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authorHans Goudey <h.goudey@me.com>2022-07-26 16:37:08 +0300
committerHans Goudey <h.goudey@me.com>2022-07-26 16:37:38 +0300
commit1998269b109f65373336087da7f9751a3c3317f3 (patch)
tree5aa1123e516fd2874fa6626dcba193aec88cacde /release/scripts/startup
parent5945a90df99b919229c876c2fd294f035e24831a (diff)
Refactor: Extract color attributes as generic attributes
Previously there was a special extraction process for "vertex colors" that copied the color data to the GPU with a special format. Instead, this patch replaces this with use of the generic attribute extraction. This reduces the number of code paths, allowing easier optimization in the future. To make it possible to use the generic extraction system for attributes but also assign aliases for use by shaders, some changes are necessary. First, the GPU material attribute can now store whether it actually refers to the default color attribute, rather than a specific name. This replaces the hack to use `CD_MCOL` in the color attribute shader node. Second, the extraction code checks the names against the default and active names and assigns aliases if the request corresponds to a special active attribute. Finally, support for byte color attributes was added to the generic attribute extraction. Differential Revision: https://developer.blender.org/D15205
Diffstat (limited to 'release/scripts/startup')
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