diff options
Diffstat (limited to 'source/blender/editors/interface/interface_icons.c')
-rw-r--r-- | source/blender/editors/interface/interface_icons.c | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c index b9183461b4c..22b82898288 100644 --- a/source/blender/editors/interface/interface_icons.c +++ b/source/blender/editors/interface/interface_icons.c @@ -250,11 +250,11 @@ static void vicon_small_tri_right_draw(int x, int y, int w, int UNUSED(h), float viconutil_set_point(pts[1], cx - d2, cy - d); viconutil_set_point(pts[2], cx + d2, cy); - uint pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT); + uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); immUniformColor4f(0.2f, 0.2f, 0.2f, alpha); - immBegin(GWN_PRIM_TRIS, 3); + immBegin(GPU_PRIM_TRIS, 3); immVertex2iv(pos, pts[0]); immVertex2iv(pos, pts[1]); immVertex2iv(pos, pts[2]); @@ -280,15 +280,15 @@ static void vicon_keytype_draw_wrapper(int x, int y, int w, int h, float alpha, int xco = x + w / 2; int yco = y + h / 2; - Gwn_VertFormat *format = immVertexFormat(); - uint pos_id = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); - uint size_id = GWN_vertformat_attr_add(format, "size", GWN_COMP_F32, 1, GWN_FETCH_FLOAT); - uint color_id = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT); - uint outline_color_id = GWN_vertformat_attr_add(format, "outlineColor", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT); + GPUVertFormat *format = immVertexFormat(); + uint pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + uint size_id = GPU_vertformat_attr_add(format, "size", GPU_COMP_F32, 1, GPU_FETCH_FLOAT); + uint color_id = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT); + uint outline_color_id = GPU_vertformat_attr_add(format, "outlineColor", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT); immBindBuiltinProgram(GPU_SHADER_KEYFRAME_DIAMOND); GPU_enable_program_point_size(); - immBegin(GWN_PRIM_POINTS, 1); + immBegin(GPU_PRIM_POINTS, 1); /* draw keyframe * - size: 0.6 * h (found out experimentally... dunno why!) @@ -343,7 +343,7 @@ static void vicon_colorset_draw(int index, int x, int y, int w, int h, float UNU const int b = x + w / 3 * 2; const int c = x + w; - uint pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_I32, 2, GWN_FETCH_INT_TO_FLOAT); + uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT); immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); /* XXX: Include alpha into this... */ @@ -1262,7 +1262,7 @@ static void icon_draw_cache_flush_ex(void) glUniform1i(img_loc, 0); glUniform4fv(data_loc, ICON_DRAW_CACHE_SIZE * 3, (float *)g_icon_draw_cache.drawcall_cache); - GWN_draw_primitive(GWN_PRIM_TRIS, 6 * g_icon_draw_cache.calls); + GPU_draw_primitive(GPU_PRIM_TRIS, 6 * g_icon_draw_cache.calls); glBindTexture(GL_TEXTURE_2D, 0); @@ -1342,14 +1342,14 @@ static void icon_draw_texture( GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR); GPU_shader_bind(shader); - if (rgb) glUniform4f(GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_COLOR), rgb[0], rgb[1], rgb[2], alpha); - else glUniform4f(GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_COLOR), alpha, alpha, alpha, alpha); + if (rgb) glUniform4f(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), rgb[0], rgb[1], rgb[2], alpha); + else glUniform4f(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), alpha, alpha, alpha, alpha); glUniform1i(GPU_shader_get_uniform(shader, "image"), 0); glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), x1, y1, x2, y2); glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), x, y, x + w, y + h); - GWN_draw_primitive(GWN_PRIM_TRI_STRIP, 4); + GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4); glBindTexture(GL_TEXTURE_2D, 0); } |