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Diffstat (limited to 'source/blender/editors/interface')
-rw-r--r--source/blender/editors/interface/interface_draw.c26
-rw-r--r--source/blender/editors/interface/interface_icons.c4
-rw-r--r--source/blender/editors/interface/interface_panel.cc8
-rw-r--r--source/blender/editors/interface/interface_widgets.c26
-rw-r--r--source/blender/editors/interface/view2d_draw.cc2
5 files changed, 33 insertions, 33 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index d201820fbb6..7d1b6482110 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));
@@ -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 */
@@ -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) {
@@ -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. */
@@ -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};
@@ -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);
diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c
index 5bb33576723..a3d95fa3a49 100644
--- a/source/blender/editors/interface/interface_icons.c
+++ b/source/blender/editors/interface/interface_icons.c
@@ -360,7 +360,7 @@ static void vicon_colorset_draw(int index, int x, int y, int w, int h, float UNU
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* XXX: Include alpha into this... */
/* normal */
@@ -505,7 +505,7 @@ static void vicon_gplayer_color_draw(Icon *icon, int x, int y, int w, int h)
*/
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3fv(gpl->color);
immRecti(pos, x, y, x + w - 1, y + h - 1);
diff --git a/source/blender/editors/interface/interface_panel.cc b/source/blender/editors/interface/interface_panel.cc
index dc6a0fecb73..38ed126880e 100644
--- a/source/blender/editors/interface/interface_panel.cc
+++ b/source/blender/editors/interface/interface_panel.cc
@@ -1181,7 +1181,7 @@ static void panel_draw_aligned_backdrop(const Panel *panel,
const float aspect = panel->runtime.block->aspect;
const float radius = btheme->tui.panel_roundness * U.widget_unit * 0.5f / aspect;
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
GPU_blend(GPU_BLEND_ALPHA);
/* Panel backdrop. */
@@ -1384,7 +1384,7 @@ void UI_panel_category_draw_all(ARegion *region, const char *category_id_active)
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* Draw the background. */
if (is_alpha) {
@@ -1429,7 +1429,7 @@ void UI_panel_category_draw_all(ARegion *region, const char *category_id_active)
if (is_active == false && is_active_prev == false && pc_dyn->prev) {
pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3fvAlpha(theme_col_tab_outline, 0.3f);
immRecti(pos,
is_left ? v2d->mask.xmin + (category_tabs_width / 5) :
@@ -1463,7 +1463,7 @@ void UI_panel_category_draw_all(ARegion *region, const char *category_id_active)
/* Disguise the outline on one side to join the tab to the panel. */
pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4fv(is_active ? theme_col_tab_active : theme_col_tab_inactive);
immRecti(pos,
diff --git a/source/blender/editors/interface/interface_widgets.c b/source/blender/editors/interface/interface_widgets.c
index 94e9e98c685..f49863cf306 100644
--- a/source/blender/editors/interface/interface_widgets.c
+++ b/source/blender/editors/interface/interface_widgets.c
@@ -533,7 +533,7 @@ static void draw_anti_tria(
const uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4fv(draw_color);
immBegin(GPU_PRIM_TRIS, 3 * WIDGET_AA_JITTER);
@@ -1979,7 +1979,7 @@ static void widget_draw_text(const uiFontStyle *fstyle,
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
rcti selection_shape;
selection_shape.xmin = rect->xmin + selsta_draw;
@@ -2031,7 +2031,7 @@ static void widget_draw_text(const uiFontStyle *fstyle,
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_WIDGET_TEXT_CURSOR);
@@ -2774,7 +2774,7 @@ static void widget_softshadow(const rcti *rect, int roundboxalign, const float r
const uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
for (int step = 1; step <= (int)radout; step++) {
const float expfac = sqrtf(step / radout);
@@ -2830,7 +2830,7 @@ static void ui_hsv_cursor(const float x, const float y, const float zoom)
const uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3f(1.0f, 1.0f, 1.0f);
imm_draw_circle_fill_2d(pos, x, y, radius, 8);
@@ -2964,7 +2964,7 @@ static void ui_draw_but_HSVCIRCLE(uiBut *but, const uiWidgetColors *wcol, const
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);
GPU_blend(GPU_BLEND_ALPHA);
GPU_line_smooth(true);
@@ -3226,7 +3226,7 @@ static void ui_draw_but_HSVCUBE(uiBut *but, const rcti *rect)
/* outline */
const uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3ub(0, 0, 0);
imm_draw_box_wire_2d(pos, (rect->xmin), (rect->ymin), (rect->xmax), (rect->ymax));
immUnbindProgram();
@@ -3302,7 +3302,7 @@ static void ui_draw_separator(const rcti *rect, const uiWidgetColors *wcol)
const uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
GPU_blend(GPU_BLEND_ALPHA);
immUniformColor4ubv(col);
@@ -3917,7 +3917,7 @@ static void widget_swatch(uiBut *but,
const uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3f(bw, bw, bw);
immBegin(GPU_PRIM_TRIS, 3);
@@ -4383,7 +4383,7 @@ static void widget_draw_extra_mask(const bContext *C, uiBut *but, uiWidgetType *
const uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* make mask to draw over image */
uchar col[4];
@@ -5079,7 +5079,7 @@ static void ui_draw_popover_back_impl(const uiWidgetColors *wcol,
if (ELEM(direction, UI_DIR_UP, UI_DIR_DOWN)) {
const uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
const bool is_down = (direction == UI_DIR_DOWN);
const int sign = is_down ? 1 : -1;
@@ -5158,7 +5158,7 @@ static void draw_disk_shaded(float start,
immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
}
else {
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4ubv(col1);
}
@@ -5269,7 +5269,7 @@ void ui_draw_pie_center(uiBlock *block)
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);
immUniformColor4ubv(btheme->tui.wcol_pie_menu.outline);
imm_draw_circle_wire_2d(pos, 0.0f, 0.0f, pie_radius_internal, subd);
diff --git a/source/blender/editors/interface/view2d_draw.cc b/source/blender/editors/interface/view2d_draw.cc
index d76230ba99c..ea4cf399a57 100644
--- a/source/blender/editors/interface/view2d_draw.cc
+++ b/source/blender/editors/interface/view2d_draw.cc
@@ -202,7 +202,7 @@ static void draw_parallel_lines(const ParallelLinesSet *lines,
immUniform1f("lineWidth", U.pixelsize - 1.0f);
}
else {
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
}
immUniformColor3ubv(color);
immBegin(GPU_PRIM_LINES, steps * 2);