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authorGermano Cavalcante <germano.costa@ig.com.br>2022-09-01 18:23:08 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2022-09-05 22:34:05 +0300
commit0c3953d545441a8ae551c3ecb0c16c1bccc3839f (patch)
treed676a521897613e1b8c58b2659ac86f5cbf5d226 /source/blender/gpu
parentbaf2835ff746b4ac1b8b2478be8aea9928604970 (diff)
GPU: remove 'GPU_SHADER_2D_IMAGE'
The only real difference between `GPU_SHADER_2D_IMAGE` and `GPU_SHADER_3D_IMAGE` 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_IMAGE' and '3D_IMAGE' is 'IMAGE', but the old names still work for backward compatibility.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/GPU_shader.h1
-rw-r--r--source/blender/gpu/intern/gpu_shader_builtin.c5
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh5
3 files changed, 0 insertions, 11 deletions
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 65a628bcd76..0f3a494fc3f 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -213,7 +213,6 @@ typedef enum eGPUBuiltinShader {
* \param pos: in vec2
*/
GPU_SHADER_2D_SMOOTH_COLOR,
- GPU_SHADER_2D_IMAGE,
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_shader_builtin.c b/source/blender/gpu/intern/gpu_shader_builtin.c
index 4776a8b9b12..8afe3e04dc9 100644
--- a/source/blender/gpu/intern/gpu_shader_builtin.c
+++ b/source/blender/gpu/intern/gpu_shader_builtin.c
@@ -170,11 +170,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.name = "GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE",
.create_info = "gpu_shader_2D_image_overlays_stereo_merge",
},
- [GPU_SHADER_2D_IMAGE] =
- {
- .name = "GPU_SHADER_2D_IMAGE",
- .create_info = "gpu_shader_2D_image",
- },
[GPU_SHADER_2D_IMAGE_COLOR] =
{
.name = "GPU_SHADER_2D_IMAGE_COLOR",
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh
index 06aad15c18a..a92dca0ce90 100644
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh
@@ -16,8 +16,3 @@ GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_common)
.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
.sampler(0, ImageType::FLOAT_2D, "image")
.vertex_source("gpu_shader_2D_image_vert.glsl");
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_image)
- .additional_info("gpu_shader_2D_image_common")
- .fragment_source("gpu_shader_image_frag.glsl")
- .do_static_compilation(true);