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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_nla
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_nla')
-rw-r--r--source/blender/editors/space_nla/nla_draw.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/editors/space_nla/nla_draw.c b/source/blender/editors/space_nla/nla_draw.c
index 3b108a3ba8a..80cc0e2f2b3 100644
--- a/source/blender/editors/space_nla/nla_draw.c
+++ b/source/blender/editors/space_nla/nla_draw.c
@@ -101,7 +101,7 @@ static void nla_action_draw_keyframes(
GPUVertFormat *format = immVertexFormat();
uint pos_id = 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);
immUniformColor4fv(color);
@@ -189,7 +189,7 @@ static void nla_actionclip_draw_markers(
immUniform1f("dash_factor", 0.5f);
}
else {
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
}
immUniformThemeColorShade(TH_STRIP_SELECT, shade);
@@ -441,7 +441,7 @@ static void nla_draw_strip(SpaceNla *snla,
nla_strip_get_color_inside(adt, strip, color);
shdr_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);
/* draw extrapolation info first (as backdrop)
* - but this should only be drawn if track has some contribution
@@ -502,7 +502,7 @@ static void nla_draw_strip(SpaceNla *snla,
/* restore current vertex format & program (roundbox trashes it) */
shdr_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);
}
else {
/* strip is in disabled track - make less visible */
@@ -854,7 +854,7 @@ void draw_nla_main_data(bAnimContext *ac, SpaceNla *snla, ARegion *region)
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);
/* just draw a semi-shaded rect spanning the width of the viewable area if there's data,
* and a second darker rect within which we draw keyframe indicator dots if there's data