GPUBatch: Do not unbind shader after drawing.
This allows subsequent redraw to work just like before. However a better safeguard system against setting the uniforms in the wrong shader would be nice to have.
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blender-bot
2023-02-13 21:14:38 +01:00
Referenced by commit b7f3ebe014
, Fix T86450: Random dark UI elements when redrawing
Referenced by issue #86450, Random User Interface Colour Change (2.91+ Regression?)
Referenced by issue #80538, Knife Tool Glitches
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@ -235,14 +235,12 @@ void GPU_batch_draw(GPUBatch *batch)
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{
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GPU_shader_bind(batch->shader);
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GPU_batch_draw_advanced(batch, 0, 0, 0, 0);
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GPU_shader_unbind();
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}
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void GPU_batch_draw_range(GPUBatch *batch, int v_first, int v_count)
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{
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GPU_shader_bind(batch->shader);
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GPU_batch_draw_advanced(batch, v_first, v_count, 0, 0);
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GPU_shader_unbind();
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}
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/* Draw multiple instance of a batch without having any instance attributes. */
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@ -252,7 +250,6 @@ void GPU_batch_draw_instanced(GPUBatch *batch, int i_count)
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GPU_shader_bind(batch->shader);
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GPU_batch_draw_advanced(batch, 0, 0, 0, i_count);
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GPU_shader_unbind();
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}
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void GPU_batch_draw_advanced(
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