[Bf-blender-cvs] [e9b1163162d] blender2.8: Code cleanup: stop using rectangle textures in window draw, simplify code.
Brecht Van Lommel
noreply at git.blender.org
Tue Feb 13 20:19:07 CET 2018
Commit: e9b1163162d78324c118d3649451e81644b1af03
Author: Brecht Van Lommel
Date: Tue Feb 13 18:09:58 2018 +0100
Branches: blender2.8
https://developer.blender.org/rBe9b1163162d78324c118d3649451e81644b1af03
Code cleanup: stop using rectangle textures in window draw, simplify code.
===================================================================
M source/blender/gpu/CMakeLists.txt
M source/blender/gpu/GPU_shader.h
M source/blender/gpu/intern/gpu_shader.c
R060 source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl source/blender/gpu/shaders/gpu_shader_image_frag.glsl
M source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl
M source/blender/windowmanager/intern/wm_draw.c
M source/blender/windowmanager/intern/wm_stereo.c
M source/blender/windowmanager/wm_draw.h
===================================================================
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 0ac842d90a0..9524c71be8e 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -142,13 +142,13 @@ data_to_c_simple(shaders/gpu_shader_2D_line_dashed_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_linear_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_shuffle_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_mask_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_alpha_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_interlace_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index f2119a117e5..d25ccbc6c40 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -113,8 +113,10 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_2D_UNIFORM_COLOR,
GPU_SHADER_2D_FLAT_COLOR,
GPU_SHADER_2D_SMOOTH_COLOR,
+ GPU_SHADER_2D_IMAGE,
GPU_SHADER_2D_IMAGE_COLOR,
GPU_SHADER_2D_IMAGE_ALPHA_COLOR,
+ GPU_SHADER_2D_IMAGE_ALPHA,
GPU_SHADER_2D_CHECKER,
GPU_SHADER_2D_DIAG_STRIPES,
/* for simple 3D drawing */
@@ -131,7 +133,6 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR,
GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR,
GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
- GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA,
GPU_SHADER_3D_IMAGE_DEPTH,
/* stereo 3d */
GPU_SHADER_2D_IMAGE_INTERLACE,
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 598722d372b..f2dbf587abe 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -68,6 +68,7 @@ extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_2D_image_vert_glsl[];
extern char datatoc_gpu_shader_3D_image_vert_glsl[];
+extern char datatoc_gpu_shader_image_frag_glsl[];
extern char datatoc_gpu_shader_image_linear_frag_glsl[];
extern char datatoc_gpu_shader_image_color_frag_glsl[];
extern char datatoc_gpu_shader_image_alpha_color_frag_glsl[];
@@ -75,7 +76,6 @@ extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[];
extern char datatoc_gpu_shader_image_interlace_frag_glsl[];
extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
-extern char datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl[];
extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
extern char datatoc_gpu_shader_3D_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
@@ -710,8 +710,6 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
datatoc_gpu_shader_image_mask_uniform_color_frag_glsl },
[GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_modulate_alpha_frag_glsl },
- [GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA] = { datatoc_gpu_shader_3D_image_vert_glsl,
- datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl },
[GPU_SHADER_3D_IMAGE_DEPTH] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_depth_linear_frag_glsl },
@@ -728,10 +726,14 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
datatoc_gpu_shader_2D_smooth_color_frag_glsl },
[GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_linear_frag_glsl },
+ [GPU_SHADER_2D_IMAGE] = { datatoc_gpu_shader_2D_image_vert_glsl,
+ datatoc_gpu_shader_image_frag_glsl },
[GPU_SHADER_2D_IMAGE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_color_frag_glsl },
[GPU_SHADER_2D_IMAGE_ALPHA_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_alpha_color_frag_glsl },
+ [GPU_SHADER_2D_IMAGE_ALPHA] = { datatoc_gpu_shader_2D_image_vert_glsl,
+ datatoc_gpu_shader_image_modulate_alpha_frag_glsl },
[GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_shuffle_color_frag_glsl },
[GPU_SHADER_3D_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl },
diff --git a/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_frag.glsl
similarity index 60%
rename from source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl
rename to source/blender/gpu/shaders/gpu_shader_image_frag.glsl
index 7d9ce9d2003..6eeab8ca7e8 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_frag.glsl
@@ -2,11 +2,9 @@
in vec2 texCoord_interp;
out vec4 fragColor;
-uniform float alpha;
-uniform sampler2DRect image;
+uniform sampler2D image;
void main()
{
fragColor = texture(image, texCoord_interp);
- fragColor.a *= alpha;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl
index 7f3e7df40ac..d95645f58e5 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl
@@ -8,8 +8,8 @@ in vec2 texCoord_interp;
out vec4 fragColor;
uniform int interlace_id;
-uniform sampler2DRect image_a;
-uniform sampler2DRect image_b;
+uniform sampler2D image_a;
+uniform sampler2D image_b;
bool interlace()
{
diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c
index b12dbf7b021..d103f2291bf 100644
--- a/source/blender/windowmanager/intern/wm_draw.c
+++ b/source/blender/windowmanager/intern/wm_draw.c
@@ -430,15 +430,8 @@ static void wm_draw_triple_fail(bContext *C, wmWindow *win)
static bool wm_triple_gen_textures(wmWindow *win, wmDrawTriple *triple)
{
/* compute texture sizes */
- triple->x = WM_window_pixels_x(win);
- triple->y = WM_window_pixels_y(win);
-
-#if USE_TEXTURE_RECTANGLE
- /* GL_TEXTURE_RECTANGLE is part of GL 3.1 so we can use it soon without runtime checks */
- triple->target = GL_TEXTURE_RECTANGLE;
-#else
- triple->target = GL_TEXTURE_2D;
-#endif
+ const int sizex = WM_window_pixels_x(win);
+ const int sizey = WM_window_pixels_y(win);
/* generate texture names */
glGenTextures(1, &triple->bind);
@@ -447,29 +440,25 @@ static bool wm_triple_gen_textures(wmWindow *win, wmDrawTriple *triple)
* there is only one texture in use, which may not be the case */
const GLint maxsize = GPU_max_texture_size();
- if (triple->x > maxsize || triple->y > maxsize) {
+ if (sizex > maxsize || sizey > maxsize) {
printf("WM: failed to allocate texture for triple buffer drawing "
"(texture too large for graphics card).\n");
return false;
}
/* setup actual texture */
- glBindTexture(triple->target, triple->bind);
+ glBindTexture(GL_TEXTURE_2D, triple->bind);
/* no mipmaps */
-#if USE_TEXTURE_RECTANGLE
- /* already has no mipmaps */
-#else
- glTexParameteri(triple->target, GL_TEXTURE_MAX_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
/* GL_TEXTURE_BASE_LEVEL = 0 by default */
-#endif
- glTexParameteri(triple->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(triple->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexImage2D(triple->target, 0, GL_RGB8, triple->x, triple->y, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, sizex, sizey, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
- glBindTexture(triple->target, 0);
+ glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
@@ -480,19 +469,10 @@ void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha)
const int sizey = WM_window_pixels_y(win);
/* wmOrtho for the screen has this same offset */
- float ratiox = sizex;
- float ratioy = sizey;
- float halfx = GLA_PIXEL_OFS;
- float halfy = GLA_PIXEL_OFS;
-
-#if USE_TEXTURE_RECTANGLE
- /* texture rectangle has unnormalized coordinates */
-#else
- ratiox /= triple->x;
- ratioy /= triple->y;
- halfx /= triple->x;
- halfy /= triple->y;
-#endif
+ const float ratiox = 1.0f;
+ const float ratioy = 1.0f;
+ const float halfx = GLA_PIXEL_OFS / sizex;
+ const float halfy = GLA_PIXEL_OFS / sizey;
Gwn_VertFormat *format = immVertexFormat();
unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
@@ -500,16 +480,10 @@ void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha)
const int activeTex = 7; /* arbitrary */
glActiveTexture(GL_TEXTURE0 + activeTex);
- glBindTexture(triple->target, triple->bind);
-
-#if USE_TEXTURE_RECTANGLE
- immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA);
-#else
- immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA);
- /* TODO: make pure 2D version
- * and a 2D_IMAGE (replace, not modulate) version for when alpha = 1.0
- */
-#endif
+ glBindTexture(GL_TEXTURE_2D, triple->bind);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_ALPHA);
+
immUniform1f("alpha", alpha);
imm
@@ Diff output truncated at 10240 characters. @@
More information about the Bf-blender-cvs
mailing list