diff options
author | Germano <germano.costa@ig.com.br> | 2018-01-12 20:09:13 +0300 |
---|---|---|
committer | Germano <germano.costa@ig.com.br> | 2018-01-12 20:09:13 +0300 |
commit | 5a293de9257bf90e755dab1c45b7e7896eedf0bf (patch) | |
tree | b35f9da8417932753b0df8fce69b7996e32a8df9 /source/blender/draw/modes/shaders | |
parent | 49d51a1e6246f00233abf54a8b24b5d829848e44 (diff) |
Draw Manager: Edit Mode Shader: Remove `#ifdef GPU_INTEL`
The problem with memory alignment on Intel GPUs does not happen anymore after the last shader changes.
Diffstat (limited to 'source/blender/draw/modes/shaders')
4 files changed, 4 insertions, 28 deletions
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl index a5037978cd3..cf1051b70b3 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl @@ -14,6 +14,7 @@ uniform float faceAlphaMod; flat in vec3 edgesCrease; flat in vec3 edgesBweight; flat in vec4 faceColor; +flat in ivec3 flag; flat in int clipCase; #ifdef VERTEX_SELECTION in vec3 vertexColor; @@ -42,13 +43,6 @@ in float facing; noperspective in vec2 eData1; flat in vec2 eData2[3]; -/* Some intel Gpu seems to have memory alignement problems. So adding a padding int */ -#ifdef GPU_INTEL -flat in ivec4 flag; -#else -flat in ivec3 flag; -#endif - out vec4 FragColor; #define EDGE_EXISTS (1 << 0) diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl index 983c263f47c..77bc8a25695 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl @@ -23,6 +23,7 @@ in float vFacing[]; flat out vec3 edgesCrease; flat out vec3 edgesBweight; flat out vec4 faceColor; +flat out ivec3 flag; flat out int clipCase; #ifdef VERTEX_SELECTION out vec3 vertexColor; @@ -31,13 +32,6 @@ out vec3 vertexColor; out float facing; #endif -/* Some intel Gpu seems to have memory alignement problems. So adding a padding int */ -#ifdef GPU_INTEL -flat out ivec4 flag; -#else -flat out ivec3 flag; -#endif - /* See fragment shader */ noperspective out vec2 eData1; flat out vec2 eData2[3]; diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl index e411e0ace8c..65b1baff37a 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl @@ -42,6 +42,7 @@ in float vFacing[]; flat out vec3 edgesCrease; flat out vec3 edgesBweight; flat out vec4 faceColor; +flat out ivec3 flag; flat out int clipCase; #ifdef VERTEX_SELECTION out vec3 vertexColor; @@ -54,13 +55,6 @@ out float facing; noperspective out vec2 eData1; flat out vec2 eData2[3]; -/* Some intel Gpu seems to have memory alignement problems. So adding a padding int */ -#ifdef GPU_INTEL -flat out ivec4 flag; -#else -flat out ivec3 flag; -#endif - #define VERTEX_ACTIVE (1 << 0) #define VERTEX_SELECTED (1 << 1) diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl index a0e3fa7b7ac..53e5b09cb70 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl @@ -16,18 +16,12 @@ in ivec4 data; flat out vec3 edgesCrease; flat out vec3 edgesBweight; flat out vec4 faceColor; +flat out ivec3 flag; flat out int clipCase; #ifdef VERTEX_SELECTION out vec3 vertexColor; #endif -/* Some intel Gpu seems to have memory alignement problems. So adding a padding int */ -#ifdef GPU_INTEL -flat out ivec4 flag; -#else -flat out ivec3 flag; -#endif - /* See fragment shader */ noperspective out vec2 eData1; flat out vec2 eData2[3]; |