diff options
author | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-01 16:04:00 +0300 |
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committer | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-05 22:34:05 +0300 |
commit | baf2835ff746b4ac1b8b2478be8aea9928604970 (patch) | |
tree | 08766ee8bb6b112e35e9da001ea80836eea16cef /source/blender/editors/interface | |
parent | 223665b994d785672c023432ac3861d4d2c0ffb6 (diff) |
GPU: remove 'GPU_SHADER_2D_FLAT_COLOR'
The only real difference between `GPU_SHADER_2D_FLAT_COLOR` and
`GPU_SHADER_3D_FLAT_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_FLAT_COLOR'' and '3D_FLAT_COLOR'
is 'FLAT_COLOR', but the old names still work for backward
compatibility.
Diffstat (limited to 'source/blender/editors/interface')
-rw-r--r-- | source/blender/editors/interface/interface_draw.c | 6 | ||||
-rw-r--r-- | source/blender/editors/interface/interface_panel.cc | 2 | ||||
-rw-r--r-- | source/blender/editors/interface/view2d.cc | 4 |
3 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c index 7d1b6482110..4dae8222b14 100644 --- a/source/blender/editors/interface/interface_draw.c +++ b/source/blender/editors/interface/interface_draw.c @@ -1698,7 +1698,7 @@ void ui_draw_but_CURVE(ARegion *region, uiBut *but, const uiWidgetColors *wcol, format = immVertexFormat(); pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); const uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); /* Calculate vertex colors based on text theme. */ float color_vert[4], color_vert_select[4]; @@ -1948,7 +1948,7 @@ void ui_draw_but_CURVEPROFILE(ARegion *region, format = immVertexFormat(); pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); const uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); /* Calculate vertex colors based on text theme. */ float color_vert[4], color_vert_select[4], color_sample[4]; @@ -2152,7 +2152,7 @@ void ui_draw_but_TRACKPREVIEW(ARegion *UNUSED(region), GPUVertFormat *format = immVertexFormat(); const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); const uint col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); UI_GetThemeColor4fv(TH_SEL_MARKER, col_sel); UI_GetThemeColor4fv(TH_MARKER_OUTLINE, col_outline); diff --git a/source/blender/editors/interface/interface_panel.cc b/source/blender/editors/interface/interface_panel.cc index 38ed126880e..745a2201dc1 100644 --- a/source/blender/editors/interface/interface_panel.cc +++ b/source/blender/editors/interface/interface_panel.cc @@ -1160,7 +1160,7 @@ static void panel_draw_aligned_widgets(const uiStyle *style, GPUBatch *batch = GPU_batch_preset_panel_drag_widget( U.pixelsize, color_high, color_dark, drag_widget_size); - GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_FLAT_COLOR); + GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_COLOR); GPU_batch_draw(batch); GPU_matrix_pop(); } diff --git a/source/blender/editors/interface/view2d.cc b/source/blender/editors/interface/view2d.cc index 1bf7e25b154..c2ca0ac8c72 100644 --- a/source/blender/editors/interface/view2d.cc +++ b/source/blender/editors/interface/view2d.cc @@ -1136,7 +1136,7 @@ void UI_view2d_multi_grid_draw( GPU_line_width(1.0f); - immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); immBeginAtMost(GPU_PRIM_LINES, vertex_count); for (int level = 0; level < totlevels; level++) { @@ -1234,7 +1234,7 @@ void UI_view2d_dot_grid_draw(const View2D *v2d, GPUVertFormat *format = immVertexFormat(); const uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); const uint color_id = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR); /* Scaling the dots fully with the zoom looks too busy, but a bit of size variation is nice. */ const float min_point_size = 2.0f * UI_DPI_FAC; |