[Bf-blender-cvs] [258192e47c3] tmp-gpu-shader-descriptor-2: gpu_shader_3d_point_*.

Jeroen Bakker noreply at git.blender.org
Mon Jan 10 13:32:52 CET 2022


Commit: 258192e47c3356a82e89911d5e77c825792c56bd
Author: Jeroen Bakker
Date:   Mon Jan 10 12:00:38 2022 +0100
Branches: tmp-gpu-shader-descriptor-2
https://developer.blender.org/rB258192e47c3356a82e89911d5e77c825792c56bd

gpu_shader_3d_point_*.

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

M	source/blender/gpu/CMakeLists.txt
A	source/blender/gpu/shaders/infos/gpu_shader_3D_point_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 b60bf8fd561..8642deccfd4 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -452,6 +452,7 @@ shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_outline_aa_info.hh
 shaders/infos/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_info.hh
 shaders/infos/gpu_shader_2D_area_edges_info.hh
 shaders/infos/gpu_shader_instance_varying_color_varying_size_info.hh
+shaders/infos/gpu_shader_3D_point_info.hh
 #shaders/infos/gpu_shader_todo_info.hh
 )
 
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_point_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_point_info.hh
new file mode 100644
index 00000000000..dca5b907000
--- /dev/null
+++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_point_info.hh
@@ -0,0 +1,111 @@
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_fixed_size_uniform_color)
+    .vertex_in(0, Type::VEC3, "pos")
+    .fragment_out(0, Type::VEC4, "fragColor")
+    .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+    .push_constant(16, Type::VEC4, "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_in(0, Type::VEC3, "pos")
+    .vertex_in(1, Type::VEC4, "color")
+    .vertex_out(smooth_color_iface)
+    .fragment_out(0, Type::VEC4, "fragColor")
+    .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+    .push_constant(16, Type::FLOAT, "size")
+    .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_in(0, Type::VEC3, "pos")
+    .vertex_in(1, Type::FLOAT, "size")
+    .fragment_out(0, Type::VEC4, "fragColor")
+    .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+    .push_constant(16, Type::VEC4, "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_in(0, Type::VEC3, "pos")
+    .vertex_in(1, Type::VEC4, "color")
+    .vertex_in(2, Type::FLOAT, "size")
+    .vertex_out(smooth_color_iface)
+    .fragment_out(0, Type::VEC4, "fragColor")
+    .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+    .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_in(0, Type::VEC3, "pos")
+    .vertex_out(smooth_radii_iface)
+    .fragment_out(0, Type::VEC4, "fragColor")
+    .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+    .push_constant(16, Type::VEC4, "color")
+    .push_constant(20, Type::FLOAT, "size")
+    .push_constant(24, Type::FLOAT, "outlineWidth")
+    .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_in(0, Type::VEC3, "pos")
+    .vertex_out(smooth_radii_outline_iface)
+    .fragment_out(0, Type::VEC4, "fragColor")
+    .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
+    .push_constant(16, Type::VEC4, "color")
+    .push_constant(20, Type::VEC4, "outlineColor")
+    .push_constant(24, Type::FLOAT, "size")
+    .push_constant(25, Type::FLOAT, "outlineWidth")
+    .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,
+},
+
+*/
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 04a38760fb4..5e0a6a96463 100644
--- a/source/blender/gpu/shaders/infos/gpu_shader_todo_info.hh
+++ b/source/blender/gpu/shaders/infos/gpu_shader_todo_info.hh
@@ -10,79 +10,6 @@ GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_multi_rect_color)
     .fragment_source("datatoc_gpu_shader_image_varying_color_frag.glsl")
     .do_static_compilation(true);
 
-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_2D_widget_base)
     .vertex_source("gpu_shader_2D_widget_base_vert.glsl")
     .fragment_source("gpu_shader_2D_widget_base_frag.glsl")



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