[Bf-blender-cvs] [2593ce9c332] blender2.8: Gawain: remove 2D matrix uniforms from ShaderInterface
Mike Erwin
noreply at git.blender.org
Sun Apr 16 00:07:51 CEST 2017
Commit: 2593ce9c3327db99cfcf665c0a4d315b13c356f3
Author: Mike Erwin
Date: Sat Apr 15 17:07:29 2017 -0400
Branches: blender2.8
https://developer.blender.org/rB2593ce9c3327db99cfcf665c0a4d315b13c356f3
Gawain: remove 2D matrix uniforms from ShaderInterface
- remove 2D-specific variants of BuiltinUniform enum
- rename remaining builtins to exclude "_3D" since they can be used by 2D or 3D shaders
Follow up to D2626
===================================================================
M intern/gawain/gawain/shader_interface.h
M intern/gawain/src/shader_interface.c
M source/blender/gpu/intern/gpu_matrix.c
===================================================================
diff --git a/intern/gawain/gawain/shader_interface.h b/intern/gawain/gawain/shader_interface.h
index 9864759015f..effa4aca90f 100644
--- a/intern/gawain/gawain/shader_interface.h
+++ b/intern/gawain/gawain/shader_interface.h
@@ -16,17 +16,13 @@
typedef enum {
UNIFORM_NONE, // uninitialized/unknown
- UNIFORM_MODELVIEW_3D, // mat4 ModelViewMatrix
- UNIFORM_PROJECTION_3D, // mat4 ProjectionMatrix
- UNIFORM_MVP_3D, // mat4 ModelViewProjectionMatrix
- UNIFORM_NORMAL_3D, // mat3 NormalMatrix
+ UNIFORM_MODELVIEW, // mat4 ModelViewMatrix
+ UNIFORM_PROJECTION, // mat4 ProjectionMatrix
+ UNIFORM_MVP, // mat4 ModelViewProjectionMatrix
+ UNIFORM_NORMAL, // mat3 NormalMatrix
- UNIFORM_MODELVIEW_INV_3D, // mat4 ModelViewInverseMatrix
- UNIFORM_PROJECTION_INV_3D, // mat4 ProjectionInverseMatrix
-
- UNIFORM_MODELVIEW_2D, // mat3 ModelViewMatrix
- UNIFORM_PROJECTION_2D, // mat3 ProjectionMatrix
- UNIFORM_MVP_2D, // mat3 ModelViewProjectionMatrix
+ UNIFORM_MODELVIEW_INV, // mat4 ModelViewInverseMatrix
+ UNIFORM_PROJECTION_INV, // mat4 ProjectionInverseMatrix
UNIFORM_COLOR, // vec4 color
diff --git a/intern/gawain/src/shader_interface.c b/intern/gawain/src/shader_interface.c
index d3c9ad0240c..d1f6031c480 100644
--- a/intern/gawain/src/shader_interface.c
+++ b/intern/gawain/src/shader_interface.c
@@ -27,17 +27,13 @@ static const char* BuiltinUniform_name(BuiltinUniform u)
{
[UNIFORM_NONE] = NULL,
- [UNIFORM_MODELVIEW_3D] = "ModelViewMatrix",
- [UNIFORM_PROJECTION_3D] = "ProjectionMatrix",
- [UNIFORM_MVP_3D] = "ModelViewProjectionMatrix",
- [UNIFORM_NORMAL_3D] = "NormalMatrix",
+ [UNIFORM_MODELVIEW] = "ModelViewMatrix",
+ [UNIFORM_PROJECTION] = "ProjectionMatrix",
+ [UNIFORM_MVP] = "ModelViewProjectionMatrix",
+ [UNIFORM_NORMAL] = "NormalMatrix",
- [UNIFORM_MODELVIEW_INV_3D] = "ModelViewInverseMatrix",
- [UNIFORM_PROJECTION_INV_3D] = "ProjectionInverseMatrix",
-
- [UNIFORM_MODELVIEW_2D] = "ModelViewMatrix",
- [UNIFORM_PROJECTION_2D] = "ProjectionMatrix",
- [UNIFORM_MVP_2D] = "ModelViewProjectionMatrix",
+ [UNIFORM_MODELVIEW_INV] = "ModelViewInverseMatrix",
+ [UNIFORM_PROJECTION_INV] = "ProjectionInverseMatrix",
[UNIFORM_COLOR] = "color",
diff --git a/source/blender/gpu/intern/gpu_matrix.c b/source/blender/gpu/intern/gpu_matrix.c
index a12cd48abed..d958b012fa2 100644
--- a/source/blender/gpu/intern/gpu_matrix.c
+++ b/source/blender/gpu/intern/gpu_matrix.c
@@ -750,13 +750,13 @@ void gpuBindMatrices(const ShaderInterface* shaderface)
* call glUseProgram before this, as glUniform expects program to be bound
*/
- const ShaderInput *MV = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MODELVIEW_3D);
- const ShaderInput *P = ShaderInterface_builtin_uniform(shaderface, UNIFORM_PROJECTION_3D);
- const ShaderInput *MVP = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MVP_3D);
+ const ShaderInput *MV = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MODELVIEW);
+ const ShaderInput *P = ShaderInterface_builtin_uniform(shaderface, UNIFORM_PROJECTION);
+ const ShaderInput *MVP = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MVP);
- const ShaderInput *N = ShaderInterface_builtin_uniform(shaderface, UNIFORM_NORMAL_3D);
- const ShaderInput *MV_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MODELVIEW_INV_3D);
- const ShaderInput *P_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_PROJECTION_INV_3D);
+ const ShaderInput *N = ShaderInterface_builtin_uniform(shaderface, UNIFORM_NORMAL);
+ const ShaderInput *MV_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MODELVIEW_INV);
+ const ShaderInput *P_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_PROJECTION_INV);
if (MV) {
#if DEBUG_MATRIX_BIND
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