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Diffstat (limited to 'source/blender/editors/screen/area.c')
-rw-r--r--source/blender/editors/screen/area.c18
1 files changed, 8 insertions, 10 deletions
diff --git a/source/blender/editors/screen/area.c b/source/blender/editors/screen/area.c
index 9adb67dc372..b41eaa26edf 100644
--- a/source/blender/editors/screen/area.c
+++ b/source/blender/editors/screen/area.c
@@ -83,7 +83,7 @@ static void region_draw_emboss(const ARegion *region, const rcti *scirct, int si
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);
immUniformColor4fv(color);
immBeginAtMost(GPU_PRIM_LINES, 8);
@@ -238,8 +238,6 @@ static void draw_azone_arrow(float x1, float y1, float x2, float y2, AZEdge edge
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPU_blend(GPU_BLEND_ALPHA);
- /* NOTE(fclem): There is something strange going on with Mesa and GPU_SHADER_2D_UNIFORM_COLOR
- * that causes a crash on some GPUs (see T76113). Using 3D variant avoid the issue. */
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4f(0.8f, 0.8f, 0.8f, 0.4f);
@@ -563,7 +561,7 @@ void ED_region_do_draw(bContext *C, ARegion *region)
GPU_blend(GPU_BLEND_ALPHA);
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);
immUniformColor4f(BLI_thread_frand(0), BLI_thread_frand(0), BLI_thread_frand(0), 0.1f);
immRectf(pos,
region->drawrct.xmin - region->winrct.xmin,
@@ -593,7 +591,7 @@ void ED_region_do_draw(bContext *C, ARegion *region)
UI_GetThemeColor3fv(TH_EDITOR_OUTLINE, color);
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);
immUniformColor4fv(color);
GPU_line_width(1.0f);
imm_draw_box_wire_2d(pos,
@@ -3558,7 +3556,7 @@ void ED_region_info_draw_multiline(ARegion *region,
GPU_blend(GPU_BLEND_ALPHA);
GPUVertFormat *format = immVertexFormat();
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(fill_color);
immRecti(pos, rect.xmin, rect.ymin, rect.xmax + 1, rect.ymax + 1);
immUnbindProgram();
@@ -3629,7 +3627,7 @@ void ED_region_grid_draw(ARegion *region, float zoomx, float zoomy, float x0, fl
float gridcolor[4];
UI_GetThemeColor4fv(TH_GRID, gridcolor);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* To fake alpha-blending, color shading is reduced when alpha is nearing 0. */
immUniformThemeColorBlendShade(TH_BACK, TH_GRID, gridcolor[3], 20 * gridcolor[3]);
immRectf(pos, x1, y1, x2, y2);
@@ -3779,7 +3777,7 @@ void ED_region_cache_draw_background(ARegion *region)
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);
immUniformColor4ub(128, 128, 255, 64);
immRecti(pos, 0, region_bottom, region->winx, region_bottom + 8 * UI_DPI_FAC);
immUnbindProgram();
@@ -3800,7 +3798,7 @@ void ED_region_cache_draw_curfra_label(const int framenr, const float x, const f
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_CFRAME);
immRecti(pos, x, y, x + font_dims[0] + 6.0f, y + font_dims[1] + 4.0f);
immUnbindProgram();
@@ -3820,7 +3818,7 @@ void ED_region_cache_draw_cached_segments(
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);
immUniformColor4ub(128, 128, 255, 128);
for (int a = 0; a < num_segments; a++) {