[Bf-blender-cvs] [375c872799d] tmp-gpu-shader-descriptor-2: EditUVs faces, edges and facedots.
Jeroen Bakker
noreply at git.blender.org
Fri Jan 7 15:47:46 CET 2022
Commit: 375c872799d6e7f0c74d702b9bcdba5c462a065b
Author: Jeroen Bakker
Date: Fri Jan 7 15:47:31 2022 +0100
Branches: tmp-gpu-shader-descriptor-2
https://developer.blender.org/rB375c872799d6e7f0c74d702b9bcdba5c462a065b
EditUVs faces, edges and facedots.
===================================================================
M source/blender/gpu/CMakeLists.txt
M source/blender/gpu/shaders/infos/gpu_interface_info.hh
A source/blender/gpu/shaders/infos/gpu_shader_2D_uv_edges_info.hh
A source/blender/gpu/shaders/infos/gpu_shader_2D_uv_facedots_info.hh
A source/blender/gpu/shaders/infos/gpu_shader_2D_uv_faces_info.hh
A source/blender/gpu/shaders/infos/gpu_shader_2D_uv_faces_stretch_info.hh
M 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 23b915b3c19..7b433da3f55 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -443,6 +443,10 @@ 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_2D_uv_faces_stretch_info.hh
+shaders/infos/gpu_shader_2D_uv_faces_info.hh
+shaders/infos/gpu_shader_2D_uv_facedots_info.hh
+shaders/infos/gpu_shader_2D_uv_edges_info.hh
#shaders/infos/gpu_shader_todo_info.hh
)
diff --git a/source/blender/gpu/shaders/infos/gpu_interface_info.hh b/source/blender/gpu/shaders/infos/gpu_interface_info.hh
index 61d8e1b9c24..97ead4098d8 100644
--- a/source/blender/gpu/shaders/infos/gpu_interface_info.hh
+++ b/source/blender/gpu/shaders/infos/gpu_interface_info.hh
@@ -3,5 +3,6 @@
#include "gpu_shader_create_info.hh"
GPU_SHADER_INTERFACE_INFO(flat_color_iface, "").flat(Type::VEC4, "finalColor");
+GPU_SHADER_INTERFACE_INFO(no_perspective_color_iface, "").no_perspective(Type::VEC4, "finalColor");
GPU_SHADER_INTERFACE_INFO(smooth_color_iface, "").smooth(Type::VEC4, "finalColor");
GPU_SHADER_INTERFACE_INFO(smooth_tex_coord_interp_iface, "").smooth(Type::VEC2, "texCoord_interp");
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_uv_edges_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_uv_edges_info.hh
new file mode 100644
index 00000000000..36bf454f3dd
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_uv_edges_info.hh
@@ -0,0 +1,42 @@
+#include "gpu_interface_info.hh"
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_INTERFACE_INFO(flat_edituvs_edges_iface, "")
+ .flat(Type::VEC4, "finalColor")
+ .no_perspective(Type::VEC2, "stipple_pos")
+ .flat(Type::VEC2, "stipple_start");
+GPU_SHADER_INTERFACE_INFO(no_perspective_edituvs_edges_iface, "")
+ .no_perspective(Type::VEC4, "finalColor")
+ .no_perspective(Type::VEC2, "stipple_pos")
+ .flat(Type::VEC2, "stipple_start");
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_uv_edges)
+ .vertex_in(0, Type::VEC2, "pos")
+ .vertex_in(1, Type::INT, "flag")
+ .vertex_out(flat_edituvs_edges_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(16, Type::VEC4, "edgeColor")
+ .push_constant(20, Type::VEC4, "selectColor")
+ .push_constant(24, Type::FLOAT, "dashWidth")
+
+ .vertex_source("gpu_shader_2D_edituvs_edges_vert.glsl")
+ .fragment_source("gpu_shader_2D_edituvs_edges_frag.glsl")
+ .additional_info("gpu_srgb_to_framebuffer_space")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_uv_edges_smooth)
+ .vertex_in(0, Type::VEC2, "pos")
+ .vertex_in(1, Type::INT, "flag")
+ .vertex_out(no_perspective_edituvs_edges_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(16, Type::VEC4, "edgeColor")
+ .push_constant(20, Type::VEC4, "selectColor")
+ .push_constant(24, Type::FLOAT, "dashWidth")
+
+ .vertex_source("gpu_shader_2D_edituvs_edges_vert.glsl")
+ .fragment_source("gpu_shader_2D_edituvs_edges_frag.glsl")
+ .define("SMOOTH_COLOR")
+ .additional_info("gpu_srgb_to_framebuffer_space")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_uv_facedots_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_uv_facedots_info.hh
new file mode 100644
index 00000000000..4c85f5543c0
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_uv_facedots_info.hh
@@ -0,0 +1,14 @@
+#include "gpu_interface_info.hh"
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_uv_facedots)
+ .vertex_in(0, Type::VEC2, "pos")
+ .vertex_in(1, Type::INT, "flag")
+ .vertex_out(smooth_color_iface)
+ .fragment_out(0, Type ::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(16, Type::VEC4, "vertColor")
+ .push_constant(20, Type::VEC4, "selectColor")
+ .vertex_source("gpu_shader_2D_edituvs_facedots_vert.glsl")
+ .fragment_source("gpu_shader_point_varying_color_frag.glsl")
+ .do_static_compilation(true);
\ No newline at end of file
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_uv_faces_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_uv_faces_info.hh
new file mode 100644
index 00000000000..0516adc4caa
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_uv_faces_info.hh
@@ -0,0 +1,25 @@
+#include "gpu_interface_info.hh"
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_uv_faces)
+ .vertex_in(0, Type::VEC2, "pos")
+ .vertex_in(1, Type::INT, "flag")
+ .vertex_out(flat_color_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(16, Type::VEC4, "faceColor")
+ .push_constant(20, Type::VEC4, "selectColor")
+ .push_constant(24, Type::VEC4, "activeColor")
+
+ .vertex_source("gpu_shader_2D_edituvs_faces_vert.glsl")
+ .fragment_source("gpu_shader_flat_color_frag.glsl")
+ .additional_info("gpu_srgb_to_framebuffer_space")
+ .do_static_compilation(true);
+/*
+ [GPU_SHADER_2D_UV_FACES] =
+ {
+ .name = "GPU_SHADER_2D_UV_FACES",
+ .vert = datatoc_gpu_shader_2D_edituvs_faces_vert_glsl,
+ .frag = datatoc_gpu_shader_flat_color_frag_glsl,
+},
+*/
\ No newline at end of file
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_uv_faces_stretch_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_uv_faces_stretch_info.hh
new file mode 100644
index 00000000000..e226c84dfa9
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_uv_faces_stretch_info.hh
@@ -0,0 +1,26 @@
+#include "gpu_interface_info.hh"
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_uv_faces_stretch)
+ .vertex_in(0, Type::VEC2, "pos")
+ .vertex_out(no_perspective_color_iface)
+ .fragment_out(0, Type::VEC4, "fragColor")
+ .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+ .push_constant(16, Type::VEC2, "aspect")
+ .vertex_source("gpu_shader_2D_edituvs_stretch_vert.glsl")
+ .fragment_source("gpu_shader_2D_smooth_color_frag.glsl")
+ .additional_info("gpu_srgb_to_framebuffer_space");
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_uv_faces_stretch_area)
+ .additional_info("gpu_shader_2D_uv_faces_stretch")
+ .vertex_in(1, Type::FLOAT, "ratio")
+ .push_constant(20, Type::FLOAT, "totalAreaRatio")
+ .push_constant(24, Type::FLOAT, "totalAreaRatioInv")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(gpu_shader_2D_uv_faces_stretch_angle)
+ .additional_info("gpu_shader_2D_uv_faces_stretch")
+ .vertex_in(1, Type::VEC2, "uv_angles")
+ .vertex_in(2, Type::FLOAT, "angle")
+ .define("STRETCH_ANGLE")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_todo_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_todo_info.hh
index 3b36c5bd680..dba928c1fad 100644
--- a/source/blender/gpu/shaders/infos/gpu_shader_todo_info.hh
+++ b/source/blender/gpu/shaders/infos/gpu_shader_todo_info.hh
@@ -5,7 +5,7 @@ GPU_SHADER_CREATE_INFO(gpu_shader_2D_point_varying_size_varying_color)
.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)
+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);
@@ -17,7 +17,7 @@ GPU_SHADER_CREATE_INFO(gpu_shader_2d_point_uniform_size_uniform_color_aa)
.frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
},
*/
-GPU_SHADER_CREATE_INFO(gpu_shader_2d_point_uniform_size_uniform_color_outline_aa)
+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);
@@ -29,7 +29,7 @@ GPU_SHADER_CREATE_INFO(gpu_shader_2d_point_uniform_size_uniform_color_outline_aa
.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)
+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);
@@ -231,83 +231,6 @@ GPU_SHADER_CREATE_INFO(gpu_shader_2D_uv_verts)
.vert = datatoc_gpu_shader_2D_edituvs_points_vert_glsl,
.frag = datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl,
},
-*/
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_uv_facedots)
- .vertex_source("gpu_shader_2D_edituvs_facedots_vert.glsl")
- .fragment_source("gpu_shader_point_varying_color_frag.glsl")
- .do_static_compilation(true);
-/*
- [GPU_SHADER_2D_UV_FACEDOTS] =
- {
- .name = "GPU_SHADER_2D_UV_FACEDOTS",
- .vert = datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl,
- .frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
-},
-*/
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_uv_edges)
- .vertex_source("gpu_shader_2D_edituvs_edges_vert.glsl")
- .fragment_source("gpu_shader_2D_edituvs_edges_frag.glsl")
- .do_static_compilation(true);
-/*
- [GPU_SHADER_2D_UV_EDGES] =
- {
- .name = "GPU_SHADER_2D_UV_EDGES",
- .vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl,
- .frag = datatoc_gpu_shader_2D_edituvs_edges_frag_glsl,
-},
-*/
-GPU_SHADER_CREATE_INFO(gpu_shader_
@@ Diff output truncated at 10240 characters. @@
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