UI: Perf: Use GWN_draw_primitive for drawing viewport textures.

This commit is contained in:
Clément Foucault 2018-04-08 17:00:15 +02:00
parent 0b06e73258
commit fc6b69bedc
1 changed files with 12 additions and 24 deletions

View File

@ -521,35 +521,23 @@ void GPU_viewport_draw_to_screen(GPUViewport *viewport, const rcti *rect)
BLI_assert(w == BLI_rcti_size_x(rect) + 1);
BLI_assert(h == BLI_rcti_size_y(rect) + 1);
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);
float x1 = rect->xmin;
float x2 = rect->xmin + w;
float y1 = rect->ymin;
float y2 = rect->ymin + h;
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR);
GPU_shader_bind(shader);
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_ALPHA);
GPU_texture_bind(color, 0);
glUniform1i(GPU_shader_get_uniform(shader, "image"), 0);
glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), 0.0f, 0.0f, 1.0f, 1.0f);
glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), x1, y1, x2, y2);
glUniform4f(GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_COLOR), 1.0f, 1.0f, 1.0f, 1.0f);
immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
immUniform1f("alpha", 1.0f);
immBegin(GWN_PRIM_TRI_STRIP, 4);
immAttrib2f(texcoord, 0.0f, 0.0f);
immVertex2f(pos, rect->xmin, rect->ymin);
immAttrib2f(texcoord, 1.0f, 0.0f);
immVertex2f(pos, rect->xmin + w, rect->ymin);
immAttrib2f(texcoord, 0.0f, 1.0f);
immVertex2f(pos, rect->xmin, rect->ymin + h);
immAttrib2f(texcoord, 1.0f, 1.0f);
immVertex2f(pos, rect->xmin + w, rect->ymin + h);
immEnd();
GWN_draw_primitive(GWN_PRIM_TRI_STRIP, 4);
GPU_texture_unbind(color);
immUnbindProgram();
}
void GPU_viewport_unbind(GPUViewport *UNUSED(viewport))