diff options
author | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-01 15:31:07 +0300 |
---|---|---|
committer | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-05 22:34:05 +0300 |
commit | 223665b994d785672c023432ac3861d4d2c0ffb6 (patch) | |
tree | 9057bd0aa7a3f25f7434e57a29951b31349e2698 /source/blender/gpu | |
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/gpu')
-rw-r--r-- | source/blender/gpu/CMakeLists.txt | 1 | ||||
-rw-r--r-- | source/blender/gpu/GPU_shader.h | 8 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_immediate.cc | 1 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_immediate_util.c | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_shader_builtin.c | 5 | ||||
-rw-r--r-- | source/blender/gpu/shaders/infos/gpu_shader_2D_uniform_color_info.hh | 18 |
6 files changed, 1 insertions, 34 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index 2f16d788b9d..6c7e03b0994 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -591,7 +591,6 @@ set(SRC_SHADER_CREATE_INFOS 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_uniform_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 e1f9d1663f6..dcf63507f89 100644 --- a/source/blender/gpu/GPU_shader.h +++ b/source/blender/gpu/GPU_shader.h @@ -206,14 +206,6 @@ typedef enum eGPUBuiltinShader { GPU_SHADER_TEXT, GPU_SHADER_KEYFRAME_SHAPE, GPU_SHADER_SIMPLE_LIGHTING, - /* for simple 2D drawing */ - /** - * Take a single color for all the vertices and a 2D position for each vertex. - * - * \param color: uniform vec4 - * \param pos: in vec2 - */ - GPU_SHADER_2D_UNIFORM_COLOR, /** * Take a 2D position and color for each vertex without color interpolation. * 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", diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_uniform_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_uniform_color_info.hh deleted file mode 100644 index 56ccc3f105c..00000000000 --- a/source/blender/gpu/shaders/infos/gpu_shader_2D_uniform_color_info.hh +++ /dev/null @@ -1,18 +0,0 @@ -/* SPDX-License-Identifier: GPL-2.0-or-later - * Copyright 2022 Blender Foundation. All rights reserved. */ - -/** \file - * \ingroup gpu - */ - -#include "gpu_shader_create_info.hh" - -GPU_SHADER_CREATE_INFO(gpu_shader_2D_uniform_color) - .vertex_in(0, Type::VEC2, "pos") - .fragment_out(0, Type::VEC4, "fragColor") - .push_constant(Type::MAT4, "ModelViewProjectionMatrix") - .push_constant(Type::VEC4, "color") - .vertex_source("gpu_shader_2D_vert.glsl") - .fragment_source("gpu_shader_uniform_color_frag.glsl") - .additional_info("gpu_srgb_to_framebuffer_space") - .do_static_compilation(true); |