Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorGermano Cavalcante <germano.costa@ig.com.br>2022-09-01 15:31:07 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2022-09-05 22:34:05 +0300
commit223665b994d785672c023432ac3861d4d2c0ffb6 (patch)
tree9057bd0aa7a3f25f7434e57a29951b31349e2698 /source/blender/editors/animation
parentcec67176b117557d797199ab6fd13bba54dba16f (diff)
GPU: remove 'GPU_SHADER_2D_UNIFORM_COLOR'
The only real difference between `GPU_SHADER_2D_UNIFORM_COLOR` and `GPU_SHADER_3D_UNIFORM_COLOR` is that in the vertex shader the 2D version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses `vec4(pos, 1.0)`. But VBOs with 2D attributes work perfectly in shaders that use 3D attributes. Components not specified are filled with components from `vec4(0.0, 0.0, 0.0, 1.0)`. So there is no real benefit to having two different shader versions. This will simplify porting shaders to python as it will not be necessary to use a 3D and a 2D version of the shaders. In python the new name for '2D_UNIFORM_COLOR'' and '3D_UNIFORM_COLOR' is 'UNIFORM_COLOR', but the old names still work for backward compatibility. Differential Revision: https://developer.blender.org/D15836
Diffstat (limited to 'source/blender/editors/animation')
-rw-r--r--source/blender/editors/animation/anim_channels_defines.c10
-rw-r--r--source/blender/editors/animation/anim_draw.c8
-rw-r--r--source/blender/editors/animation/anim_markers.c2
-rw-r--r--source/blender/editors/animation/time_scrub_ui.c6
4 files changed, 13 insertions, 13 deletions
diff --git a/source/blender/editors/animation/anim_channels_defines.c b/source/blender/editors/animation/anim_channels_defines.c
index f665ec27b07..b7562073ee7 100644
--- a/source/blender/editors/animation/anim_channels_defines.c
+++ b/source/blender/editors/animation/anim_channels_defines.c
@@ -157,7 +157,7 @@ static void acf_generic_dataexpand_backdrop(bAnimContext *ac,
/* set backdrop drawing color */
acf->get_backdrop_color(ac, ale, color);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3fv(color);
/* no rounded corner - just rectangular box */
@@ -246,7 +246,7 @@ static void acf_generic_channel_backdrop(bAnimContext *ac,
/* set backdrop drawing color */
acf->get_backdrop_color(ac, ale, color);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3fv(color);
/* no rounded corners - just rectangular box */
@@ -4449,7 +4449,7 @@ void ANIM_channel_draw(
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* F-Curve channels need to have a special 'color code' box drawn,
* which is colored with whatever color the curve has stored.
@@ -4513,7 +4513,7 @@ void ANIM_channel_draw(
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* FIXME: replace hardcoded color here, and check on extents! */
immUniformColor3f(1.0f, 0.0f, 0.0f);
@@ -4549,7 +4549,7 @@ void ANIM_channel_draw(
float color[3];
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* get and set backdrop color */
acf->get_backdrop_color(ac, ale, color);
diff --git a/source/blender/editors/animation/anim_draw.c b/source/blender/editors/animation/anim_draw.c
index e352b4e26fe..06a0077df9b 100644
--- a/source/blender/editors/animation/anim_draw.c
+++ b/source/blender/editors/animation/anim_draw.c
@@ -60,7 +60,7 @@ void ANIM_draw_cfra(const bContext *C, View2D *v2d, short flag)
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* Draw a light green line to indicate current frame */
immUniformThemeColor(TH_CFRAME);
@@ -87,7 +87,7 @@ void ANIM_draw_previewrange(const bContext *C, View2D *v2d, int end_frame_width)
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColorShadeAlpha(TH_ANIM_PREVIEW_RANGE, -25, -30);
/* XXX: Fix this hardcoded color (anim_active) */
// immUniformColor4f(0.8f, 0.44f, 0.1f, 0.2f);
@@ -118,7 +118,7 @@ void ANIM_draw_framerange(Scene *scene, View2D *v2d)
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColorShadeAlpha(TH_BACK, -25, -100);
if (scene->r.sfra < scene->r.efra) {
@@ -193,7 +193,7 @@ void ANIM_draw_action_framerange(
GPU_blend(GPU_BLEND_NONE);
/* Thin lines where the actual frames are. */
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColorShade(TH_BACK, -60);
GPU_line_width(1.0f);
diff --git a/source/blender/editors/animation/anim_markers.c b/source/blender/editors/animation/anim_markers.c
index e7c7f679b16..f2655f31f3c 100644
--- a/source/blender/editors/animation/anim_markers.c
+++ b/source/blender/editors/animation/anim_markers.c
@@ -503,7 +503,7 @@ static void draw_marker(const uiFontStyle *fstyle,
static void draw_markers_background(rctf *rect)
{
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
uchar shade[4];
UI_GetThemeColor4ubv(TH_TIME_SCRUB_BACKGROUND, shade);
diff --git a/source/blender/editors/animation/time_scrub_ui.c b/source/blender/editors/animation/time_scrub_ui.c
index 623d4e605ba..ebeac6552cd 100644
--- a/source/blender/editors/animation/time_scrub_ui.c
+++ b/source/blender/editors/animation/time_scrub_ui.c
@@ -48,7 +48,7 @@ static int get_centered_text_y(const rcti *rect)
static void draw_background(const rcti *rect)
{
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_TIME_SCRUB_BACKGROUND);
@@ -97,7 +97,7 @@ static void draw_current_frame(const Scene *scene,
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPU_blend(GPU_BLEND_ALPHA);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* Outline. */
immUniformThemeColorShadeAlpha(TH_BACK, -25, -100);
@@ -208,7 +208,7 @@ void ED_time_scrub_channel_search_draw(const bContext *C, ARegion *region, bDope
rect.ymax = region->winy;
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_BACK);
immRectf(pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
immUnbindProgram();