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authorClément Foucault <foucault.clem@gmail.com>2022-01-27 10:48:37 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-01-27 10:54:24 +0300
commit5abab0a41a02a0dbae0ea3ec355b7dfb6a778613 (patch)
treec18ed3a2395967c3aad146e316b26694ed746e4f /source/blender/draw/engines/workbench
parenta7f7b0b77e3ffce679c1b3a79bd7b9fd92779959 (diff)
GPUShaderCreateInfo: Remove push_constant indexing
This is too much impractical and offers no real benefit.
Diffstat (limited to 'source/blender/draw/engines/workbench')
-rw-r--r--source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh2
-rw-r--r--source/blender/draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh8
-rw-r--r--source/blender/draw/engines/workbench/shaders/infos/workbench_effect_dof_info.hh8
-rw-r--r--source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh14
-rw-r--r--source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh4
-rw-r--r--source/blender/draw/engines/workbench/shaders/infos/workbench_volume_info.hh26
6 files changed, 31 insertions, 31 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh
index 030be382a14..f577ae197b4 100644
--- a/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh
@@ -9,7 +9,7 @@ GPU_SHADER_CREATE_INFO(workbench_composite)
.sampler(0, ImageType::FLOAT_2D, "normalBuffer", Frequency::PASS)
.sampler(1, ImageType::FLOAT_2D, "materialBuffer", Frequency::PASS)
.uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
- .push_constant(0, Type::BOOL, "forceShadowing")
+ .push_constant(Type::BOOL, "forceShadowing")
.fragment_out(0, Type::VEC4, "fragColor")
.typedef_source("workbench_shader_shared.h")
.fragment_source("workbench_composite_frag.glsl")
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh
index 00978b5c43b..3e0124546b0 100644
--- a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh
@@ -7,7 +7,7 @@
GPU_SHADER_CREATE_INFO(workbench_taa)
.sampler(0, ImageType::FLOAT_2D, "colorBuffer")
- .push_constant(0, Type::FLOAT, "samplesWeights", 9)
+ .push_constant(Type::FLOAT, "samplesWeights", 9)
.fragment_out(0, Type::VEC4, "fragColor")
.fragment_source("workbench_effect_taa_frag.glsl")
.additional_info("draw_fullscreen")
@@ -31,7 +31,7 @@ GPU_SHADER_CREATE_INFO(workbench_smaa)
.define("SMAA_LUMA_WEIGHT", "float4(1.0, 1.0, 1.0, 1.0)")
.define("SMAA_NO_DISCARD")
.vertex_out(workbench_smaa_iface)
- .push_constant(1, Type::VEC4, "viewportMetrics")
+ .push_constant(Type::VEC4, "viewportMetrics")
.vertex_source("workbench_effect_smaa_vert.glsl")
.fragment_source("workbench_effect_smaa_frag.glsl");
@@ -55,8 +55,8 @@ GPU_SHADER_CREATE_INFO(workbench_smaa_stage_2)
.define("SMAA_STAGE", "2")
.sampler(0, ImageType::FLOAT_2D, "colorTex")
.sampler(1, ImageType::FLOAT_2D, "blendTex")
- .push_constant(2, Type::FLOAT, "mixFactor")
- .push_constant(3, Type::FLOAT, "taaAccumulatedWeight")
+ .push_constant(Type::FLOAT, "mixFactor")
+ .push_constant(Type::FLOAT, "taaAccumulatedWeight")
.fragment_out(0, Type::VEC4, "out_color")
.additional_info("workbench_smaa")
.do_static_compilation(true);
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_dof_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_dof_info.hh
index a885fca6f07..252a7d4f3a3 100644
--- a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_dof_info.hh
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_dof_info.hh
@@ -11,10 +11,10 @@ GPU_SHADER_CREATE_INFO(workbench_effect_dof)
.sampler(5, ImageType::FLOAT_2D, "halfResColorTex")
.sampler(6, ImageType::FLOAT_2D, "blurTex")
.sampler(7, ImageType::FLOAT_2D, "noiseTex")
- .push_constant(0, Type::VEC2, "invertedViewportSize")
- .push_constant(1, Type::VEC2, "nearFar")
- .push_constant(2, Type::VEC3, "dofParams")
- .push_constant(3, Type::FLOAT, "noiseOffset")
+ .push_constant(Type::VEC2, "invertedViewportSize")
+ .push_constant(Type::VEC2, "nearFar")
+ .push_constant(Type::VEC3, "dofParams")
+ .push_constant(Type::FLOAT, "noiseOffset")
.fragment_source("workbench_effect_dof_frag.glsl")
.additional_info("draw_fullscreen")
.additional_info("draw_view");
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh
index 5e3b593ee6f..29eadc8048a 100644
--- a/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh
@@ -36,15 +36,15 @@ GPU_SHADER_CREATE_INFO(workbench_texture_none).define("TEXTURE_NONE");
GPU_SHADER_CREATE_INFO(workbench_texture_single)
.sampler(2, ImageType::FLOAT_2D, "imageTexture", Frequency::BATCH)
- .push_constant(1, Type::BOOL, "imagePremult")
- .push_constant(2, Type::FLOAT, "imageTransparencyCutoff")
+ .push_constant(Type::BOOL, "imagePremult")
+ .push_constant(Type::FLOAT, "imageTransparencyCutoff")
.define("V3D_SHADING_TEXTURE_COLOR");
GPU_SHADER_CREATE_INFO(workbench_texture_tile)
.sampler(2, ImageType::FLOAT_2D_ARRAY, "imageTileArray", Frequency::BATCH)
.sampler(3, ImageType::FLOAT_1D_ARRAY, "imageTileData", Frequency::BATCH)
- .push_constant(1, Type::BOOL, "imagePremult")
- .push_constant(2, Type::FLOAT, "imageTransparencyCutoff")
+ .push_constant(Type::BOOL, "imagePremult")
+ .push_constant(Type::FLOAT, "imageTransparencyCutoff")
.define("V3D_SHADING_TEXTURE_COLOR")
.define("TEXTURE_IMAGE_ARRAY");
@@ -79,8 +79,8 @@ GPU_SHADER_INTERFACE_INFO(workbench_material_iface, "")
GPU_SHADER_CREATE_INFO(workbench_material)
.uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
.uniform_buf(5, "vec4", "materials_data[4096]", Frequency::PASS)
- .push_constant(4, Type::INT, "materialIndex")
- .push_constant(5, Type::BOOL, "useMatcap")
+ .push_constant(Type::INT, "materialIndex")
+ .push_constant(Type::BOOL, "useMatcap")
.vertex_out(workbench_material_iface);
/** \} */
@@ -95,7 +95,7 @@ GPU_SHADER_CREATE_INFO(workbench_transparent_accum)
.fragment_out(0, Type::VEC4, "transparentAccum")
.fragment_out(1, Type::VEC4, "revealageAccum")
.fragment_out(2, Type::UINT, "objectId")
- .push_constant(3, Type::BOOL, "forceShadowing")
+ .push_constant(Type::BOOL, "forceShadowing")
.typedef_source("workbench_shader_shared.h")
.fragment_source("workbench_transparent_accum_frag.glsl");
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh
index 64f491aa201..c26d3c3aaf8 100644
--- a/source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh
@@ -13,8 +13,8 @@ GPU_SHADER_INTERFACE_INFO(workbench_shadow_iface, "vData")
GPU_SHADER_CREATE_INFO(workbench_shadow_common)
.vertex_in(0, Type::VEC3, "pos")
.vertex_out(workbench_shadow_iface)
- .push_constant(0, Type::FLOAT, "lightDistance")
- .push_constant(1, Type::VEC3, "lightDirection")
+ .push_constant(Type::FLOAT, "lightDistance")
+ .push_constant(Type::VEC3, "lightDirection")
.vertex_source("workbench_shadow_vert.glsl")
.additional_info("draw_mesh");
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_volume_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_volume_info.hh
index f212ba9ec1d..dd9492481ec 100644
--- a/source/blender/draw/engines/workbench/shaders/infos/workbench_volume_info.hh
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_volume_info.hh
@@ -10,10 +10,10 @@ GPU_SHADER_CREATE_INFO(workbench_volume)
.fragment_out(0, Type::VEC4, "fragColor")
.sampler(0, ImageType::DEPTH_2D, "depthBuffer")
.sampler(1, ImageType::FLOAT_3D, "densityTexture")
- .push_constant(28, Type::INT, "samplesLen")
- .push_constant(29, Type::FLOAT, "noiseOfs")
- .push_constant(30, Type::FLOAT, "stepLength")
- .push_constant(31, Type::FLOAT, "densityScale")
+ .push_constant(Type::INT, "samplesLen")
+ .push_constant(Type::FLOAT, "noiseOfs")
+ .push_constant(Type::FLOAT, "stepLength")
+ .push_constant(Type::FLOAT, "densityScale")
.vertex_source("workbench_volume_vert.glsl")
.fragment_source("workbench_volume_frag.glsl")
.additional_info("draw_object_infos");
@@ -32,9 +32,9 @@ GPU_SHADER_CREATE_INFO(workbench_volume_smoke)
GPU_SHADER_CREATE_INFO(workbench_volume_object)
.define("VOLUME_OBJECT")
- .push_constant(0, Type::MAT4, "volumeTextureToObject")
+ .push_constant(Type::MAT4, "volumeTextureToObject")
/* FIXME(fclem): This overflow the push_constant limit. */
- .push_constant(16, Type::MAT4, "volumeObjectToTexture")
+ .push_constant(Type::MAT4, "volumeObjectToTexture")
.additional_info("draw_volume", "draw_resource_id_varying");
/** \} */
@@ -47,15 +47,15 @@ GPU_SHADER_CREATE_INFO(workbench_volume_coba)
.define("USE_COBA")
.sampler(4, ImageType::UINT_3D, "flagTexture")
.sampler(5, ImageType::FLOAT_1D, "transferTexture")
- .push_constant(18, Type::BOOL, "showPhi")
- .push_constant(19, Type::BOOL, "showFlags")
- .push_constant(20, Type::BOOL, "showPressure")
- .push_constant(21, Type::FLOAT, "gridScale");
+ .push_constant(Type::BOOL, "showPhi")
+ .push_constant(Type::BOOL, "showFlags")
+ .push_constant(Type::BOOL, "showPressure")
+ .push_constant(Type::FLOAT, "gridScale");
GPU_SHADER_CREATE_INFO(workbench_volume_no_coba)
.sampler(4, ImageType::FLOAT_3D, "shadowTexture")
.sampler(5, ImageType::UINT_2D, "transferTexture")
- .push_constant(18, Type::VEC3, "activeColor");
+ .push_constant(Type::VEC3, "activeColor");
/** \} */
@@ -79,8 +79,8 @@ GPU_SHADER_CREATE_INFO(workbench_volume_slice)
.define("VOLUME_SLICE")
.vertex_in(1, Type::VEC3, "uvs")
.vertex_out(workbench_volume_iface)
- .push_constant(32, Type::INT, "sliceAxis") /* -1 is no slice. */
- .push_constant(33, Type::FLOAT, "slicePosition");
+ .push_constant(Type::INT, "sliceAxis") /* -1 is no slice. */
+ .push_constant(Type::FLOAT, "slicePosition");
/** \} */