GPU: Fix some more remaining GL enums scattered outside of GL module

This fixes an assert inside the lasso selection drawing.
This commit is contained in:
2020-08-20 16:01:18 +02:00
parent 19d72175ba
commit 121d3181f9
4 changed files with 6 additions and 5 deletions

View File

@@ -1096,7 +1096,8 @@ static void widgetbase_outline(uiWidgetBase *wtb, uint pos)
float triangle_strip[WIDGET_SIZE_MAX * 2 + 2][2]; /* + 2 because the last pair is wrapped */
widget_verts_to_triangle_strip(wtb, wtb->totvert, triangle_strip);
widget_draw_vertex_buffer(pos, 0, GL_TRIANGLE_STRIP, triangle_strip, NULL, wtb->totvert * 2 + 2);
widget_draw_vertex_buffer(
pos, 0, GPU_PRIM_TRI_STRIP, triangle_strip, NULL, wtb->totvert * 2 + 2);
}
static void widgetbase_set_uniform_alpha_discard(uiWidgetBase *wtb,
@@ -2758,7 +2759,7 @@ static void widget_softshadow(const rcti *rect, int roundboxalign, const float r
widget_verts_to_triangle_strip(&wtb, totvert, triangle_strip);
widget_draw_vertex_buffer(pos, 0, GL_TRIANGLE_STRIP, triangle_strip, NULL, totvert * 2);
widget_draw_vertex_buffer(pos, 0, GPU_PRIM_TRI_STRIP, triangle_strip, NULL, totvert * 2);
}
immUnbindProgram();

View File

@@ -750,7 +750,7 @@ void ED_mask_draw_region(
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, 0.0f, 0.0f, width, height, GL_R16F, false, buffer, 1.0f, 1.0f, NULL);
immDrawPixelsTex(&state, 0.0f, 0.0f, width, height, GPU_R16F, false, buffer, 1.0f, 1.0f, NULL);
GPU_matrix_pop();

View File

@@ -523,7 +523,7 @@ 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_R16F, false, rectf, zoomx, zoomy, NULL);
immDrawPixelsTex(&state, x1, y1, rectx, recty, GPU_R16F, false, rectf, zoomx, zoomy, NULL);
MEM_freeN(rectf);
}

View File

@@ -361,7 +361,7 @@ static void draw_filled_lasso(wmGesture *gt)
state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
immDrawPixelsTex(
&state, rect.xmin, rect.ymin, w, h, GL_R8, false, pixel_buf, 1.0f, 1.0f, NULL);
&state, rect.xmin, rect.ymin, w, h, GPU_R8, false, pixel_buf, 1.0f, 1.0f, NULL);
GPU_shader_unbind();