[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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