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_node | |
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_node')
-rw-r--r-- | source/blender/editors/space_node/drawnode.cc | 8 | ||||
-rw-r--r-- | source/blender/editors/space_node/node_draw.cc | 4 |
2 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/editors/space_node/drawnode.cc b/source/blender/editors/space_node/drawnode.cc index a4db5edf0f6..fbbdd40e92e 100644 --- a/source/blender/editors/space_node/drawnode.cc +++ b/source/blender/editors/space_node/drawnode.cc @@ -627,7 +627,7 @@ static void node_composit_backdrop_viewer( GPUVertFormat *format = immVertexFormat(); uint pos = 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); immUniformColor3f(1.0f, 1.0f, 1.0f); @@ -673,7 +673,7 @@ static void node_composit_backdrop_boxmask( GPUVertFormat *format = immVertexFormat(); uint pos = 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); immUniformColor3f(1.0f, 1.0f, 1.0f); @@ -718,7 +718,7 @@ static void node_composit_backdrop_ellipsemask( GPUVertFormat *format = immVertexFormat(); uint pos = 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); immUniformColor3f(1.0f, 1.0f, 1.0f); @@ -1570,7 +1570,7 @@ void draw_nodespace_back_pix(const bContext &C, 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(TH_ACTIVE); immDrawBorderCorners(pos, &pixel_border, 1.0f, 1.0f); diff --git a/source/blender/editors/space_node/node_draw.cc b/source/blender/editors/space_node/node_draw.cc index 225bae89c66..84860d7073a 100644 --- a/source/blender/editors/space_node/node_draw.cc +++ b/source/blender/editors/space_node/node_draw.cc @@ -1304,7 +1304,7 @@ static void node_draw_preview(bNodePreview *preview, rctf *prv) GPU_blend(GPU_BLEND_NONE); 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); immUniformThemeColorShadeAlpha(TH_BACK, -15, +100); imm_draw_box_wire_2d(pos, draw_rect.xmin, draw_rect.ymin, draw_rect.xmax, draw_rect.ymax); immUnbindProgram(); @@ -2476,7 +2476,7 @@ static void node_draw_hidden(const bContext &C, /* Scale widget thing. */ uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); GPU_blend(GPU_BLEND_ALPHA); - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformThemeColorShadeAlpha(TH_TEXT, -40, -180); float dx = 0.5f * U.widget_unit; |