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authorGermano Cavalcante <germano.costa@ig.com.br>2022-09-06 01:01:02 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2022-09-06 01:01:02 +0300
commitf0a36599007d2c5185d040202b84775ae1343785 (patch)
treecce02857382c06e80e48a50c5d47fe2583938cfe /source/blender/editors/space_nla
parent755e728a98401e2ef417368332c35e949f2233b7 (diff)
GPU: remove 'GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR'
The only difference between `GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR` and `GPU_SHADER_3D_LINE_DASHED_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.
Diffstat (limited to 'source/blender/editors/space_nla')
-rw-r--r--source/blender/editors/space_nla/nla_draw.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/editors/space_nla/nla_draw.c b/source/blender/editors/space_nla/nla_draw.c
index 80cc0e2f2b3..e614055441d 100644
--- a/source/blender/editors/space_nla/nla_draw.c
+++ b/source/blender/editors/space_nla/nla_draw.c
@@ -178,7 +178,7 @@ static void nla_actionclip_draw_markers(
const uint shdr_pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
if (dashed) {
- immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
@@ -377,7 +377,7 @@ static uint nla_draw_use_dashed_outlines(const float color[4], bool muted)
/* Note that we use dashed shader here, and make it draw solid lines if not muted... */
uint shdr_pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);