Cleanup: rename GPU gawain functions

Were using Batch_ prefix still
This commit is contained in:
Campbell Barton 2017-08-16 20:31:32 +10:00
parent 6bca0dcf7b
commit 90aa02290a
11 changed files with 60 additions and 60 deletions

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@ -261,7 +261,7 @@ Gwn_Batch *DRW_cache_fullscreen_quad_get(void)
/* Sphere */
Gwn_Batch *DRW_cache_sphere_get(void)
{
return Batch_get_sphere(2);
return GPU_batch_preset_sphere(2);
}
/** \} */

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@ -450,8 +450,8 @@ static void sk_drawPoint(SK_Point *pt, float size, float color[4])
gpuScaleUniform(sk_clampPointSize(pt, size));
batch = Batch_get_sphere(0);
Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
batch = GPU_batch_preset_sphere(0);
GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_uniform_4fv(batch, "color", color);
GWN_batch_draw(batch);

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@ -383,8 +383,8 @@ static void curve_draw_stroke_3d(const struct bContext *UNUSED(C), ARegion *UNUS
float color[3];
UI_GetThemeColor3fv(TH_WIRE, color);
Gwn_Batch *sphere = Batch_get_sphere(0);
Batch_set_builtin_program(sphere, GPU_SHADER_3D_UNIFORM_COLOR);
Gwn_Batch *sphere = GPU_batch_preset_sphere(0);
GWN_batch_program_set_builtin(sphere, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_uniform_3fv(sphere, "color", color);
/* scale to edit-mode space */

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@ -772,7 +772,7 @@ static void waveform_draw_one(float *waveform, int nbr, const float col[3])
/* TODO store the Gwn_Batch inside the scope */
Gwn_Batch *batch = GWN_batch_create_ex(GWN_PRIM_POINTS, vbo, NULL, GWN_BATCH_OWNS_VBO);
Batch_set_builtin_program(batch, GPU_SHADER_2D_UNIFORM_COLOR);
GWN_batch_program_set_builtin(batch, GPU_SHADER_2D_UNIFORM_COLOR);
GWN_batch_uniform_4f(batch, "color", col[0], col[1], col[2], 1.0f);
GWN_batch_draw(batch);
@ -1443,8 +1443,8 @@ void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
gpuTranslate2f(rect->xmin + 0.5f * BLI_rcti_size_x(rect), rect->ymin + 0.5f * BLI_rcti_size_y(rect));
gpuScaleUniform(size);
Gwn_Batch *sphere = Batch_get_sphere(2);
Batch_set_builtin_program(sphere, GPU_SHADER_SIMPLE_LIGHTING);
Gwn_Batch *sphere = GPU_batch_preset_sphere(2);
GWN_batch_program_set_builtin(sphere, GPU_SHADER_SIMPLE_LIGHTING);
GWN_batch_uniform_4f(sphere, "color", diffuse[0], diffuse[1], diffuse[2], 1.0f);
GWN_batch_uniform_3fv(sphere, "light", light);
GWN_batch_draw(sphere);

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@ -96,7 +96,7 @@ void wm_manipulator_geometryinfo_draw(const ManipulatorGeomInfo *info, const boo
}
batch = GWN_batch_create_ex(GWN_PRIM_TRIS, vbo, el, GWN_BATCH_OWNS_VBO | GWN_BATCH_OWNS_INDEX);
Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_uniform_4fv(batch, "color", color);

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@ -411,11 +411,11 @@ static void drawsolidcube_size(float xsize, float ysize, float zsize)
gpuScale3f(xsize, ysize, zsize);
if (flat_color) {
Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_program_set_builtin(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
}
else {
/* TODO replace with good default lighting shader ? */
Batch_set_builtin_program(&batch, GPU_SHADER_SIMPLE_LIGHTING);
GWN_batch_program_set_builtin(&batch, GPU_SHADER_SIMPLE_LIGHTING);
GWN_batch_uniform_3fv(&batch, "light", light_vec);
}
GWN_batch_uniform_4fv(&batch, "color", fcolor);
@ -451,7 +451,7 @@ static void drawcube_size(float xsize, float ysize, float zsize)
}
GWN_batch_init(&batch, GWN_PRIM_LINES, &vbo, &el);
Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_program_set_builtin(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
}
gpuPushMatrix();
@ -507,7 +507,7 @@ static void draw_bonevert(void)
}
GWN_batch_init(&batch, GWN_PRIM_LINES, &vbo, NULL);
Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_program_set_builtin(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
}
GWN_batch_program_use_begin(&batch);
@ -517,18 +517,18 @@ static void draw_bonevert(void)
static void draw_bonevert_solid(void)
{
Gwn_Batch *batch = Batch_get_sphere(0);
Gwn_Batch *batch = GPU_batch_preset_sphere(0);
const float light_vec[3] = {0.0f, 0.0f, 1.0f};
gpuPushMatrix();
gpuScaleUniform(0.05);
if (flat_color) {
Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR);
}
else {
/* TODO replace with good default lighting shader ? */
Batch_set_builtin_program(batch, GPU_SHADER_SIMPLE_LIGHTING);
GWN_batch_program_set_builtin(batch, GPU_SHADER_SIMPLE_LIGHTING);
GWN_batch_uniform_3fv(batch, "light", light_vec);
}
GWN_batch_uniform_4fv(batch, "color", fcolor);
@ -603,7 +603,7 @@ static void draw_bone_octahedral(void)
}
GWN_batch_init(&batch, GWN_PRIM_LINES, &vbo, &el);
Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_program_set_builtin(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
}
GWN_batch_program_use_begin(&batch);
@ -640,11 +640,11 @@ static void draw_bone_solid_octahedral(void)
}
if (flat_color) {
Batch_set_builtin_program(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_program_set_builtin(&batch, GPU_SHADER_3D_UNIFORM_COLOR);
}
else {
/* TODO replace with good default lighting shader ? */
Batch_set_builtin_program(&batch, GPU_SHADER_SIMPLE_LIGHTING);
GWN_batch_program_set_builtin(&batch, GPU_SHADER_SIMPLE_LIGHTING);
GWN_batch_uniform_3fv(&batch, "light", light_vec);
}
GWN_batch_uniform_4fv(&batch, "color", fcolor);
@ -993,13 +993,13 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
static void draw_sphere_bone(const short dt, int armflag, int boneflag, short constflag, unsigned int id,
bPoseChannel *pchan, EditBone *ebone)
{
Gwn_Batch *sphere = Batch_get_sphere(1);
Gwn_Batch *sphere = GPU_batch_preset_sphere(1);
float head, tail, length;
float fac1, fac2, size1, size2;
const float light_vec[3] = {0.0f, 0.0f, 1.0f};
/* dt is always OB_SOlID */
Batch_set_builtin_program(sphere, GPU_SHADER_SIMPLE_LIGHTING);
GWN_batch_program_set_builtin(sphere, GPU_SHADER_SIMPLE_LIGHTING);
GWN_batch_uniform_3fv(sphere, "light", light_vec);
gpuPushMatrix();

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@ -1762,29 +1762,29 @@ static void draw_viewport_object_reconstruction(
/* selection outline */
if (selected) {
batch = Batch_get_sphere_wire(1);
batch = GPU_batch_preset_sphere_wire(1);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_uniform_4f(batch, "color",
ob_wire_col[0] / 255.f,
ob_wire_col[1] / 255.f,
ob_wire_col[2] / 255.f, 1.0f);
}
else {
Batch_set_builtin_program(batch, GPU_SHADER_3D_DEPTH_ONLY);
GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_DEPTH_ONLY);
}
glLineWidth(2.0f);
GWN_batch_draw(batch);
}
batch = Batch_get_sphere(0);
batch = GPU_batch_preset_sphere(0);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
const float light[3] = {0.0f, 0.0f, 1.0f};
float col[3];
Batch_set_builtin_program(batch, GPU_SHADER_SIMPLE_LIGHTING);
GWN_batch_program_set_builtin(batch, GPU_SHADER_SIMPLE_LIGHTING);
GWN_batch_uniform_3fv(batch, "light", light);
if (track->flag & TRACK_CUSTOMCOLOR) copy_v3_v3(col, track->color);
@ -1792,7 +1792,7 @@ static void draw_viewport_object_reconstruction(
GWN_batch_uniform_4f(batch, "color", col[0], col[1], col[2], 1.0f);
}
else {
Batch_set_builtin_program(batch, GPU_SHADER_3D_DEPTH_ONLY);
GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_DEPTH_ONLY);
}
GWN_batch_draw(batch);
@ -4155,7 +4155,7 @@ static void draw_em_fancy_new(Scene *UNUSED(scene), ARegion *UNUSED(ar), View3D
/* disable depth writes for transparent surface, so it doesn't interfere with itself */
glDepthMask(GL_FALSE);
Batch_set_builtin_program(surface, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_program_set_builtin(surface, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_uniform_4f(surface, "color", 1.0f, 0.5f, 0.0f, 0.5f);
GWN_batch_draw(surface);
@ -4163,7 +4163,7 @@ static void draw_em_fancy_new(Scene *UNUSED(scene), ARegion *UNUSED(ar), View3D
if (finalDM != cageDM) {
puts("finalDM != cageDM");
Gwn_Batch *finalSurface = MBC_get_all_triangles(finalDM);
Batch_set_builtin_program(finalSurface, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_program_set_builtin(finalSurface, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_uniform_4f(finalSurface, "color", 0.0f, 0.0f, 0.0f, 0.05f);
GWN_batch_draw(finalSurface);
}
@ -4175,19 +4175,19 @@ static void draw_em_fancy_new(Scene *UNUSED(scene), ARegion *UNUSED(ar), View3D
* NOTE: does not help as much as desired
* TODO: draw edit object last to avoid this mess
*/
Batch_set_builtin_program(surface, GPU_SHADER_3D_DEPTH_ONLY);
GWN_batch_program_set_builtin(surface, GPU_SHADER_3D_DEPTH_ONLY);
GWN_batch_draw(surface);
if (GLEW_VERSION_3_2) {
#if 0
Gwn_Batch *overlay = DRW_mesh_batch_cache_get_overlay_edges(me);
Batch_set_builtin_program(overlay, GPU_SHADER_EDGES_OVERLAY);
GWN_batch_program_set_builtin(overlay, GPU_SHADER_EDGES_OVERLAY);
GWN_batch_uniform_2f(overlay, "viewportSize", ar->winx, ar->winy);
GWN_batch_draw(overlay);
#endif
#if 0 /* TODO: use this SIMPLE variant for pure triangle meshes */
Batch_set_builtin_program(surface, GPU_SHADER_EDGES_OVERLAY_SIMPLE);
GWN_batch_program_set_builtin(surface, GPU_SHADER_EDGES_OVERLAY_SIMPLE);
/* use these defaults:
* const float edgeColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
* GWN_batch_uniform_4f(surface, "fillColor", edgeColor[0], edgeColor[1], edgeColor[2], 0.0f);
@ -4200,7 +4200,7 @@ static void draw_em_fancy_new(Scene *UNUSED(scene), ARegion *UNUSED(ar), View3D
}
else {
Gwn_Batch *edges = DRW_mesh_batch_cache_get_all_edges(me);
Batch_set_builtin_program(edges, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_program_set_builtin(edges, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_uniform_4f(edges, "color", 0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_LINE_SMOOTH);
glLineWidth(1.5f);
@ -4212,7 +4212,7 @@ static void draw_em_fancy_new(Scene *UNUSED(scene), ARegion *UNUSED(ar), View3D
Gwn_Batch *verts = MBC_get_all_verts(me);
glEnable(GL_BLEND);
Batch_set_builtin_program(verts, GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
GWN_batch_program_set_builtin(verts, GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
GWN_batch_uniform_4f(verts, "color", 0.0f, 0.0f, 0.0f, 1.0f);
GWN_batch_uniform_1f(verts, "size", UI_GetThemeValuef(TH_VERTEX_SIZE) * 1.5f);
GWN_batch_draw(verts);
@ -4264,14 +4264,14 @@ static void draw_mesh_object_outline_new(View3D *v3d, RegionView3D *rv3d, Object
Gwn_Batch *fancy_edges = DRW_mesh_batch_cache_get_fancy_edges(me);
if (rv3d->persp == RV3D_ORTHO) {
Batch_set_builtin_program(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_ORTHO);
GWN_batch_program_set_builtin(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_ORTHO);
/* set eye vector, transformed to object coords */
float eye[3] = { 0.0f, 0.0f, 1.0f }; /* looking into the screen */
mul_m3_v3(gpuGetNormalMatrixInverse(NULL), eye);
GWN_batch_uniform_3fv(fancy_edges, "eye", eye);
}
else {
Batch_set_builtin_program(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_PERSP);
GWN_batch_program_set_builtin(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_PERSP);
}
GWN_batch_uniform_1b(fancy_edges, "drawFront", false);
@ -4282,7 +4282,7 @@ static void draw_mesh_object_outline_new(View3D *v3d, RegionView3D *rv3d, Object
GWN_batch_draw(fancy_edges);
#else /* alternate version that matches look of old viewport (but more efficient) */
Gwn_Batch *batch = MBC_get_all_edges(dm);
Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_uniform_4fv(batch, "color", outline_color);
GWN_batch_draw(batch);
#endif
@ -4790,14 +4790,14 @@ static void draw_mesh_fancy_new(EvaluationContext *eval_ctx, Scene *scene, Scene
Gwn_Batch *fancy_edges = DRW_mesh_batch_cache_get_fancy_edges(me);
if (rv3d->persp == RV3D_ORTHO) {
Batch_set_builtin_program(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_ORTHO);
GWN_batch_program_set_builtin(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_ORTHO);
/* set eye vector, transformed to object coords */
float eye[3] = { 0.0f, 0.0f, 1.0f }; /* looking into the screen */
mul_m3_v3(gpuGetNormalMatrixInverse(NULL), eye);
GWN_batch_uniform_3fv(fancy_edges, "eye", eye);
}
else {
Batch_set_builtin_program(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_PERSP);
GWN_batch_program_set_builtin(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_PERSP);
}
float frontColor[4];
@ -4826,7 +4826,7 @@ static void draw_mesh_fancy_new(EvaluationContext *eval_ctx, Scene *scene, Scene
#else /* simple wireframes */
Gwn_Batch *batch = MBC_get_all_edges(dm);
Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR);
float color[4];
rgba_uchar_to_float(color, ob_wire_col);
@ -5141,7 +5141,7 @@ static void drawDispListVerts(Gwn_PrimType prim_type, const void *data, unsigned
GWN_vertbuf_attr_fill(vbo, pos_id, data);
Gwn_Batch *batch = GWN_batch_create_ex(prim_type, vbo, NULL, GWN_BATCH_OWNS_VBO);
Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR);
if (wire_col) {
GWN_batch_uniform_4f(batch, "color", wire_col[0] / 255.0f, wire_col[1] / 255.0f, wire_col[2] / 255.0f, 1.0f);
}
@ -5204,7 +5204,7 @@ static void drawDispListElem(
Gwn_Batch *batch = GWN_batch_create_ex(
GWN_PRIM_TRIS, vbo, GWN_indexbuf_build(&elb), GWN_BATCH_OWNS_VBO | GWN_BATCH_OWNS_INDEX);
Batch_set_builtin_program(batch, GPU_SHADER_SIMPLE_LIGHTING);
GWN_batch_program_set_builtin(batch, GPU_SHADER_SIMPLE_LIGHTING);
if (wire_col) {
GWN_batch_uniform_4f(batch, "color", wire_col[0] / 255.0f, wire_col[1] / 255.0f, wire_col[2] / 255.0f, 1.0f);
}
@ -5656,19 +5656,19 @@ static void draw_vertex_array(Gwn_PrimType prim_type, const float *vert, const f
Gwn_Batch *batch = GWN_batch_create_ex(prim_type, vbo, NULL, GWN_BATCH_OWNS_VBO);
if (nor && color) {
Batch_set_builtin_program(batch, GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR);
GWN_batch_program_set_builtin(batch, GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR);
GWN_batch_uniform_3f(batch, "light", 0.0f, 0.0f, 1.0f);
}
else if (nor) {
Batch_set_builtin_program(batch, GPU_SHADER_SIMPLE_LIGHTING);
GWN_batch_program_set_builtin(batch, GPU_SHADER_SIMPLE_LIGHTING);
GWN_batch_uniform_3f(batch, "light", 0.0f, 0.0f, 1.0f);
if (col) GWN_batch_uniform_4fv(batch, "color", col);
}
else if (color) {
Batch_set_builtin_program(batch, GPU_SHADER_3D_SMOOTH_COLOR);
GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_SMOOTH_COLOR);
}
else {
Batch_set_builtin_program(batch, GPU_SHADER_3D_UNIFORM_COLOR);
GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_UNIFORM_COLOR);
if (col) GWN_batch_uniform_4fv(batch, "color", col);
}
GWN_batch_draw(batch);
@ -6679,7 +6679,7 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
}
Gwn_Batch *batch = GWN_batch_create_ex(GWN_PRIM_LINE_STRIP, vbo, NULL, GWN_BATCH_OWNS_VBO);
Batch_set_builtin_program(batch, GPU_SHADER_3D_SMOOTH_COLOR);
GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_SMOOTH_COLOR);
GWN_batch_draw(batch);
GWN_batch_discard(batch);
}
@ -6750,7 +6750,7 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
GWN_vertbuf_attr_fill(vbo, col_id, cd);
Gwn_Batch *batch = GWN_batch_create_ex(GWN_PRIM_POINTS, vbo, NULL, GWN_BATCH_OWNS_VBO);
Batch_set_builtin_program(batch, GPU_SHADER_3D_SMOOTH_COLOR);
GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_SMOOTH_COLOR);
GWN_batch_draw(batch);
GWN_batch_discard(batch);
@ -8085,8 +8085,8 @@ static void imm_draw_box(const float vec[8][3], bool solid, unsigned pos)
static void imm_draw_bb(BoundBox *bb, char type, bool around_origin, const unsigned char ob_wire_col[4])
{
float size[3], cent[3];
Gwn_Batch *sphere = Batch_get_sphere_wire(0);
Batch_set_builtin_program(sphere, GPU_SHADER_3D_UNIFORM_COLOR);
Gwn_Batch *sphere = GPU_batch_preset_sphere_wire(0);
GWN_batch_program_set_builtin(sphere, GPU_SHADER_3D_UNIFORM_COLOR);
if (ob_wire_col) GWN_batch_uniform_4f(sphere, "color", ob_wire_col[0] / 255.0f, ob_wire_col[1] / 255.0f, ob_wire_col[2] / 255.0f, 1.0f);
BKE_boundbox_calc_size_aabb(bb, size);
@ -9646,7 +9646,7 @@ static void bbs_mesh_solid_faces(Scene *scene, Object *ob)
else {
batch = DRW_mesh_batch_cache_get_triangles_with_select_id(me, false);
}
Batch_set_builtin_program(batch, GPU_SHADER_3D_FLAT_COLOR_U32);
GWN_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_COLOR_U32);
GWN_batch_draw(batch);
}

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@ -1546,7 +1546,7 @@ static void stitch_calculate_edge_normal(BMEditMesh *em, UvEdge *edge, float *no
static void stitch_draw_vbo(Gwn_VertBuf *vbo, Gwn_PrimType prim_type, const float col[4])
{
Gwn_Batch *batch = GWN_batch_create_ex(prim_type, vbo, NULL, GWN_BATCH_OWNS_VBO);
Batch_set_builtin_program(batch, GPU_SHADER_2D_UNIFORM_COLOR);
GWN_batch_program_set_builtin(batch, GPU_SHADER_2D_UNIFORM_COLOR);
GWN_batch_uniform_4fv(batch, "color", col);
GWN_batch_draw(batch);
GWN_batch_discard(batch);

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@ -39,11 +39,11 @@
#include "GPU_shader.h"
/* Extend GWN_batch_program_set to use Blenders library of built-in shader programs. */
void Batch_set_builtin_program(Gwn_Batch*, GPUBuiltinShader);
void GWN_batch_program_set_builtin(Gwn_Batch*, GPUBuiltinShader);
/* Replacement for gluSphere */
Gwn_Batch *Batch_get_sphere(int lod);
Gwn_Batch *Batch_get_sphere_wire(int lod);
Gwn_Batch *GPU_batch_preset_sphere(int lod);
Gwn_Batch *GPU_batch_preset_sphere_wire(int lod);
void gpu_batch_init(void);
void gpu_batch_exit(void);

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@ -31,7 +31,7 @@
#include "GPU_batch.h"
#include "gpu_shader_private.h"
void Batch_set_builtin_program(Gwn_Batch *batch, GPUBuiltinShader shader_id)
void GWN_batch_program_set_builtin(Gwn_Batch *batch, GPUBuiltinShader shader_id)
{
GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
GWN_batch_program_set(batch, shader->program, shader->interface);
@ -128,7 +128,7 @@ static Gwn_Batch *batch_sphere_wire(int lat_res, int lon_res)
return GWN_batch_create_ex(GWN_PRIM_LINES, vbo, NULL, GWN_BATCH_OWNS_VBO);
}
Gwn_Batch *Batch_get_sphere(int lod)
Gwn_Batch *GPU_batch_preset_sphere(int lod)
{
BLI_assert(lod >= 0 && lod <= 2);
@ -140,7 +140,7 @@ Gwn_Batch *Batch_get_sphere(int lod)
return sphere_high;
}
Gwn_Batch *Batch_get_sphere_wire(int lod)
Gwn_Batch *GPU_batch_preset_sphere_wire(int lod)
{
BLI_assert(lod >= 0 && lod <= 1);

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@ -480,7 +480,7 @@ void GPU_framebuffer_blur(
GPU_texture_bind(tex, 0);
Batch_set_builtin_program(&batch, GPU_SHADER_SEP_GAUSSIAN_BLUR);
GWN_batch_program_set_builtin(&batch, GPU_SHADER_SEP_GAUSSIAN_BLUR);
GWN_batch_uniform_2f(&batch, "ScaleU", scaleh[0], scaleh[1]);
GWN_batch_uniform_1i(&batch, "textureSource", GL_TEXTURE0);
GWN_batch_draw(&batch);
@ -496,7 +496,7 @@ void GPU_framebuffer_blur(
GPU_texture_bind(blurtex, 0);
/* Hack to make the following uniform stick */
Batch_set_builtin_program(&batch, GPU_SHADER_SEP_GAUSSIAN_BLUR);
GWN_batch_program_set_builtin(&batch, GPU_SHADER_SEP_GAUSSIAN_BLUR);
GWN_batch_uniform_2f(&batch, "ScaleU", scalev[0], scalev[1]);
GWN_batch_uniform_1i(&batch, "textureSource", GL_TEXTURE0);
GWN_batch_draw(&batch);