diff options
author | Julian Eisel <julian@blender.org> | 2022-10-20 13:51:20 +0300 |
---|---|---|
committer | Julian Eisel <julian@blender.org> | 2022-10-20 14:17:22 +0300 |
commit | c81bc09876f84753f3c69e024196b70a88c6cebe (patch) | |
tree | 7da397dbf91f9f6f0531044401d6a131ea11670c | |
parent | 8a43bfd8fd8d08438c5cc58befdf3e661aa17297 (diff) |
GPU: Avoid undocumented/fragile dependency on shader enumerator order
Previously this was using `GPU_SHADER_TEXT` as default value indicating
an "unset" state. This wasn't documented in the definition (and so
D16284 added a new enumerator that broke this). Plus code was assuming
this enumerator would always have the value 0 without specifying this in
the definition either.
In this case it's easy to not rely on the enum value at all, and just
use `std::optional` to add a "unset" state.
Differential Revision: https://developer.blender.org/D16303
-rw-r--r-- | source/blender/gpu/intern/gpu_immediate.cc | 11 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_immediate_private.hh | 8 |
2 files changed, 12 insertions, 7 deletions
diff --git a/source/blender/gpu/intern/gpu_immediate.cc b/source/blender/gpu/intern/gpu_immediate.cc index 3b4accf9cc5..81c0a65bb7c 100644 --- a/source/blender/gpu/intern/gpu_immediate.cc +++ b/source/blender/gpu/intern/gpu_immediate.cc @@ -45,7 +45,7 @@ void immBindShader(GPUShader *shader) BLI_assert(imm->shader == nullptr); imm->shader = shader; - imm->builtin_shader_bound = GPU_SHADER_TEXT; /* Default value. */ + imm->builtin_shader_bound = std::nullopt; if (!imm->vertex_format.packed) { VertexFormat_pack(&imm->vertex_format); @@ -125,9 +125,12 @@ static void wide_line_workaround_start(GPUPrimType prim_type) /* No need to change the shader. */ return; } + if (!imm->builtin_shader_bound) { + return; + } eGPUBuiltinShader polyline_sh; - switch (imm->builtin_shader_bound) { + switch (*imm->builtin_shader_bound) { case GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR: polyline_sh = GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR; break; @@ -180,8 +183,8 @@ static void wide_line_workaround_end() } immUnbindProgram(); - immBindBuiltinProgram(imm->prev_builtin_shader); - imm->prev_builtin_shader = GPU_SHADER_TEXT; + immBindBuiltinProgram(*imm->prev_builtin_shader); + imm->prev_builtin_shader = std::nullopt; } } diff --git a/source/blender/gpu/intern/gpu_immediate_private.hh b/source/blender/gpu/intern/gpu_immediate_private.hh index 74ebbdc7ae3..c4e11e7082b 100644 --- a/source/blender/gpu/intern/gpu_immediate_private.hh +++ b/source/blender/gpu/intern/gpu_immediate_private.hh @@ -9,6 +9,8 @@ #pragma once +#include <optional> + #include "GPU_batch.h" #include "GPU_primitive.h" #include "GPU_shader.h" @@ -42,9 +44,9 @@ class Immediate { /** Wide Line workaround. */ /** Previously bound shader to restore after drawing. */ - eGPUBuiltinShader prev_builtin_shader = GPU_SHADER_TEXT; - /** Builtin shader index. Used to test if the workaround can be done. */ - eGPUBuiltinShader builtin_shader_bound = GPU_SHADER_TEXT; + std::optional<eGPUBuiltinShader> prev_builtin_shader; + /** Builtin shader index. Used to test if the line width workaround can be done. */ + std::optional<eGPUBuiltinShader> builtin_shader_bound; /** Uniform color: Kept here to update the wide-line shader just before #immBegin. */ float uniform_color[4]; |