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authorClément Foucault <foucault.clem@gmail.com>2020-08-31 19:39:17 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-09-01 01:30:36 +0300
commit052538edc1fba109d3427471047611888ed13bea (patch)
tree8d3bfbd0b1045d7e62647b8cff9f4e4aa28ef56d /source/blender/windowmanager/intern/wm_draw.c
parent3e7feaff44b70972751c9a62b83bde50a9c09592 (diff)
Cleanup: Use GPUBatch for icon and area drawing
This is in order to remove GPU_draw_primitive to streamline the drawing abstraction.
Diffstat (limited to 'source/blender/windowmanager/intern/wm_draw.c')
-rw-r--r--source/blender/windowmanager/intern/wm_draw.c5
1 files changed, 4 insertions, 1 deletions
diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c
index a5dfc9893a5..e32db12b596 100644
--- a/source/blender/windowmanager/intern/wm_draw.c
+++ b/source/blender/windowmanager/intern/wm_draw.c
@@ -51,6 +51,7 @@
#include "ED_screen.h"
#include "ED_view3d.h"
+#include "GPU_batch_presets.h"
#include "GPU_context.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
@@ -597,7 +598,9 @@ void wm_draw_region_blend(ARegion *region, int view, bool blend)
GPU_shader_uniform_vector(shader, rect_geo_loc, 4, 1, rectg);
GPU_shader_uniform_vector(shader, color_loc, 4, 1, (const float[4]){1, 1, 1, 1});
- GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4);
+ GPUBatch *quad = GPU_batch_preset_quad();
+ GPU_batch_set_shader(quad, shader);
+ GPU_batch_draw(quad);
GPU_texture_unbind(texture);