Cleanup: remove unused OpenGL functions, rename some for clarity
This commit is contained in:
@@ -32,35 +32,6 @@ struct ColorManagedViewSettings;
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struct ImBuf;
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struct bContext;
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/* A few functions defined here are being DEPRECATED for Blender 2.8
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*
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* Do not use them in new code, and you are encouraged to
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* convert existing code to draw without these.
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*
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* These will be deleted before we ship 2.8!
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* - merwin
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*/
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/**
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* Returns a float value as obtained by glGetFloatv.
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* The param must cause only one value to be gotten from GL.
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*/
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float glaGetOneFloat(int param);
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int glaGetOneInt(int param);
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/**
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* Functions like glRasterPos2i, except ensures that the resulting
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* raster position is valid. \a known_good_x and \a known_good_y
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* should be coordinates of a point known to be within the current
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* view frustum.
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* \attention This routine should be used when the distance of \a x
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* and \a y away from the known good point is small (ie. for small icons
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* and for bitmap characters), when drawing large+zoomed images it is
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* possible for overflow to occur, the glaDrawPixelsSafe routine should
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* be used instead.
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*/
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void glaRasterPosSafe2f(float x, float y, float known_good_x, float known_good_y);
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typedef struct IMMDrawPixelsTexState {
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struct GPUShader *shader;
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unsigned int pos;
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@@ -148,29 +119,47 @@ void immDrawPixelsTexScaled_clipping(IMMDrawPixelsTexState *state,
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float yzoom,
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float color[4]);
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void set_inverted_drawing(int enable);
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/* Image buffer drawing functions, with display transform
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*
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* The view and display settings can either be specified manually, or retrived
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* from the context with the _ctx variations.
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*
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* For better performance clipping coordinates can be specified so parts of the
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* image outside the view are skipped. */
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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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void ED_draw_imbuf(struct ImBuf *ibuf,
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float x,
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float y,
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int zoomfilter,
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struct ColorManagedViewSettings *view_settings,
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struct ColorManagedDisplaySettings *display_settings,
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float zoom_x,
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float zoom_y);
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void ED_draw_imbuf_clipping(struct ImBuf *ibuf,
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float x,
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float y,
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int zoomfilter,
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struct ColorManagedViewSettings *view_settings,
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struct ColorManagedDisplaySettings *display_settings,
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float clip_min_x,
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float clip_min_y,
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float clip_max_x,
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float clip_max_y,
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float zoom_x,
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float zoom_y);
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/* **** Color management helper functions for GLSL display/transform ***** */
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/* Draw imbuf on a screen, preferably using GLSL display transform */
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void glaDrawImBuf_glsl(struct ImBuf *ibuf,
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void ED_draw_imbuf_ctx(const struct bContext *C,
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struct ImBuf *ibuf,
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float x,
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float y,
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int zoomfilter,
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struct ColorManagedViewSettings *view_settings,
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struct ColorManagedDisplaySettings *display_settings,
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float zoom_x,
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float zoom_y);
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void glaDrawImBuf_glsl_clipping(struct ImBuf *ibuf,
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void ED_draw_imbuf_ctx_clipping(const struct bContext *C,
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struct ImBuf *ibuf,
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float x,
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float y,
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int zoomfilter,
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struct ColorManagedViewSettings *view_settings,
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struct ColorManagedDisplaySettings *display_settings,
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float clip_min_x,
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float clip_min_y,
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float clip_max_x,
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@@ -178,25 +167,14 @@ void glaDrawImBuf_glsl_clipping(struct ImBuf *ibuf,
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float zoom_x,
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float zoom_y);
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/* Draw imbuf on a screen, preferably using GLSL display transform */
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void glaDrawImBuf_glsl_ctx(const struct bContext *C,
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struct ImBuf *ibuf,
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float x,
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float y,
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int zoomfilter,
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float zoom_x,
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float zoom_y);
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void glaDrawImBuf_glsl_ctx_clipping(const struct bContext *C,
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struct ImBuf *ibuf,
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float x,
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float y,
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int zoomfilter,
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float clip_min_x,
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float clip_min_y,
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float clip_max_x,
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float clip_max_y,
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float zoom_x,
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float zoom_y);
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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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void immDrawBorderCorners(unsigned int pos, const struct rcti *border, float zoomx, float zoomy);
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@@ -58,37 +58,6 @@ void set_inverted_drawing(int enable)
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GL_TOGGLE(GL_DITHER, !enable);
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}
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float glaGetOneFloat(int param)
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{
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GLfloat v;
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glGetFloatv(param, &v);
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return v;
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}
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int glaGetOneInt(int param)
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{
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GLint v;
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glGetIntegerv(param, &v);
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return v;
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}
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void glaRasterPosSafe2f(float x, float y, float known_good_x, float known_good_y)
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{
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GLubyte dummy = 0;
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/* As long as known good coordinates are correct
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* this is guaranteed to generate an ok raster
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* position (ignoring potential (real) overflow
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* issues).
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*/
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glRasterPos2f(known_good_x, known_good_y);
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/* Now shift the raster position to where we wanted
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* it in the first place using the glBitmap trick.
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*/
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glBitmap(0, 0, 0, 0, x - known_good_x, y - known_good_y, &dummy);
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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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@@ -564,18 +533,18 @@ void bglPolygonOffset(float viewdist, float dist)
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/* **** Color management helper functions for GLSL display/transform ***** */
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/* Draw given image buffer on a screen using GLSL for display transform */
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void glaDrawImBuf_glsl_clipping(ImBuf *ibuf,
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float x,
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float y,
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int zoomfilter,
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ColorManagedViewSettings *view_settings,
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ColorManagedDisplaySettings *display_settings,
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float clip_min_x,
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float clip_min_y,
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float clip_max_x,
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float clip_max_y,
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float zoom_x,
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float zoom_y)
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void ED_draw_imbuf_clipping(ImBuf *ibuf,
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float x,
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float y,
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int zoomfilter,
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ColorManagedViewSettings *view_settings,
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ColorManagedDisplaySettings *display_settings,
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float clip_min_x,
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float clip_min_y,
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float clip_max_x,
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float clip_max_y,
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float zoom_x,
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float zoom_y)
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{
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bool force_fallback = false;
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bool need_fallback = true;
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@@ -702,65 +671,64 @@ void glaDrawImBuf_glsl_clipping(ImBuf *ibuf,
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}
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}
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void glaDrawImBuf_glsl(ImBuf *ibuf,
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float x,
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float y,
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int zoomfilter,
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ColorManagedViewSettings *view_settings,
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ColorManagedDisplaySettings *display_settings,
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float zoom_x,
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float zoom_y)
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void ED_draw_imbuf(ImBuf *ibuf,
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float x,
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float y,
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int zoomfilter,
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ColorManagedViewSettings *view_settings,
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ColorManagedDisplaySettings *display_settings,
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float zoom_x,
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float zoom_y)
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{
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glaDrawImBuf_glsl_clipping(ibuf,
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x,
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y,
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zoomfilter,
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view_settings,
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display_settings,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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zoom_x,
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zoom_y);
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ED_draw_imbuf_clipping(ibuf,
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x,
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y,
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zoomfilter,
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view_settings,
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display_settings,
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0.0f,
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0.0f,
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0.0f,
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0.0f,
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zoom_x,
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zoom_y);
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}
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void glaDrawImBuf_glsl_ctx_clipping(const bContext *C,
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ImBuf *ibuf,
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float x,
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float y,
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int zoomfilter,
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float clip_min_x,
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float clip_min_y,
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float clip_max_x,
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float clip_max_y,
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float zoom_x,
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float zoom_y)
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void ED_draw_imbuf_ctx_clipping(const bContext *C,
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ImBuf *ibuf,
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float x,
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float y,
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int zoomfilter,
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float clip_min_x,
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float clip_min_y,
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float clip_max_x,
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float clip_max_y,
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float zoom_x,
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float zoom_y)
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{
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ColorManagedViewSettings *view_settings;
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ColorManagedDisplaySettings *display_settings;
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IMB_colormanagement_display_settings_from_ctx(C, &view_settings, &display_settings);
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glaDrawImBuf_glsl_clipping(ibuf,
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x,
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y,
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zoomfilter,
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view_settings,
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display_settings,
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clip_min_x,
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clip_min_y,
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clip_max_x,
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clip_max_y,
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zoom_x,
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zoom_y);
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ED_draw_imbuf_clipping(ibuf,
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x,
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y,
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zoomfilter,
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view_settings,
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display_settings,
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clip_min_x,
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clip_min_y,
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clip_max_x,
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clip_max_y,
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zoom_x,
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zoom_y);
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}
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void glaDrawImBuf_glsl_ctx(
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void ED_draw_imbuf_ctx(
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const bContext *C, ImBuf *ibuf, float x, float y, int zoomfilter, float zoom_x, float zoom_y)
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{
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glaDrawImBuf_glsl_ctx_clipping(
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C, ibuf, x, y, zoomfilter, 0.0f, 0.0f, 0.0f, 0.0f, zoom_x, zoom_y);
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ED_draw_imbuf_ctx_clipping(C, ibuf, x, y, zoomfilter, 0.0f, 0.0f, 0.0f, 0.0f, zoom_x, zoom_y);
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}
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/* don't move to GPU_immediate_util.h because this uses user-prefs
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@@ -341,7 +341,7 @@ static void draw_movieclip_buffer(const bContext *C,
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filter = GL_NEAREST;
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}
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glaDrawImBuf_glsl_ctx(C, ibuf, x, y, filter, zoomx * width / ibuf->x, zoomy * height / ibuf->y);
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ED_draw_imbuf_ctx(C, ibuf, x, y, filter, zoomx * width / ibuf->x, zoomy * height / ibuf->y);
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if (ibuf->planes == 32) {
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GPU_blend(false);
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@@ -575,7 +575,7 @@ static void draw_image_buffer(const bContext *C,
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/* If RGBA display with color management */
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if ((sima->flag & (SI_SHOW_R | SI_SHOW_G | SI_SHOW_B | SI_SHOW_ALPHA)) == 0) {
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glaDrawImBuf_glsl_ctx_clipping(
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ED_draw_imbuf_ctx_clipping(
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C, ibuf, x, y, GL_NEAREST, 0, 0, clip_max_x, clip_max_y, zoomx, zoomy);
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}
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else {
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@@ -3481,12 +3481,12 @@ void draw_nodespace_back_pix(const bContext *C,
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GPU_blend_set_func_separate(
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GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
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glaDrawImBuf_glsl_ctx(C, ibuf, x, y, GL_NEAREST, snode->zoom, snode->zoom);
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ED_draw_imbuf_ctx(C, ibuf, x, y, GL_NEAREST, snode->zoom, snode->zoom);
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GPU_blend(false);
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}
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else {
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glaDrawImBuf_glsl_ctx(C, ibuf, x, y, GL_NEAREST, snode->zoom, snode->zoom);
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ED_draw_imbuf_ctx(C, ibuf, x, y, GL_NEAREST, snode->zoom, snode->zoom);
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}
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if (cache_handle) {
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@@ -3789,7 +3789,7 @@ bool IMB_colormanagement_support_glsl_draw(const ColorManagedViewSettings *UNUSE
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* When there's no need to apply transform on 2D textures, use
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* IMB_colormanagement_finish_glsl_draw().
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*
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* This is low-level function, use glaDrawImBuf_glsl_ctx if you
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* This is low-level function, use ED_draw_imbuf_ctx if you
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* only need to display given image buffer
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*/
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bool IMB_colormanagement_setup_glsl_draw_from_space(
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