Cleanup: rename set_inverted_drawing, move to GPU_state
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@@ -383,10 +383,10 @@ static void EDIT_TEXT_draw_scene(void *vedata)
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DRW_draw_pass(psl->text_box_pass);
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}
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set_inverted_drawing(1);
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GPU_logic_op_invert_set(true);
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DRW_draw_pass(psl->overlay_select_pass);
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DRW_draw_pass(psl->overlay_cursor_pass);
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set_inverted_drawing(0);
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GPU_logic_op_invert_set(false);
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/* If you changed framebuffer, double check you rebind
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* the default one with its textures attached before finishing */
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@@ -172,8 +172,6 @@ int ED_draw_imbuf_method(struct ImBuf *ibuf);
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/* OpenGL drawing utility functions. Do not use these in new code, these
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* are intended to be moved or removed in the future. */
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void set_inverted_drawing(int enable);
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/* own working polygon offset */
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float bglPolygonOffsetCalc(const float winmat[16], float viewdist, float dist);
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void bglPolygonOffset(float viewdist, float dist);
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@@ -47,17 +47,6 @@
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/* ******************************************** */
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/* Invert line handling */
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#define GL_TOGGLE(mode, onoff) (((onoff) ? glEnable : glDisable)(mode))
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void set_inverted_drawing(int enable)
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{
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glLogicOp(enable ? GL_INVERT : GL_COPY);
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GL_TOGGLE(GL_COLOR_LOGIC_OP, enable);
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GL_TOGGLE(GL_DITHER, !enable);
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}
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static int get_cached_work_texture(int *r_w, int *r_h)
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{
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static GLint texid = -1;
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@@ -863,9 +863,9 @@ void drawPropCircle(const struct bContext *C, TransInfo *t)
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immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
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immUniformThemeColor(TH_GRID);
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set_inverted_drawing(1);
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GPU_logic_op_invert_set(true);
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imm_drawcircball(t->center_global, t->prop_size, imat, pos);
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set_inverted_drawing(0);
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GPU_logic_op_invert_set(false);
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immUnbindProgram();
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@@ -59,4 +59,6 @@ void GPU_viewport_size_get_i(int coords[4]);
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void GPU_flush(void);
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void GPU_finish(void);
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void GPU_logic_op_invert_set(bool enable);
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#endif /* __GPU_STATE_H__ */
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@@ -175,3 +175,17 @@ void GPU_finish(void)
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{
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glFinish();
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}
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void GPU_logic_op_invert_set(bool enable)
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{
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if (enable) {
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glLogicOp(GL_INVERT);
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glEnable(GL_COLOR_LOGIC_OP);
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glDisable(GL_DITHER);
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}
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else {
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glLogicOp(GL_COPY);
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glDisable(GL_COLOR_LOGIC_OP);
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glEnable(GL_DITHER);
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}
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}
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