Gpu cleanup

This commit is contained in:
luboslenco
2025-06-19 19:55:16 +02:00
parent be6eaf1327
commit a7df5974ae
116 changed files with 2034 additions and 2211 deletions
+9 -9
View File
@@ -1,5 +1,5 @@
let ui_view2d_pipe: iron_gpu_pipeline_t;
let ui_view2d_pipe: gpu_pipeline_t;
let ui_view2d_channel_loc: i32;
let ui_view2d_text_input_hover: bool = false;
let ui_view2d_uvmap_show: bool = false;
@@ -22,12 +22,12 @@ let ui_view2d_pan_y: f32 = 0.0;
let ui_view2d_pan_scale: f32 = 1.0;
let ui_view2d_tiled_show: bool = false;
let ui_view2d_controls_down: bool = false;
let _ui_view2d_render_tex: iron_gpu_texture_t;
let _ui_view2d_render_tex: gpu_texture_t;
let _ui_view2d_render_x: f32;
let _ui_view2d_render_y: f32;
let _ui_view2d_render_tw: f32;
let _ui_view2d_render_th: f32;
let ui_view2d_grid: iron_gpu_texture_t = null;
let ui_view2d_grid: gpu_texture_t = null;
let ui_view2d_grid_redraw: bool = true;
function ui_view2d_init() {
@@ -35,7 +35,7 @@ function ui_view2d_init() {
ui_view2d_pipe = gpu_create_pipeline();
ui_view2d_pipe.vertex_shader = sys_get_shader("layer_view.vert");
ui_view2d_pipe.fragment_shader = sys_get_shader("layer_view.frag");
let vs: iron_gpu_vertex_structure_t = gpu_vertex_struct_create();
let vs: gpu_vertex_structure_t = gpu_vertex_struct_create();
gpu_vertex_struct_add(vs, "pos", vertex_data_t.F32_2X);
ui_view2d_pipe.input_layout = vs;
ui_view2d_pipe.blend_source = blend_factor_t.BLEND_ONE;
@@ -142,7 +142,7 @@ function ui_view2d_render() {
draw_image(ui_view2d_grid, x, y);
// Texture
let tex: iron_gpu_texture_t = null;
let tex: gpu_texture_t = null;
let l: slot_layer_t = context_raw.layer;
let channel: i32 = 0;
@@ -180,14 +180,14 @@ function ui_view2d_render() {
}
if (ui_view2d_layer_mode == view_2d_layer_mode_t.VISIBLE) {
let current: iron_gpu_texture_t = _draw_current;
let current: gpu_texture_t = _draw_current;
let g2_in_use: bool = _draw_in_use;
if (g2_in_use) draw_end();
layer = layers_flatten();
if (g2_in_use) draw_begin(current);
}
else if (slot_layer_is_group(layer)) {
let current: iron_gpu_texture_t = _draw_current;
let current: gpu_texture_t = _draw_current;
let g2_in_use: bool = _draw_in_use;
if (g2_in_use) draw_end();
layer = layers_flatten(false, slot_layer_get_children(layer));
@@ -261,7 +261,7 @@ function ui_view2d_render() {
sys_notify_on_next_frame(function () {
let rt: render_target_t = map_get(render_path_render_targets, "texpaint_picker");
let texpaint_picker: iron_gpu_texture_t = rt._image;
let texpaint_picker: gpu_texture_t = rt._image;
draw_begin(texpaint_picker);
draw_scaled_image(_ui_view2d_render_tex, -_ui_view2d_render_x, -_ui_view2d_render_y, _ui_view2d_render_tw, _ui_view2d_render_th);
draw_end();
@@ -413,7 +413,7 @@ function ui_view2d_render() {
// Picked position
///if (is_paint || is_sculpt)
if (context_raw.tool == workspace_tool_t.PICKER && (ui_view2d_type == view_2d_type_t.LAYER || ui_view2d_type == view_2d_type_t.ASSET)) {
let cursor_img: iron_gpu_texture_t = resource_get("cursor.k");
let cursor_img: gpu_texture_t = resource_get("cursor.k");
let hsize: f32 = 16 * ui_SCALE(ui_view2d_ui);
let size: f32 = hsize * 2;
draw_scaled_image(cursor_img, tx + tw * context_raw.uvx_picked - hsize, ty + th * context_raw.uvy_picked - hsize, size, size);