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author | Clément Foucault <foucault.clem@gmail.com> | 2019-01-16 06:41:27 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-01-17 21:44:01 +0300 |
commit | 4c9589909807f346e23966379f240dd57d057a1d (patch) | |
tree | 40bad4807d5b5cdd5e632f00562477bf7bb7754c /source/blender/gpu/intern/gpu_viewport.c | |
parent | 938b08b33654f6bc3419519fc364021115d19dba (diff) |
GPU: Rename GPU_shader_get_uniform to GPU_shader_get_uniform_ensure
This is in order to make the API more multithread friendly inside the
draw manager.
GPU_shader_get_uniform will only serve to query the shader interface and
not do any GL call, making it threadsafe.
For now it only print a warning if the uniform was not queried before.
Diffstat (limited to 'source/blender/gpu/intern/gpu_viewport.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_viewport.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c index 1dd3faa3b03..7a3d020fe36 100644 --- a/source/blender/gpu/intern/gpu_viewport.c +++ b/source/blender/gpu/intern/gpu_viewport.c @@ -536,9 +536,9 @@ void GPU_viewport_draw_to_screen(GPUViewport *viewport, const rcti *rect) GPU_shader_bind(shader); GPU_texture_bind(color, 0); - glUniform1i(GPU_shader_get_uniform(shader, "image"), 0); - glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), halfx, halfy, 1.0f + halfx, 1.0f + halfy); - glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), x1, y1, x2, y2); + glUniform1i(GPU_shader_get_uniform_ensure(shader, "image"), 0); + glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_icon"), halfx, halfy, 1.0f + halfx, 1.0f + halfy); + glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_geom"), x1, y1, x2, y2); glUniform4f(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), 1.0f, 1.0f, 1.0f, 1.0f); GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4); |