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authorClément Foucault <foucault.clem@gmail.com>2019-01-16 06:41:27 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-01-17 21:44:01 +0300
commit4c9589909807f346e23966379f240dd57d057a1d (patch)
tree40bad4807d5b5cdd5e632f00562477bf7bb7754c /source/blender/gpu/intern/gpu_viewport.c
parent938b08b33654f6bc3419519fc364021115d19dba (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.c6
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);