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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/space_info
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/space_info')
-rw-r--r--source/blender/editors/space_info/textview.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/editors/space_info/textview.c b/source/blender/editors/space_info/textview.c
index bc2b539474c..9aa2b84169e 100644
--- a/source/blender/editors/space_info/textview.c
+++ b/source/blender/editors/space_info/textview.c
@@ -74,7 +74,7 @@ static void textview_draw_sel(const char *str,
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4ubv(bg_sel);
immRecti(pos, xy[0] + (cwidth * sta), xy[1] + lheight, xy[0] + (cwidth * end), xy[1]);
@@ -197,7 +197,7 @@ static bool textview_draw_string(TextViewDrawState *tds,
if (bg) {
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4ubv(bg);
immRecti(pos, tds->draw_rect_outer->xmin, line_bottom, tds->draw_rect_outer->xmax, line_top);
immUnbindProgram();