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authorClément Foucault <foucault.clem@gmail.com>2018-12-01 21:49:31 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-12-01 22:38:52 +0300
commitd55c269dd197288c30ca2881136330931bf05f98 (patch)
tree62ca84ecfa630e10154092a5157613caa069478e /source/blender/gpu/intern
parent6a80a786f88c7b09c451e3c585224a392c3cd95c (diff)
UI: Simplify the area border drawing
Instead of doing a lot of alpha blended drawing with jittering, use the fragment shader to do the masking using a circle mask. This is much simpler and requires much less resources. Hopefully this may solve the issue we have with the Intels UHD Graphics 620 on linux.
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r--source/blender/gpu/intern/gpu_shader.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index d428e2f9bd9..bae7520803d 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -68,6 +68,7 @@ extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
extern char datatoc_gpu_shader_flat_id_frag_glsl[];
extern char datatoc_gpu_shader_2D_area_borders_vert_glsl[];
+extern char datatoc_gpu_shader_2D_area_borders_frag_glsl[];
extern char datatoc_gpu_shader_2D_vert_glsl[];
extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_uniform_alpha_vert_glsl[];
@@ -900,7 +901,7 @@ static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
[GPU_SHADER_2D_AREA_EDGES] =
{ datatoc_gpu_shader_2D_area_borders_vert_glsl,
- datatoc_gpu_shader_uniform_color_frag_glsl},
+ datatoc_gpu_shader_2D_area_borders_frag_glsl},
[GPU_SHADER_2D_WIDGET_BASE] =
{ datatoc_gpu_shader_2D_widget_base_vert_glsl,
datatoc_gpu_shader_2D_widget_base_frag_glsl},