Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
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/gpu/intern
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/gpu/intern')
-rw-r--r--source/blender/gpu/intern/gpu_immediate.cc1
-rw-r--r--source/blender/gpu/intern/gpu_immediate_util.c2
-rw-r--r--source/blender/gpu/intern/gpu_shader_builtin.c5
3 files changed, 1 insertions, 7 deletions
diff --git a/source/blender/gpu/intern/gpu_immediate.cc b/source/blender/gpu/intern/gpu_immediate.cc
index 8f04b1c2dfe..be1972beab6 100644
--- a/source/blender/gpu/intern/gpu_immediate.cc
+++ b/source/blender/gpu/intern/gpu_immediate.cc
@@ -131,7 +131,6 @@ static void wide_line_workaround_start(GPUPrimType prim_type)
case GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR:
polyline_sh = GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR;
break;
- case GPU_SHADER_2D_UNIFORM_COLOR:
case GPU_SHADER_3D_UNIFORM_COLOR:
polyline_sh = GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR;
break;
diff --git a/source/blender/gpu/intern/gpu_immediate_util.c b/source/blender/gpu/intern/gpu_immediate_util.c
index 9713a854acc..743bc058b45 100644
--- a/source/blender/gpu/intern/gpu_immediate_util.c
+++ b/source/blender/gpu/intern/gpu_immediate_util.c
@@ -121,7 +121,7 @@ void immRecti_complete(int x1, int y1, int x2, int y2, const float color[4])
{
GPUVertFormat *format = immVertexFormat();
uint pos = add_attr(format, "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4fv(color);
immRecti(pos, x1, y1, x2, y2);
immUnbindProgram();
diff --git a/source/blender/gpu/intern/gpu_shader_builtin.c b/source/blender/gpu/intern/gpu_shader_builtin.c
index c3a1236e814..502363d97db 100644
--- a/source/blender/gpu/intern/gpu_shader_builtin.c
+++ b/source/blender/gpu/intern/gpu_shader_builtin.c
@@ -156,11 +156,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.create_info = "gpu_shader_2D_diag_stripes",
},
- [GPU_SHADER_2D_UNIFORM_COLOR] =
- {
- .name = "GPU_SHADER_2D_UNIFORM_COLOR",
- .create_info = "gpu_shader_2D_uniform_color",
- },
[GPU_SHADER_2D_FLAT_COLOR] =
{
.name = "GPU_SHADER_2D_FLAT_COLOR",