[Bf-blender-cvs] [960ce1e628d] tmp-gpu-shader-descriptor-2: Added stubs for all missing shaders.

Jeroen Bakker noreply at git.blender.org
Fri Jan 7 15:00:02 CET 2022


Commit: 960ce1e628dc9c97014a40c319896ee0b7d9bb7d
Author: Jeroen Bakker
Date:   Fri Jan 7 14:59:37 2022 +0100
Branches: tmp-gpu-shader-descriptor-2
https://developer.blender.org/rB960ce1e628dc9c97014a40c319896ee0b7d9bb7d

Added stubs for all missing shaders.

===================================================================

M	source/blender/gpu/CMakeLists.txt
A	source/blender/gpu/shaders/infos/gpu_shader_todo_info.hh

===================================================================

diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index ce9f6032255..23b915b3c19 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -443,8 +443,7 @@ shaders/infos/gpu_shader_3D_depth_only_info.hh
 #shaders/infos/gpu_shader_2D_line_dashed_uniform_color_info.hh
 #shaders/infos/gpu_shader_3D_line_dashed_uniform_color_info.hh
 shaders/infos/gpu_shader_2D_point_fixed_size_uniform_color_info.hh
-
-
+#shaders/infos/gpu_shader_todo_info.hh
 )
 
 set(SHADER_CREATE_INFOS_CONTENT "")
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_todo_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_todo_info.hh
new file mode 100644
index 00000000000..3b36c5bd680
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_todo_info.hh
@@ -0,0 +1,324 @@
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_point_varying_size_varying_color)
+    .vertex_source("gpu_shader_2D_point_varying_size_varying_color_vert.glsl")
+    .fragment_source("gpu_shader_point_varying_color_frag.glsl")
+    .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2d_point_uniform_size_uniform_color_aa)
+    .vertex_source("gpu_shader_2D_point_uniform_size_aa_vert.glsl")
+    .fragment_source("gpu_shader_point_uniform_color_aa_frag.glsl")
+    .do_static_compilation(true);
+/*
+    [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
+        {
+            .name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA",
+            .vert = datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl,
+            .frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
+},
+*/
+GPU_SHADER_CREATE_INFO(gpu_shader_2d_point_uniform_size_uniform_color_outline_aa)
+    .vertex_source("gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl")
+    .fragment_source("gpu_shader_point_uniform_color_outline_aa_frag.glsl")
+    .do_static_compilation(true);
+/*
+    [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
+        {
+            .name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA",
+            .vert = datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl,
+            .frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl,
+},
+*/
+GPU_SHADER_CREATE_INFO(gpu_shader_2d_point_uniform_size_varying_color_outline_aa)
+    .vertex_source("gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl")
+    .fragment_source("gpu_shader_point_varying_color_outline_aa_frag.glsl")
+    .do_static_compilation(true);
+/*
+    [GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] =
+        {
+            .name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA",
+            .vert = datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl,
+            .frag = datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl,
+},
+*/
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_fixed_size_uniform_color)
+    .vertex_source("gpu_shader_3D_vert.glsl")
+    .fragment_source("gpu_shader_point_uniform_color_frag.glsl")
+    .do_static_compilation(true);
+/*
+    [GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
+        {
+            .name = "GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR",
+            .vert = datatoc_gpu_shader_3D_vert_glsl,
+            .frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
+},
+*/
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_fixed_size_varying_color)
+    .vertex_source("gpu_shader_3D_point_fixed_size_varying_color_vert.glsl")
+    .fragment_source("gpu_shader_point_varying_color_frag.glsl")
+    .do_static_compilation(true);
+/*
+    [GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] =
+        {
+            .name = "GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR",
+            .vert = datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
+            .frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
+},
+*/
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_varying_size_uniform_color)
+    .vertex_source("gpu_shader_3D_point_varying_size_vert.glsl")
+    .fragment_source("gpu_shader_point_uniform_color_frag.glsl")
+    .do_static_compilation(true);
+/*
+    [GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] =
+        {
+            .name = "GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR",
+            .vert = datatoc_gpu_shader_3D_point_varying_size_vert_glsl,
+            .frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
+},
+*/
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_varying_size_varying_color)
+    .vertex_source("gpu_shader_3D_point_varying_size-varying_color_vert.glsl")
+    .fragment_source("gpu_shader_point_varying_color_frag.glsl")
+    .do_static_compilation(true);
+/*
+    [GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
+        {
+            .name = "GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR",
+            .vert = datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl,
+            .frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
+},
+*/
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_uniform_size_uniform_color_aa)
+    .vertex_source("gpu_shader_3D_point_uniform_size_aa_vert.glsl")
+    .fragment_source("gpu_shader_point_uniform_color_aa_frag.glsl")
+    .do_static_compilation(true);
+/*
+    [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
+        {
+            .name = "GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA",
+            .vert = datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
+            .frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
+},
+*/
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_uniform_size_uniform_color_outline_aa)
+    .vertex_source("gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl")
+    .fragment_source("gpu_shader_point_uniform_color_outline_aa_frag.glsl")
+    .do_static_compilation(true);
+/*
+    [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
+        {
+            .name = "GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA",
+            .vert = datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
+            .frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl,
+},
+
+*/
+GPU_SHADER_CREATE_INFO(gpu_shader_instance_varying_color_varying_size)
+    .vertex_source("gpu_shader_instance_varying_size_varying_color_vert.glsl")
+    .fragment_source("gpu_shader_flat_color_frag.glsl")
+    .define("UNIFORM_SCALED")
+    .do_static_compilation(true);
+/*
+    [GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] =
+        {
+            .name = "GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE",
+            .vert = datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
+            .frag = datatoc_gpu_shader_flat_color_frag_glsl,
+            .defs = "#define UNIFORM_SCALE\n",
+},
+
+*/
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_area_edges)
+    .vertex_source("gpu_shader_2D_area_borders_vert.glsl")
+    .fragment_source("gpu_shader_2D_area_borders_frag.glsl")
+    .do_static_compilation(true);
+/*
+    [GPU_SHADER_2D_AREA_EDGES] =
+        {
+            .name = "GPU_SHADER_2D_AREA_EDGES",
+            .vert = datatoc_gpu_shader_2D_area_borders_vert_glsl,
+            .frag = datatoc_gpu_shader_2D_area_borders_frag_glsl,
+},
+*/
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_widget_base)
+    .vertex_source("gpu_shader_2D_widget_base_vert.glsl")
+    .fragment_source("gpu_shader_2D_widget_base_frag.glsl")
+    .do_static_compilation(true);
+/*
+    [GPU_SHADER_2D_WIDGET_BASE] =
+        {
+            .name = "GPU_SHADER_2D_WIDGET_BASE",
+            .vert = datatoc_gpu_shader_2D_widget_base_vert_glsl,
+            .frag = datatoc_gpu_shader_2D_widget_base_frag_glsl,
+},
+*/
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_widget_base_inst)
+    .vertex_source("gpu_shader_2D_widget_base_vert.glsl")
+    .fragment_source("gpu_shader_2D_widget_base_frag.glsl")
+    .define("USE_INSTANCE")
+    .do_static_compilation(true);
+/*
+    [GPU_SHADER_2D_WIDGET_BASE_INST] =
+        {
+            .name = "GPU_SHADER_2D_WIDGET_BASE_INST",
+            .vert = datatoc_gpu_shader_2D_widget_base_vert_glsl,
+            .frag = datatoc_gpu_shader_2D_widget_base_frag_glsl,
+            .defs = "#define USE_INSTANCE\n",
+},
+*/
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_widget_shadow)
+    .vertex_source("gpu_shader_2D_widget_shadow_vert.glsl")
+    .fragment_source("gpu_shader_2D_widget_shadow_frag.glsl")
+    .do_static_compilation(true);
+/*
+    [GPU_SHADER_2D_WIDGET_SHADOW] =
+        {
+            .name = "GPU_SHADER_2D_WIDGET_SHADOW",
+            .vert = datatoc_gpu_shader_2D_widget_shadow_vert_glsl,
+            .frag = datatoc_gpu_shader_2D_widget_shadow_frag_glsl,
+},
+*/
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_nodelink)
+    .vertex_source("gpu_shader_2D_nodelink_vert.glsl")
+    .fragment_source("gpu_shader_2D_nodelink_frag.glsl")
+    .do_static_compilation(true);
+/*
+    [GPU_SHADER_2D_NODELINK] =
+        {
+            .name = "GPU_SHADER_2D_NODELINK",
+            .vert = datatoc_gpu_shader_2D_nodelink_vert_glsl,
+            .frag = datatoc_gpu_shader_2D_nodelink_frag_glsl,
+},
+*/
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_nodelink_inst)
+    .vertex_source("gpu_shader_2D_nodelink_vert.glsl")
+    .fragment_source("gpu_shader_2D_nodelink_frag.glsl")
+    .define("USE_INSTANCE")
+    .do_static_compilation(true);
+/*
+    [GPU_SHADER_2D_NODELINK_INST] =
+        {
+            .name = "GPU_SHADER_2D_NODELINK_INST",
+            .vert = datatoc_gpu_shader_2D_nodelink_vert_glsl,
+            .frag = datatoc_gpu_shader_2D_nodelink_frag_glsl,
+            .defs = "#define USE_INSTANCE\n",
+},
+
+*/
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_uv_uniform_color)
+    .vertex_source("gpu_shader_2D_vert.glsl")
+    .fragment_source("gpu_shader_uniform_color_frag.glsl")
+    .define("UV_POS")
+    .do_static_compilation(true);
+/*
+    [GPU_SHADER_2D_UV_UNIFORM_COLOR] =
+        {
+            .name = "GPU_SHADER_2D_UV_UNIFORM_COLOR",
+            .vert = datatoc_gpu_shader_2D_vert_glsl,
+            .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
+            .defs = "#define UV_POS\n",
+},
+*/
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_uv_verts)
+    .v

@@ Diff output truncated at 10240 characters. @@



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