diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-04-08 18:00:15 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-04-08 19:31:50 +0300 |
commit | fc6b69bedc96bb3a09385c3238d1221e7ee2e1b9 (patch) | |
tree | 4d95f0b5c4fb3aaa5ef70067796de836f8fea3a2 /source | |
parent | 0b06e73258a00d5a44d48fa9d7ac6637a0ee8641 (diff) |
UI: Perf: Use GWN_draw_primitive for drawing viewport textures.
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/gpu/intern/gpu_viewport.c | 36 |
1 files changed, 12 insertions, 24 deletions
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c index e635174eca2..5d89bd59277 100644 --- a/source/blender/gpu/intern/gpu_viewport.c +++ b/source/blender/gpu/intern/gpu_viewport.c @@ -521,35 +521,23 @@ void GPU_viewport_draw_to_screen(GPUViewport *viewport, const rcti *rect) BLI_assert(w == BLI_rcti_size_x(rect) + 1); BLI_assert(h == BLI_rcti_size_y(rect) + 1); - Gwn_VertFormat *format = immVertexFormat(); - unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); - unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + float x1 = rect->xmin; + float x2 = rect->xmin + w; + float y1 = rect->ymin; + float y2 = rect->ymin + h; - immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_ALPHA); - GPU_texture_bind(color, 0); - - immUniform1i("image", 0); /* default GL_TEXTURE0 unit */ - immUniform1f("alpha", 1.0f); - - immBegin(GWN_PRIM_TRI_STRIP, 4); - - immAttrib2f(texcoord, 0.0f, 0.0f); - immVertex2f(pos, rect->xmin, rect->ymin); + GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR); + GPU_shader_bind(shader); - immAttrib2f(texcoord, 1.0f, 0.0f); - immVertex2f(pos, rect->xmin + w, rect->ymin); - - immAttrib2f(texcoord, 0.0f, 1.0f); - immVertex2f(pos, rect->xmin, rect->ymin + h); - - immAttrib2f(texcoord, 1.0f, 1.0f); - immVertex2f(pos, rect->xmin + w, rect->ymin + h); + GPU_texture_bind(color, 0); + glUniform1i(GPU_shader_get_uniform(shader, "image"), 0); + glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), 0.0f, 0.0f, 1.0f, 1.0f); + glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), x1, y1, x2, y2); + glUniform4f(GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_COLOR), 1.0f, 1.0f, 1.0f, 1.0f); - immEnd(); + GWN_draw_primitive(GWN_PRIM_TRI_STRIP, 4); GPU_texture_unbind(color); - - immUnbindProgram(); } void GPU_viewport_unbind(GPUViewport *UNUSED(viewport)) |