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authorClément Foucault <foucault.clem@gmail.com>2020-06-02 13:11:39 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-06-02 13:11:39 +0300
commitcecda64e2ead502a052f9bea5ffde39e4a46bf90 (patch)
tree0473548813e5823312a7a4381b75b7d1324e8ba2 /source/blender/python/gpu/gpu_py_shader.c
parentbdda53fdb29d9f015df2db66a0cda98b0c19e1ff (diff)
GPU: ShaderInterface: Refactor to setup all uniform at creation time
This remove the complexity of queriying the locations at runtime and allows for more performance and upfront binding specifications. The benefit of doing everything at creation time is that we can assign binding points in a predictable order which is going to be somewhat the same for every similar shader. This also rewrite GPU_vertformat_from_shader to not use shaderface. This is to keep the shaderface simple. If it becomes necessary to not query the shader after creation (i.e: vulkan?) we could just create the vert format in advance at compilation for PyGPU shaders. Reviewed By: brecht Differential Revision: https://developer.blender.org/D7879
Diffstat (limited to 'source/blender/python/gpu/gpu_py_shader.c')
-rw-r--r--source/blender/python/gpu/gpu_py_shader.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/python/gpu/gpu_py_shader.c b/source/blender/python/gpu/gpu_py_shader.c
index 38a5629a2cc..7f894c6f816 100644
--- a/source/blender/python/gpu/gpu_py_shader.c
+++ b/source/blender/python/gpu/gpu_py_shader.c
@@ -524,7 +524,7 @@ PyDoc_STRVAR(bpygpu_shader_calc_format_doc,
static PyObject *bpygpu_shader_calc_format(BPyGPUShader *self, PyObject *UNUSED(arg))
{
BPyGPUVertFormat *ret = (BPyGPUVertFormat *)BPyGPUVertFormat_CreatePyObject(NULL);
- GPU_vertformat_from_interface(&ret->fmt, GPU_shader_get_interface(self->shader));
+ GPU_vertformat_from_shader(&ret->fmt, self->shader);
return (PyObject *)ret;
}