diff options
author | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-01 18:32:28 +0300 |
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committer | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-05 22:34:05 +0300 |
commit | 4536de98d18b8887edee37b03a12da015590bb45 (patch) | |
tree | 7ae1b21db0ebf0ef00d102f32523cad225fdddf9 /source/blender/gpu | |
parent | 0c3953d545441a8ae551c3ecb0c16c1bccc3839f (diff) |
GPU: remove 'GPU_SHADER_2D_SMOOTH_COLOR'
The only real difference between `GPU_SHADER_2D_SMOOTH_COLOR` and
`GPU_SHADER_3D_SMOOTH_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_SMOOTH_COLOR' and '3D_SMOOTH_COLOR'
is 'SMOOTH_COLOR', but the old names still work for backward
compatibility.
Diffstat (limited to 'source/blender/gpu')
7 files changed, 0 insertions, 45 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index d1b0e227506..2eceeedf845 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -274,8 +274,6 @@ set(GLSL_SRC shaders/gpu_shader_2D_nodelink_vert.glsl shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl shaders/gpu_shader_2D_line_dashed_frag.glsl - shaders/gpu_shader_2D_smooth_color_vert.glsl - shaders/gpu_shader_2D_smooth_color_frag.glsl shaders/gpu_shader_2D_image_vert.glsl shaders/gpu_shader_2D_image_rect_vert.glsl shaders/gpu_shader_2D_image_multi_rect_vert.glsl @@ -588,7 +586,6 @@ set(SRC_SHADER_CREATE_INFOS shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_aa_info.hh shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_outline_aa_info.hh shaders/infos/gpu_shader_2D_point_varying_size_varying_color_info.hh - shaders/infos/gpu_shader_2D_smooth_color_info.hh shaders/infos/gpu_shader_2D_widget_info.hh shaders/infos/gpu_shader_3D_depth_only_info.hh shaders/infos/gpu_shader_3D_flat_color_info.hh diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h index 0f3a494fc3f..d694fcf4da1 100644 --- a/source/blender/gpu/GPU_shader.h +++ b/source/blender/gpu/GPU_shader.h @@ -212,7 +212,6 @@ typedef enum eGPUBuiltinShader { * \param color: in vec4 * \param pos: in vec2 */ - GPU_SHADER_2D_SMOOTH_COLOR, GPU_SHADER_2D_IMAGE_COLOR, GPU_SHADER_2D_IMAGE_DESATURATE_COLOR, GPU_SHADER_2D_IMAGE_RECT_COLOR, diff --git a/source/blender/gpu/intern/gpu_immediate.cc b/source/blender/gpu/intern/gpu_immediate.cc index 8574e886cd0..3b4accf9cc5 100644 --- a/source/blender/gpu/intern/gpu_immediate.cc +++ b/source/blender/gpu/intern/gpu_immediate.cc @@ -137,7 +137,6 @@ static void wide_line_workaround_start(GPUPrimType prim_type) case GPU_SHADER_3D_FLAT_COLOR: polyline_sh = GPU_SHADER_3D_POLYLINE_FLAT_COLOR; break; - case GPU_SHADER_2D_SMOOTH_COLOR: case GPU_SHADER_3D_SMOOTH_COLOR: polyline_sh = GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR; break; diff --git a/source/blender/gpu/intern/gpu_shader_builtin.c b/source/blender/gpu/intern/gpu_shader_builtin.c index 8afe3e04dc9..d255084609e 100644 --- a/source/blender/gpu/intern/gpu_shader_builtin.c +++ b/source/blender/gpu/intern/gpu_shader_builtin.c @@ -26,8 +26,6 @@ extern char datatoc_gpu_shader_2D_area_borders_vert_glsl[]; extern char datatoc_gpu_shader_2D_area_borders_frag_glsl[]; extern char datatoc_gpu_shader_2D_vert_glsl[]; extern char datatoc_gpu_shader_2D_smooth_color_uniform_alpha_vert_glsl[]; -extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[]; -extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[]; extern char datatoc_gpu_shader_2D_image_vert_glsl[]; extern char datatoc_gpu_shader_2D_image_rect_vert_glsl[]; extern char datatoc_gpu_shader_2D_image_multi_rect_vert_glsl[]; @@ -155,11 +153,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = { .create_info = "gpu_shader_2D_diag_stripes", }, - [GPU_SHADER_2D_SMOOTH_COLOR] = - { - .name = "GPU_SHADER_2D_SMOOTH_COLOR", - .create_info = "gpu_shader_2D_smooth_color", - }, [GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE] = { .name = "GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE", diff --git a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl deleted file mode 100644 index 8690ba0767a..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl +++ /dev/null @@ -1,7 +0,0 @@ -#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl) - -void main() -{ - fragColor = finalColor; - fragColor = blender_srgb_to_framebuffer_space(fragColor); -} diff --git a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl deleted file mode 100644 index cf948bb2533..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl +++ /dev/null @@ -1,6 +0,0 @@ - -void main() -{ - gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0); - finalColor = color; -} diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_smooth_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_smooth_color_info.hh deleted file mode 100644 index d6edeef0dfb..00000000000 --- a/source/blender/gpu/shaders/infos/gpu_shader_2D_smooth_color_info.hh +++ /dev/null @@ -1,20 +0,0 @@ -/* SPDX-License-Identifier: GPL-2.0-or-later - * Copyright 2022 Blender Foundation. All rights reserved. */ - -/** \file - * \ingroup gpu - */ - -#include "gpu_interface_info.hh" -#include "gpu_shader_create_info.hh" - -GPU_SHADER_CREATE_INFO(gpu_shader_2D_smooth_color) - .vertex_in(0, Type::VEC2, "pos") - .vertex_in(1, Type::VEC4, "color") - .vertex_out(smooth_color_iface) - .fragment_out(0, Type::VEC4, "fragColor") - .push_constant(Type::MAT4, "ModelViewProjectionMatrix") - .vertex_source("gpu_shader_2D_smooth_color_vert.glsl") - .fragment_source("gpu_shader_2D_smooth_color_frag.glsl") - .additional_info("gpu_srgb_to_framebuffer_space") - .do_static_compilation(true); |