Drawable Renderer (#1570), Add renderable size uniform for fill layer
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committed by
Bart Louwers
parent
353d96b5bf
commit
b5abc33c4b
@@ -464,7 +464,10 @@ bool Context::setupDraw(const PaintParameters& parameters, const gfx::Drawable&
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program = value::Program::Default;
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}
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setDepthMode(parameters.depthModeForSublayer(0, drawable.getDepthType()));
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setDepthMode(parameters.depthModeForSublayer(drawable.getSubLayerIndex(), drawable.getDepthType()));
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// force disable depth test for debugging
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//setDepthMode({gfx::DepthFunctionType::Always, gfx::DepthMaskType::ReadOnly, {0,1}});
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if (auto tileID = drawable.getTileID()) {
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// Doesn't work until the clipping masks are generated
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@@ -477,13 +480,10 @@ bool Context::setupDraw(const PaintParameters& parameters, const gfx::Drawable&
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setColorMode(gfx::ColorMode::alphaBlended());
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setCullFaceMode(gfx::CullFaceMode::disabled());
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// uniformStates.bind(uniformValues);
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// textureStates.bind(context, textureBindings);
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auto& drawableGL = static_cast<const DrawableGL&>(drawable);
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auto& vao = drawableGL.getVertexArray();
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if (vao.isValid()) {
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bindVertexArray = vao.getID(); // glBindVertexArray
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bindVertexArray = vao.getID();
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return true;
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} else {
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bindVertexArray = value::BindVertexArray::Default;
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