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authorGermano Cavalcante <germano.costa@ig.com.br>2022-09-01 18:32:28 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2022-09-05 22:34:05 +0300
commit4536de98d18b8887edee37b03a12da015590bb45 (patch)
tree7ae1b21db0ebf0ef00d102f32523cad225fdddf9
parent0c3953d545441a8ae551c3ecb0c16c1bccc3839f (diff)
GPU: remove 'GPU_SHADER_2D_SMOOTH_COLOR'
The only real difference between `GPU_SHADER_2D_SMOOTH_COLOR` and `GPU_SHADER_3D_SMOOTH_COLOR` is that in the vertex shader the 2D version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses `vec4(pos, 1.0)`. But VBOs with 2D attributes work perfectly in shaders that use 3D attributes. Components not specified are filled with components from `vec4(0.0, 0.0, 0.0, 1.0)`. So there is no real benefit to having two different shader versions. This will simplify porting shaders to python as it will not be necessary to use a 3D and a 2D version of the shaders. In python the new name for '2D_SMOOTH_COLOR' and '3D_SMOOTH_COLOR' is 'SMOOTH_COLOR', but the old names still work for backward compatibility.
-rw-r--r--source/blender/editors/interface/interface_draw.c6
-rw-r--r--source/blender/editors/interface/interface_widgets.c6
-rw-r--r--source/blender/gpu/CMakeLists.txt3
-rw-r--r--source/blender/gpu/GPU_shader.h1
-rw-r--r--source/blender/gpu/intern/gpu_immediate.cc1
-rw-r--r--source/blender/gpu/intern/gpu_shader_builtin.c7
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl7
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl6
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_smooth_color_info.hh20
-rw-r--r--source/blender/windowmanager/intern/wm_gesture.c2
10 files changed, 7 insertions, 52 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 4dae8222b14..02325920e6d 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -205,7 +205,7 @@ void ui_draw_but_TAB_outline(const rcti *rect,
mul_v2_fl(vec[a], rad);
}
- immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
immBeginAtMost(GPU_PRIM_LINE_STRIP, 25);
immAttr3ubv(col, highlight);
@@ -1242,7 +1242,7 @@ void ui_draw_but_COLORBAND(uiBut *but, const uiWidgetColors *UNUSED(wcol), const
format = immVertexFormat();
pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
col_id = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
/* layer: color ramp */
GPU_blend(GPU_BLEND_ALPHA);
@@ -2288,7 +2288,7 @@ void UI_draw_box_shadow(const rctf *rect, uchar alpha)
uint color = GPU_vertformat_attr_add(
format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
- immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
immBegin(GPU_PRIM_TRIS, 54);
diff --git a/source/blender/editors/interface/interface_widgets.c b/source/blender/editors/interface/interface_widgets.c
index f49863cf306..53b1967d668 100644
--- a/source/blender/editors/interface/interface_widgets.c
+++ b/source/blender/editors/interface/interface_widgets.c
@@ -2930,7 +2930,7 @@ static void ui_draw_but_HSVCIRCLE(uiBut *but, const uiWidgetColors *wcol, const
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
const uint color = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
immBegin(GPU_PRIM_TRI_FAN, tot + 2);
immAttr3fv(color, rgb_center);
@@ -3061,7 +3061,7 @@ void ui_draw_gradient(const rcti *rect,
GPUVertFormat *format = immVertexFormat();
const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
const uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
immBegin(GPU_PRIM_TRIS, steps * 3 * 6);
@@ -5155,7 +5155,7 @@ static void draw_disk_shaded(float start,
const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
if (shaded) {
col = GPU_vertformat_attr_add(format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
- immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
}
else {
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index d1b0e227506..2eceeedf845 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -274,8 +274,6 @@ set(GLSL_SRC
shaders/gpu_shader_2D_nodelink_vert.glsl
shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl
shaders/gpu_shader_2D_line_dashed_frag.glsl
- shaders/gpu_shader_2D_smooth_color_vert.glsl
- shaders/gpu_shader_2D_smooth_color_frag.glsl
shaders/gpu_shader_2D_image_vert.glsl
shaders/gpu_shader_2D_image_rect_vert.glsl
shaders/gpu_shader_2D_image_multi_rect_vert.glsl
@@ -588,7 +586,6 @@ set(SRC_SHADER_CREATE_INFOS
shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_aa_info.hh
shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_outline_aa_info.hh
shaders/infos/gpu_shader_2D_point_varying_size_varying_color_info.hh
- shaders/infos/gpu_shader_2D_smooth_color_info.hh
shaders/infos/gpu_shader_2D_widget_info.hh
shaders/infos/gpu_shader_3D_depth_only_info.hh
shaders/infos/gpu_shader_3D_flat_color_info.hh
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 0f3a494fc3f..d694fcf4da1 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -212,7 +212,6 @@ typedef enum eGPUBuiltinShader {
* \param color: in vec4
* \param pos: in vec2
*/
- GPU_SHADER_2D_SMOOTH_COLOR,
GPU_SHADER_2D_IMAGE_COLOR,
GPU_SHADER_2D_IMAGE_DESATURATE_COLOR,
GPU_SHADER_2D_IMAGE_RECT_COLOR,
diff --git a/source/blender/gpu/intern/gpu_immediate.cc b/source/blender/gpu/intern/gpu_immediate.cc
index 8574e886cd0..3b4accf9cc5 100644
--- a/source/blender/gpu/intern/gpu_immediate.cc
+++ b/source/blender/gpu/intern/gpu_immediate.cc
@@ -137,7 +137,6 @@ static void wide_line_workaround_start(GPUPrimType prim_type)
case GPU_SHADER_3D_FLAT_COLOR:
polyline_sh = GPU_SHADER_3D_POLYLINE_FLAT_COLOR;
break;
- case GPU_SHADER_2D_SMOOTH_COLOR:
case GPU_SHADER_3D_SMOOTH_COLOR:
polyline_sh = GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR;
break;
diff --git a/source/blender/gpu/intern/gpu_shader_builtin.c b/source/blender/gpu/intern/gpu_shader_builtin.c
index 8afe3e04dc9..d255084609e 100644
--- a/source/blender/gpu/intern/gpu_shader_builtin.c
+++ b/source/blender/gpu/intern/gpu_shader_builtin.c
@@ -26,8 +26,6 @@ extern char datatoc_gpu_shader_2D_area_borders_vert_glsl[];
extern char datatoc_gpu_shader_2D_area_borders_frag_glsl[];
extern char datatoc_gpu_shader_2D_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_uniform_alpha_vert_glsl[];
-extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
-extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_2D_image_vert_glsl[];
extern char datatoc_gpu_shader_2D_image_rect_vert_glsl[];
extern char datatoc_gpu_shader_2D_image_multi_rect_vert_glsl[];
@@ -155,11 +153,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.create_info = "gpu_shader_2D_diag_stripes",
},
- [GPU_SHADER_2D_SMOOTH_COLOR] =
- {
- .name = "GPU_SHADER_2D_SMOOTH_COLOR",
- .create_info = "gpu_shader_2D_smooth_color",
- },
[GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE] =
{
.name = "GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE",
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl
deleted file mode 100644
index 8690ba0767a..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl
+++ /dev/null
@@ -1,7 +0,0 @@
-#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
-
-void main()
-{
- fragColor = finalColor;
- fragColor = blender_srgb_to_framebuffer_space(fragColor);
-}
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl
deleted file mode 100644
index cf948bb2533..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl
+++ /dev/null
@@ -1,6 +0,0 @@
-
-void main()
-{
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
- finalColor = color;
-}
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_smooth_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_smooth_color_info.hh
deleted file mode 100644
index d6edeef0dfb..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_smooth_color_info.hh
+++ /dev/null
@@ -1,20 +0,0 @@
-/* SPDX-License-Identifier: GPL-2.0-or-later
- * Copyright 2022 Blender Foundation. All rights reserved. */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_interface_info.hh"
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_smooth_color)
- .vertex_in(0, Type::VEC2, "pos")
- .vertex_in(1, Type::VEC4, "color")
- .vertex_out(smooth_color_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(Type::MAT4, "ModelViewProjectionMatrix")
- .vertex_source("gpu_shader_2D_smooth_color_vert.glsl")
- .fragment_source("gpu_shader_2D_smooth_color_frag.glsl")
- .additional_info("gpu_srgb_to_framebuffer_space")
- .do_static_compilation(true);
diff --git a/source/blender/windowmanager/intern/wm_gesture.c b/source/blender/windowmanager/intern/wm_gesture.c
index c4710260e54..7eec522690c 100644
--- a/source/blender/windowmanager/intern/wm_gesture.c
+++ b/source/blender/windowmanager/intern/wm_gesture.c
@@ -122,7 +122,7 @@ static void wm_gesture_draw_line_active_side(rcti *rect, const bool flip)
uint shdr_col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
GPU_blend(GPU_BLEND_ALPHA);
- immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
const float gradient_length = 150.0f * U.pixelsize;
float line_dir[2];