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authorJeroen Bakker <jeroen@blender.org>2022-01-28 17:00:26 +0300
committerJeroen Bakker <jeroen@blender.org>2022-01-28 17:03:45 +0300
commit75e61e5a6dc70107eaf784a369f225ca062fdcd5 (patch)
tree7a18887c86233f25cb7fc40a0f65635dd91f9257 /source/blender/draw
parent430f71fce289e876602178330ac725c46c043abf (diff)
Image Engine: Use GPUShaderCreateInfo.
Ported the image engine shaders to use the GPUShaderCreateInfo struct. No functional changes.
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/CMakeLists.txt4
-rw-r--r--source/blender/draw/engines/image/image_drawing_mode.hh2
-rw-r--r--source/blender/draw/engines/image/image_shader.cc6
-rw-r--r--source/blender/draw/engines/image/shaders/image_engine_frag.glsl (renamed from source/blender/draw/engines/image/shaders/engine_image_frag.glsl)23
-rw-r--r--source/blender/draw/engines/image/shaders/image_engine_vert.glsl (renamed from source/blender/draw/engines/image/shaders/engine_image_vert.glsl)7
-rw-r--r--source/blender/draw/engines/image/shaders/infos/engine_image_info.hh22
6 files changed, 29 insertions, 35 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index b40fc88a076..f4e57d9521b 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -518,8 +518,8 @@ set(GLSL_SRC
engines/overlay/shaders/wireframe_frag.glsl
engines/overlay/shaders/xray_fade_frag.glsl
- engines/image/shaders/engine_image_frag.glsl
- engines/image/shaders/engine_image_vert.glsl
+ engines/image/shaders/image_engine_frag.glsl
+ engines/image/shaders/image_engine_vert.glsl
)
set(GLSL_C)
diff --git a/source/blender/draw/engines/image/image_drawing_mode.hh b/source/blender/draw/engines/image/image_drawing_mode.hh
index 8eb98b40492..c0d829b9307 100644
--- a/source/blender/draw/engines/image/image_drawing_mode.hh
+++ b/source/blender/draw/engines/image/image_drawing_mode.hh
@@ -94,7 +94,7 @@ template<typename TextureMethod> class ScreenSpaceDrawingMode : public AbstractD
DRWShadingGroup *shgrp = DRW_shgroup_create(shader, instance_data->passes.image_pass);
DRW_shgroup_uniform_vec2_copy(shgrp, "farNearDistances", sh_params.far_near);
- DRW_shgroup_uniform_vec4_copy(shgrp, "color", ShaderParameters::color);
+ DRW_shgroup_uniform_vec4_copy(shgrp, "col", ShaderParameters::color);
DRW_shgroup_uniform_vec4_copy(shgrp, "shuffle", sh_params.shuffle);
DRW_shgroup_uniform_int_copy(shgrp, "drawFlags", sh_params.flags);
DRW_shgroup_uniform_bool_copy(shgrp, "imgPremultiplied", sh_params.use_premul_alpha);
diff --git a/source/blender/draw/engines/image/image_shader.cc b/source/blender/draw/engines/image/image_shader.cc
index 77cbaeec5a4..e3cb60c5511 100644
--- a/source/blender/draw/engines/image/image_shader.cc
+++ b/source/blender/draw/engines/image/image_shader.cc
@@ -64,11 +64,7 @@ GPUShader *IMAGE_shader_image_get()
{
IMAGE_Shaders *sh_data = &e_data.shaders;
if (sh_data->image_sh == nullptr) {
- sh_data->image_sh = DRW_shader_create_with_shaderlib(datatoc_engine_image_vert_glsl,
- nullptr,
- datatoc_engine_image_frag_glsl,
- e_data.lib,
- nullptr);
+ sh_data->image_sh = GPU_shader_create_from_info_name("image_engine_shader");
}
return sh_data->image_sh;
}
diff --git a/source/blender/draw/engines/image/shaders/engine_image_frag.glsl b/source/blender/draw/engines/image/shaders/image_engine_frag.glsl
index 298487baab2..bcdc8445b26 100644
--- a/source/blender/draw/engines/image/shaders/engine_image_frag.glsl
+++ b/source/blender/draw/engines/image/shaders/image_engine_frag.glsl
@@ -6,28 +6,11 @@
#define IMAGE_DRAW_FLAG_SHUFFLING (1 << 2)
#define IMAGE_DRAW_FLAG_DEPTH (1 << 3)
-uniform sampler2D imageTexture;
-
-uniform bool imgPremultiplied;
-uniform int drawFlags;
-uniform vec2 farNearDistances;
-uniform vec4 color;
-uniform vec4 shuffle;
-
-/* Maximum UV range.
- * Negative UV coordinates and UV coordinates beyond maxUV would draw a border. */
-uniform vec2 maxUv;
-
-#define FAR_DISTANCE farNearDistances.x
-#define NEAR_DISTANCE farNearDistances.y
-
#define Z_DEPTH_BORDER 1.0
#define Z_DEPTH_IMAGE 0.75
-in vec2 uv_screen;
-in vec2 uv_image;
-
-out vec4 fragColor;
+#define FAR_DISTANCE farNearDistances.x
+#define NEAR_DISTANCE farNearDistances.y
bool is_border(vec2 uv)
{
@@ -51,7 +34,7 @@ void main()
}
if ((drawFlags & IMAGE_DRAW_FLAG_SHUFFLING) != 0) {
- tex_color = color * dot(tex_color, shuffle);
+ tex_color = col * dot(tex_color, shuffle);
}
if ((drawFlags & IMAGE_DRAW_FLAG_SHOW_ALPHA) == 0) {
tex_color.a = 1.0;
diff --git a/source/blender/draw/engines/image/shaders/engine_image_vert.glsl b/source/blender/draw/engines/image/shaders/image_engine_vert.glsl
index 0c106f48f4a..deefab655d2 100644
--- a/source/blender/draw/engines/image/shaders/engine_image_vert.glsl
+++ b/source/blender/draw/engines/image/shaders/image_engine_vert.glsl
@@ -1,12 +1,5 @@
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
-in vec2 pos;
-in vec2 uv;
-
-/* Normalized screen space uv coordinates. */
-out vec2 uv_screen;
-out vec2 uv_image;
-
void main()
{
vec3 image_pos = vec3(pos, 0.0);
diff --git a/source/blender/draw/engines/image/shaders/infos/engine_image_info.hh b/source/blender/draw/engines/image/shaders/infos/engine_image_info.hh
new file mode 100644
index 00000000000..e691abfadcf
--- /dev/null
+++ b/source/blender/draw/engines/image/shaders/infos/engine_image_info.hh
@@ -0,0 +1,22 @@
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_INTERFACE_INFO(image_engine_iface, "")
+ .smooth(Type::VEC2, "uv_screen")
+ .smooth(Type::VEC2, "uv_image");
+
+GPU_SHADER_CREATE_INFO(image_engine_shader)
+ .vertex_in(0, Type::VEC2, "pos")
+ .vertex_in(1, Type::VEC2, "uv")
+ .vertex_out(image_engine_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(Type::VEC4, "shuffle")
+ .push_constant(Type::VEC4, "col")
+ .push_constant(Type::VEC2, "maxUv")
+ .push_constant(Type::VEC2, "farNearDistances")
+ .push_constant(Type::INT, "drawFlags")
+ .push_constant(Type::BOOL, "imgPremultiplied")
+ .sampler(0, ImageType::FLOAT_2D, "imageTexture")
+ .vertex_source("image_engine_vert.glsl")
+ .fragment_source("image_engine_frag.glsl")
+ .additional_info("draw_modelmat")
+ .do_static_compilation(true); \ No newline at end of file