[Bf-blender-cvs] [5a293de9257] blender2.8: Draw Manager: Edit Mode Shader: Remove `#ifdef GPU_INTEL`
Germano
noreply at git.blender.org
Sat Jan 13 04:14:38 CET 2018
Commit: 5a293de9257bf90e755dab1c45b7e7896eedf0bf
Author: Germano
Date: Fri Jan 12 15:09:13 2018 -0200
Branches: blender2.8
https://developer.blender.org/rB5a293de9257bf90e755dab1c45b7e7896eedf0bf
Draw Manager: Edit Mode Shader: Remove `#ifdef GPU_INTEL`
The problem with memory alignment on Intel GPUs does not happen anymore after the last shader changes.
===================================================================
M source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
M source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl
M source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
M source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl
===================================================================
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
index a5037978cd3..cf1051b70b3 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
@@ -14,6 +14,7 @@ uniform float faceAlphaMod;
flat in vec3 edgesCrease;
flat in vec3 edgesBweight;
flat in vec4 faceColor;
+flat in ivec3 flag;
flat in int clipCase;
#ifdef VERTEX_SELECTION
in vec3 vertexColor;
@@ -42,13 +43,6 @@ in float facing;
noperspective in vec2 eData1;
flat in vec2 eData2[3];
-/* Some intel Gpu seems to have memory alignement problems. So adding a padding int */
-#ifdef GPU_INTEL
-flat in ivec4 flag;
-#else
-flat in ivec3 flag;
-#endif
-
out vec4 FragColor;
#define EDGE_EXISTS (1 << 0)
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl
index 983c263f47c..77bc8a25695 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl
@@ -23,6 +23,7 @@ in float vFacing[];
flat out vec3 edgesCrease;
flat out vec3 edgesBweight;
flat out vec4 faceColor;
+flat out ivec3 flag;
flat out int clipCase;
#ifdef VERTEX_SELECTION
out vec3 vertexColor;
@@ -31,13 +32,6 @@ out vec3 vertexColor;
out float facing;
#endif
-/* Some intel Gpu seems to have memory alignement problems. So adding a padding int */
-#ifdef GPU_INTEL
-flat out ivec4 flag;
-#else
-flat out ivec3 flag;
-#endif
-
/* See fragment shader */
noperspective out vec2 eData1;
flat out vec2 eData2[3];
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
index e411e0ace8c..65b1baff37a 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
@@ -42,6 +42,7 @@ in float vFacing[];
flat out vec3 edgesCrease;
flat out vec3 edgesBweight;
flat out vec4 faceColor;
+flat out ivec3 flag;
flat out int clipCase;
#ifdef VERTEX_SELECTION
out vec3 vertexColor;
@@ -54,13 +55,6 @@ out float facing;
noperspective out vec2 eData1;
flat out vec2 eData2[3];
-/* Some intel Gpu seems to have memory alignement problems. So adding a padding int */
-#ifdef GPU_INTEL
-flat out ivec4 flag;
-#else
-flat out ivec3 flag;
-#endif
-
#define VERTEX_ACTIVE (1 << 0)
#define VERTEX_SELECTED (1 << 1)
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl
index a0e3fa7b7ac..53e5b09cb70 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl
@@ -16,18 +16,12 @@ in ivec4 data;
flat out vec3 edgesCrease;
flat out vec3 edgesBweight;
flat out vec4 faceColor;
+flat out ivec3 flag;
flat out int clipCase;
#ifdef VERTEX_SELECTION
out vec3 vertexColor;
#endif
-/* Some intel Gpu seems to have memory alignement problems. So adding a padding int */
-#ifdef GPU_INTEL
-flat out ivec4 flag;
-#else
-flat out ivec3 flag;
-#endif
-
/* See fragment shader */
noperspective out vec2 eData1;
flat out vec2 eData2[3];
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