@gmail.com>2016-10-10 06:03:35 +0300
commit7a60f889d3f328e38aa882891cda615a06333ab6 (patch)
treef83e9f3e9df86f7d8da5027773acd980d6f7c94c /source/blender/gpu/intern/gpu_immediate.c
parente636529e33a2a2dc7d9acfed44325e2b38be86ac (diff)
OpenGL: plug new matrix system into shaders (WIP)
Built-in shaders now use uniforms instead of legacy built-in matrices. So far I only hooked this up for new immediate mode. We use the same matrix naming convention as OpenGL, but without the gl_ prefix, e.g. gl_ModelView becomes ModelView. Right now it can skip the new matrix stack and use the legacy built-in matrices app-side. This will help us transition gradually from glMatrix functions to gpuMatrix functions. Still some work to do in gpuBindMatrices. See TODO comments in gpu_matrix.c for specifics.
Diffstat (limited to 'source/blender/gpu/intern/gpu_immediate.c')
-rw-r--r--source/blender/gpu/intern/gpu_immediate.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c
index 0fc42533475..5faedbae04d 100644
--- a/source/blender/gpu/intern/gpu_immediate.c
+++ b/source/blender/gpu/intern/gpu_immediate.c
@@ -26,10 +26,12 @@
*/
#include "GPU_immediate.h"
+#include "GPU_matrix.h"
#include "gpu_shader_private.h"
void immBindBuiltinProgram(GPUBuiltinShader shader_id)
{
GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
immBindProgram(shader->program);
+ gpuBindMatrices(shader->program);
}