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authorGermano <germano.costa@ig.com.br>2018-01-12 20:09:13 +0300
committerGermano <germano.costa@ig.com.br>2018-01-12 20:09:13 +0300
commit5a293de9257bf90e755dab1c45b7e7896eedf0bf (patch)
treeb35f9da8417932753b0df8fce69b7996e32a8df9 /source/blender/draw/modes
parent49d51a1e6246f00233abf54a8b24b5d829848e44 (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')
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl8
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl8
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl8
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl8
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];