diff options
author | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-01 15:31:07 +0300 |
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committer | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-05 22:34:05 +0300 |
commit | 223665b994d785672c023432ac3861d4d2c0ffb6 (patch) | |
tree | 9057bd0aa7a3f25f7434e57a29951b31349e2698 /source/blender/editors/space_graph | |
parent | cec67176b117557d797199ab6fd13bba54dba16f (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/space_graph')
-rw-r--r-- | source/blender/editors/space_graph/graph_draw.c | 6 | ||||
-rw-r--r-- | source/blender/editors/space_graph/space_graph.c | 2 |
2 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/editors/space_graph/graph_draw.c b/source/blender/editors/space_graph/graph_draw.c index 608a1f4d73e..6ee1e6f021a 100644 --- a/source/blender/editors/space_graph/graph_draw.c +++ b/source/blender/editors/space_graph/graph_draw.c @@ -107,7 +107,7 @@ static void draw_fcurve_modifier_controls_envelope(FModifier *fcm, /* set size of vertices (non-adjustable for now) */ GPU_point_size(2.0f); - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); /* for now, point color is fixed, and is white */ immUniformColor3f(1.0f, 1.0f, 1.0f); @@ -540,7 +540,7 @@ static void draw_fcurve_samples(SpaceGraph *sipo, ARegion *region, FCurve *fcu) GPU_blend(GPU_BLEND_ALPHA); 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((fcu->flag & FCURVE_SELECTED) ? TH_TEXT_HI : TH_TEXT); @@ -1268,7 +1268,7 @@ static void graph_draw_driver_debug(bAnimContext *ac, ID *id, FCurve *fcu) immUnbindProgram(); /* GPU_PRIM_POINTS do not survive dashed line geometry shader... */ - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); /* x marks the spot .................................................... */ /* -> outer frame */ diff --git a/source/blender/editors/space_graph/space_graph.c b/source/blender/editors/space_graph/space_graph.c index 6a3db21cbaa..3594c65c1cb 100644 --- a/source/blender/editors/space_graph/space_graph.c +++ b/source/blender/editors/space_graph/space_graph.c @@ -224,7 +224,7 @@ static void graph_main_region_draw(const bContext *C, ARegion *region) if (((sipo->flag & SIPO_NODRAWCURSOR) == 0)) { 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); /* horizontal component of value-cursor (value line before the current frame line) */ float y = sipo->cursorVal; |