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Diffstat (limited to 'source/blender/editors/interface/interface_draw.c')
-rw-r--r--source/blender/editors/interface/interface_draw.c44
1 files changed, 22 insertions, 22 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index d201820fbb6..190830568e3 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -171,7 +171,7 @@ void UI_draw_text_underline(int pos_x, int pos_y, int len, int height, const flo
GPUVertFormat *format = immVertexFormat();
const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4fv(color);
immRecti(pos, pos_x, pos_y - ofs_y, pos_x + len, pos_y - ofs_y + (height * U.pixelsize));
@@ -205,7 +205,7 @@ void ui_draw_but_TAB_outline(const rcti *rect,
mul_v2_fl(vec[a], rad);
}
- immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
immBeginAtMost(GPU_PRIM_LINE_STRIP, 25);
immAttr3ubv(col, highlight);
@@ -309,7 +309,7 @@ void ui_draw_but_IMAGE(ARegion *UNUSED(region),
rgba_uchar_to_float(col, but->col);
}
- IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_3D_IMAGE_COLOR);
immDrawPixelsTexTiled(&state,
(float)rect->xmin,
(float)rect->ymin,
@@ -490,7 +490,7 @@ void ui_draw_but_HISTOGRAM(ARegion *UNUSED(region),
GPUVertFormat *format = immVertexFormat();
const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f);
/* draw grid lines here */
@@ -559,7 +559,7 @@ static void waveform_draw_one(float *waveform, int waveform_num, const float col
/* TODO: store the #GPUBatch inside the scope. */
GPUBatch *batch = GPU_batch_create_ex(GPU_PRIM_POINTS, vbo, NULL, GPU_BATCH_OWNS_VBO);
- GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_UNIFORM_COLOR);
+ GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR);
GPU_batch_uniform_4f(batch, "color", col[0], col[1], col[2], 1.0f);
GPU_batch_draw(batch);
@@ -653,7 +653,7 @@ void ui_draw_but_WAVEFORM(ARegion *UNUSED(region),
GPUVertFormat *format = immVertexFormat();
const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f);
@@ -977,7 +977,7 @@ void ui_draw_but_VECTORSCOPE(ARegion *UNUSED(region),
GPUVertFormat *format = immVertexFormat();
const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4f(1.0f, 1.0f, 1.0f, 0.08f);
/* draw grid elements */
@@ -1128,7 +1128,7 @@ static void ui_draw_colorband_handle(uint shdr_pos,
if (active || half_width < min_width) {
immUnbindProgram();
- immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
@@ -1147,7 +1147,7 @@ static void ui_draw_colorband_handle(uint shdr_pos,
immUnbindProgram();
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* hide handles when zoomed out too far */
if (half_width < min_width) {
@@ -1242,7 +1242,7 @@ void ui_draw_but_COLORBAND(uiBut *but, const uiWidgetColors *UNUSED(wcol), const
format = immVertexFormat();
pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
col_id = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
/* layer: color ramp */
GPU_blend(GPU_BLEND_ALPHA);
@@ -1298,7 +1298,7 @@ void ui_draw_but_COLORBAND(uiBut *but, const uiWidgetColors *UNUSED(wcol), const
/* New format */
format = immVertexFormat();
pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* layer: box outline */
immUniformColor4f(0.0f, 0.0f, 0.0f, 1.0f);
@@ -1400,7 +1400,7 @@ void ui_draw_but_UNITVEC(uiBut *but,
/* AA circle */
GPUVertFormat *format = immVertexFormat();
const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3ubv(wcol->inner);
GPU_blend(GPU_BLEND_ALPHA);
@@ -1534,7 +1534,7 @@ void ui_draw_but_CURVE(ARegion *region, uiBut *but, const uiWidgetColors *wcol,
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* backdrop */
float color_backdrop[4] = {0, 0, 0, 1};
@@ -1657,7 +1657,7 @@ void ui_draw_but_CURVE(ARegion *region, uiBut *but, const uiWidgetColors *wcol,
line_range.ymax = rect->ymin + zoomy * (cmp[CM_TABLE].y - offsy - cuma->ext_out[1]);
}
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
GPU_blend(GPU_BLEND_ALPHA);
/* Curve filled. */
@@ -1698,7 +1698,7 @@ void ui_draw_but_CURVE(ARegion *region, uiBut *but, const uiWidgetColors *wcol,
format = immVertexFormat();
pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
const uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
/* Calculate vertex colors based on text theme. */
float color_vert[4], color_vert_select[4];
@@ -1730,7 +1730,7 @@ void ui_draw_but_CURVE(ARegion *region, uiBut *but, const uiWidgetColors *wcol,
/* outline */
format = immVertexFormat();
pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3ubv(wcol->outline);
imm_draw_box_wire_2d(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
@@ -1790,7 +1790,7 @@ void ui_draw_but_CURVEPROFILE(ARegion *region,
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* Draw the backdrop. */
float color_backdrop[4] = {0, 0, 0, 1};
@@ -1948,7 +1948,7 @@ void ui_draw_but_CURVEPROFILE(ARegion *region,
format = immVertexFormat();
pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
const uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
/* Calculate vertex colors based on text theme. */
float color_vert[4], color_vert_select[4], color_sample[4];
@@ -2025,7 +2025,7 @@ void ui_draw_but_CURVEPROFILE(ARegion *region,
/* Outline */
format = immVertexFormat();
pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3ubv((const uchar *)wcol->outline);
imm_draw_box_wire_2d(pos, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
@@ -2132,7 +2132,7 @@ void ui_draw_but_TRACKPREVIEW(ARegion *UNUSED(region),
color);
}
- IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_3D_IMAGE_COLOR);
immDrawPixelsTexTiled(&state,
rect.xmin,
rect.ymin + 1,
@@ -2152,7 +2152,7 @@ void ui_draw_but_TRACKPREVIEW(ARegion *UNUSED(region),
GPUVertFormat *format = immVertexFormat();
const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
const uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
UI_GetThemeColor4fv(TH_SEL_MARKER, col_sel);
UI_GetThemeColor4fv(TH_MARKER_OUTLINE, col_outline);
@@ -2288,7 +2288,7 @@ void UI_draw_box_shadow(const rctf *rect, uchar alpha)
uint color = GPU_vertformat_attr_add(
format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
- immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
immBegin(GPU_PRIM_TRIS, 54);