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authorCampbell Barton <ideasman42@gmail.com>2019-02-06 01:15:16 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-02-06 01:15:16 +0300
commitdbd7f36da8ec3ac1c2898aee346beecb86aac8a2 (patch)
tree0d77061a4305b7bcfef13bb753089e5f6f21e7c3 /source/blender/draw/intern/draw_common.h
parenta245d533514e335f028cfa6cdb26614ed0982484 (diff)
GPU: refactor clipped drawing from DRW into GPU
Needed to fix T61196, supporting clipped back-buffer in the 3D view which is done outside the draw module. It was also inconvenient having DRW_shader_* versions of GPU_shader_* API calls. - Clipping distances are now supported as a shader configuration for builtin shaders. - Add shader config argument when accessing builtin shaders. - Move GPU_shader_create_from_arrays() from DRW to GPU.
Diffstat (limited to 'source/blender/draw/intern/draw_common.h')
-rw-r--r--source/blender/draw/intern/draw_common.h34
1 files changed, 12 insertions, 22 deletions
diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h
index fc9c83e3ce1..43763f5e599 100644
--- a/source/blender/draw/intern/draw_common.h
+++ b/source/blender/draw/intern/draw_common.h
@@ -33,16 +33,6 @@ struct PTCacheEdit;
struct ParticleSystem;
struct ViewLayer;
-/**
- * Support selecting shaders with different options compiled in.
- * Needed for clipping support because it means using a separate set of shaders.
- */
-typedef enum eDRW_ShaderSlot {
- DRW_SHADER_SLOT_DEFAULT = 0,
- DRW_SHADER_SLOT_CLIPPED = 1,
-} eDRW_ShaderSlot;
-#define DRW_SHADER_SLOT_LEN 2
-
#define UBO_FIRST_COLOR colorWire
#define UBO_LAST_COLOR colorGridAxisZ
@@ -136,21 +126,21 @@ void DRW_shgroup_world_clip_planes_from_rv3d(struct DRWShadingGroup *shgrp, cons
struct DRWShadingGroup *shgroup_dynlines_flat_color(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass, const float color[4]);
-struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, const float color[4], const float *size, eDRW_ShaderSlot shader_slot);
-struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, const float color[4], eDRW_ShaderSlot shader_slot);
-struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, const float color[4], eDRW_ShaderSlot shader_slot);
-struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, const float *size, eDRW_ShaderSlot shader_slot);
+struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, const float color[4], const float *size, eGPUShaderConfig shader_cfg);
+struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig shader_cfg);
+struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig shader_cfg);
+struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, const float *size, eGPUShaderConfig shader_cfg);
struct DRWShadingGroup *shgroup_instance_solid(struct DRWPass *pass, struct GPUBatch *geom);
struct DRWShadingGroup *shgroup_instance_wire(struct DRWPass *pass, struct GPUBatch *geom);
-struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
-struct DRWShadingGroup *shgroup_instance_empty_axes(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
-struct DRWShadingGroup *shgroup_instance_scaled(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
-struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
-struct DRWShadingGroup *shgroup_instance_alpha(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
+struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
+struct DRWShadingGroup *shgroup_instance_empty_axes(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
+struct DRWShadingGroup *shgroup_instance_scaled(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
+struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
+struct DRWShadingGroup *shgroup_instance_alpha(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
struct DRWShadingGroup *shgroup_instance_outline(struct DRWPass *pass, struct GPUBatch *geom, int *baseid);
-struct DRWShadingGroup *shgroup_camera_instance(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
-struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
-struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, struct GPUBatch *geom, eDRW_ShaderSlot shader_slot);
+struct DRWShadingGroup *shgroup_camera_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
+struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
+struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
struct DRWShadingGroup *shgroup_instance_mball_handles(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_axes(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_envelope_distance(struct DRWPass *pass);