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authorJason Fielder <jason_apple>2022-03-30 21:24:39 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-03-30 21:31:12 +0300
commit922d53a791d53b77e5ffcf65003555fae0a0e883 (patch)
tree7804945d62f0c6366678efdffd4dffe98e5988e8 /source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl
parent84fde382e43cff6407bfa3587fec9bd570cf9123 (diff)
Metal: Adding alternative support for GPU_PRIM_TRI_FAN/LINE_LOOP For Metal backend.
- Metal uniform array compatibility in DRW module. - Guard OpenGL-specific workarounds and flushes behind GPU_type_matches_ex API guard. Add further render boundaries for render paths called outside of the main loop. Authored by Apple: Michael Parkin-White Ref: T96261 Reviewed By: fclem Differential Revision: https://developer.blender.org/D14438
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl26
1 files changed, 0 insertions, 26 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl
index 903c602c5d6..11bb311740c 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl
@@ -16,14 +16,6 @@ void main()
vec2 uv;
vec2 co;
-#ifdef GPU_METAL
-/* Metal API does not support Triangle fan primitive topology.
- * When this shader is called using Triangle-Strip, vertex ID's
- * are in a different order. */
-# define GPU_PRIM_TRI_STRIP
-#endif
-
-#ifdef GPU_PRIM_TRI_STRIP
if (gl_VertexID == 0) {
co = rect_geom.xw;
uv = rect_icon.xw;
@@ -40,24 +32,6 @@ void main()
co = rect_geom.zy;
uv = rect_icon.zy;
}
-#else
- if (gl_VertexID == 0) {
- co = rect_geom.xy;
- uv = rect_icon.xy;
- }
- else if (gl_VertexID == 1) {
- co = rect_geom.xw;
- uv = rect_icon.xw;
- }
- else if (gl_VertexID == 2) {
- co = rect_geom.zw;
- uv = rect_icon.zw;
- }
- else {
- co = rect_geom.zy;
- uv = rect_icon.zy;
- }
-#endif
gl_Position = ModelViewProjectionMatrix * vec4(co, 0.0f, 1.0f);
texCoord_interp = uv;