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Diffstat (limited to 'source/blender/editors/space_image/image_draw.c')
-rw-r--r--source/blender/editors/space_image/image_draw.c46
1 files changed, 16 insertions, 30 deletions
diff --git a/source/blender/editors/space_image/image_draw.c b/source/blender/editors/space_image/image_draw.c
index a7fa7709c51..f70589ac5f1 100644
--- a/source/blender/editors/space_image/image_draw.c
+++ b/source/blender/editors/space_image/image_draw.c
@@ -168,9 +168,9 @@ void ED_image_draw_info(Scene *scene,
uchar green[3] = {0, 255, 0};
uchar blue[3] = {100, 100, 255};
#else
- uchar red[3] = {255, 255, 255};
- uchar green[3] = {255, 255, 255};
- uchar blue[3] = {255, 255, 255};
+ const uchar red[3] = {255, 255, 255};
+ const uchar green[3] = {255, 255, 255};
+ const uchar blue[3] = {255, 255, 255};
#endif
float hue = 0, sat = 0, val = 0, lum = 0, u = 0, v = 0;
float col[4], finalcol[4];
@@ -465,23 +465,22 @@ void ED_image_draw_info(Scene *scene,
static void sima_draw_zbuf_pixels(
float x1, float y1, int rectx, int recty, const int *rect, float zoomx, float zoomy)
{
- float red[4] = {1.0f, 0.0f, 0.0f, 0.0f};
+ const float red[4] = {1.0f, 0.0f, 0.0f, 0.0f};
/* Slowwww */
- int *recti = MEM_mallocN(rectx * recty * sizeof(int), "temp");
+ float *rectf = MEM_mallocN(rectx * recty * sizeof(float), "temp");
for (int a = rectx * recty - 1; a >= 0; a--) {
/* zbuffer values are signed, so we need to shift color range */
- recti[a] = rect[a] * 0.5f + 0.5f;
+ rectf[a] = rect[a] * 0.5f + 0.5f;
}
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
GPU_shader_uniform_vector(
state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
- immDrawPixelsTex(
- &state, x1, y1, rectx, recty, GL_RED, GL_INT, GL_NEAREST, recti, zoomx, zoomy, NULL);
+ immDrawPixelsTex(&state, x1, y1, rectx, recty, GPU_R16F, false, rectf, zoomx, zoomy, NULL);
- MEM_freeN(recti);
+ MEM_freeN(rectf);
}
static void sima_draw_zbuffloat_pixels(Scene *scene,
@@ -495,7 +494,7 @@ static void sima_draw_zbuffloat_pixels(Scene *scene,
{
float bias, scale, *rectf, clip_end;
int a;
- float red[4] = {1.0f, 0.0f, 0.0f, 0.0f};
+ const float red[4] = {1.0f, 0.0f, 0.0f, 0.0f};
if (scene->camera && scene->camera->type == OB_CAMERA) {
bias = ((Camera *)scene->camera->data)->clip_start;
@@ -526,8 +525,7 @@ static void sima_draw_zbuffloat_pixels(Scene *scene,
GPU_shader_uniform_vector(
state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
- immDrawPixelsTex(
- &state, x1, y1, rectx, recty, GL_RED, GL_FLOAT, GL_NEAREST, rectf, zoomx, zoomy, NULL);
+ immDrawPixelsTex(&state, x1, y1, rectx, recty, GL_R16F, false, rectf, zoomx, zoomy, NULL);
MEM_freeN(rectf);
}
@@ -612,8 +610,7 @@ static void draw_image_buffer(const bContext *C,
/* If RGBA display with color management */
if ((sima_flag & (SI_SHOW_R | SI_SHOW_G | SI_SHOW_B | SI_SHOW_ALPHA)) == 0) {
- ED_draw_imbuf_ctx_clipping(
- C, ibuf, x, y, GL_NEAREST, 0, 0, clip_max_x, clip_max_y, zoomx, zoomy);
+ ED_draw_imbuf_ctx_clipping(C, ibuf, x, y, false, 0, 0, clip_max_x, clip_max_y, zoomx, zoomy);
}
else {
float shuffle[4] = {0.0f, 0.0f, 0.0f, 0.0f};
@@ -649,9 +646,8 @@ static void draw_image_buffer(const bContext *C,
y,
ibuf->x,
ibuf->y,
- GL_RGBA,
- GL_UNSIGNED_BYTE,
- GL_NEAREST,
+ GPU_RGBA8,
+ false,
display_buffer,
0,
0,
@@ -780,18 +776,8 @@ static void draw_image_paint_helpers(
GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
- immDrawPixelsTex(&state,
- x,
- y,
- ibuf->x,
- ibuf->y,
- GL_RGBA,
- GL_UNSIGNED_BYTE,
- GL_NEAREST,
- display_buffer,
- zoomx,
- zoomy,
- col);
+ immDrawPixelsTex(
+ &state, x, y, ibuf->x, ibuf->y, GPU_RGBA8, false, display_buffer, zoomx, zoomy, col);
GPU_blend(false);
@@ -812,7 +798,7 @@ static void draw_udim_tile_grid(uint pos_attr,
{
float x1, y1;
UI_view2d_view_to_region_fl(&region->v2d, x, y, &x1, &y1);
- int gridpos[5][2] = {{0, 0}, {0, 1}, {1, 1}, {1, 0}, {0, 0}};
+ const int gridpos[5][2] = {{0, 0}, {0, 1}, {1, 1}, {1, 0}, {0, 0}};
for (int i = 0; i < 4; i++) {
immAttr3fv(color_attr, color);
immVertex2f(pos_attr, x1 + gridpos[i][0] * stepx, y1 + gridpos[i][1] * stepy);