diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_viewport.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_viewport.c | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c index 50d2f1e6b18..9bd990e9796 100644 --- a/source/blender/gpu/intern/gpu_viewport.c +++ b/source/blender/gpu/intern/gpu_viewport.c @@ -399,16 +399,16 @@ static void draw_ofs_to_screen(GPUViewport *viewport) const float w = (float)GPU_texture_width(color); const float h = (float)GPU_texture_height(color); - VertexFormat *format = immVertexFormat(); - unsigned int texcoord = VertexFormat_add_attrib(format, "texCoord", COMP_F32, 2, KEEP_FLOAT); - unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); + Gwn_VertFormat *format = immVertexFormat(); + unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA); GPU_texture_bind(color, 0); immUniform1i("image", 0); /* default GL_TEXTURE0 unit */ - immBegin(PRIM_TRIANGLE_STRIP, 4); + immBegin(GWN_PRIM_TRI_STRIP, 4); immAttrib2f(texcoord, 0.0f, 0.0f); immVertex2f(pos, 0.0f, 0.0f); @@ -535,9 +535,9 @@ void GPU_viewport_debug_depth_draw(GPUViewport *viewport, const float znear, con const float w = (float)GPU_texture_width(viewport->debug_depth); const float h = (float)GPU_texture_height(viewport->debug_depth); - VertexFormat *format = immVertexFormat(); - unsigned int texcoord = VertexFormat_add_attrib(format, "texCoord", COMP_F32, 2, KEEP_FLOAT); - unsigned int pos = VertexFormat_add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); + Gwn_VertFormat *format = immVertexFormat(); + unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); + unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_DEPTH); @@ -547,7 +547,7 @@ void GPU_viewport_debug_depth_draw(GPUViewport *viewport, const float znear, con immUniform1f("zfar", zfar); immUniform1i("image", 0); /* default GL_TEXTURE0 unit */ - immBegin(PRIM_TRIANGLE_STRIP, 4); + immBegin(GWN_PRIM_TRI_STRIP, 4); immAttrib2f(texcoord, 0.0f, 0.0f); immVertex2f(pos, 0.0f, 0.0f); |