diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-06-02 13:29:20 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-06-02 17:46:38 +0300 |
commit | b82cb0ad3241ead3faee699847bc3e0065e304cd (patch) | |
tree | 9ac3d5218c9f91f02a0e9393c6ab3e8091dfdbc8 /source/blender/windowmanager | |
parent | 38cfcdd51bd26dfb0e181a8023f32d784144490e (diff) |
Cleanup: GPU: Remove GPU_shaderinterface_uniform_ensure
Diffstat (limited to 'source/blender/windowmanager')
-rw-r--r-- | source/blender/windowmanager/intern/wm_draw.c | 6 | ||||
-rw-r--r-- | source/blender/windowmanager/intern/wm_gesture.c | 2 |
2 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c index 4cc9f4ee7d1..fa12d6cf974 100644 --- a/source/blender/windowmanager/intern/wm_draw.c +++ b/source/blender/windowmanager/intern/wm_draw.c @@ -574,13 +574,13 @@ void wm_draw_region_blend(ARegion *region, int view, bool blend) alpha = 1.0f; } - glUniform1i(GPU_shader_get_uniform_ensure(shader, "image"), 0); - glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_icon"), + glUniform1i(GPU_shader_get_uniform(shader, "image"), 0); + glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), rect_tex.xmin, rect_tex.ymin, rect_tex.xmax, rect_tex.ymax); - glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_geom"), + glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), rect_geo.xmin, rect_geo.ymin, rect_geo.xmax, diff --git a/source/blender/windowmanager/intern/wm_gesture.c b/source/blender/windowmanager/intern/wm_gesture.c index 9aa401722b7..6b2a74138c9 100644 --- a/source/blender/windowmanager/intern/wm_gesture.c +++ b/source/blender/windowmanager/intern/wm_gesture.c @@ -365,7 +365,7 @@ static void draw_filled_lasso(wmGesture *gt) IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR); GPU_shader_bind(state.shader); GPU_shader_uniform_vector( - state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, red); + state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red); immDrawPixelsTex(&state, rect.xmin, |