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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/interface/interface_panel.cc
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/interface/interface_panel.cc')
-rw-r--r--source/blender/editors/interface/interface_panel.cc8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/editors/interface/interface_panel.cc b/source/blender/editors/interface/interface_panel.cc
index dc6a0fecb73..38ed126880e 100644
--- a/source/blender/editors/interface/interface_panel.cc
+++ b/source/blender/editors/interface/interface_panel.cc
@@ -1181,7 +1181,7 @@ static void panel_draw_aligned_backdrop(const Panel *panel,
const float aspect = panel->runtime.block->aspect;
const float radius = btheme->tui.panel_roundness * U.widget_unit * 0.5f / aspect;
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
GPU_blend(GPU_BLEND_ALPHA);
/* Panel backdrop. */
@@ -1384,7 +1384,7 @@ void UI_panel_category_draw_all(ARegion *region, const char *category_id_active)
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* Draw the background. */
if (is_alpha) {
@@ -1429,7 +1429,7 @@ void UI_panel_category_draw_all(ARegion *region, const char *category_id_active)
if (is_active == false && is_active_prev == false && pc_dyn->prev) {
pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3fvAlpha(theme_col_tab_outline, 0.3f);
immRecti(pos,
is_left ? v2d->mask.xmin + (category_tabs_width / 5) :
@@ -1463,7 +1463,7 @@ void UI_panel_category_draw_all(ARegion *region, const char *category_id_active)
/* Disguise the outline on one side to join the tab to the panel. */
pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4fv(is_active ? theme_col_tab_active : theme_col_tab_inactive);
immRecti(pos,