[Bf-blender-cvs] [c81bc09876f] master: GPU: Avoid undocumented/fragile dependency on shader enumerator order
Julian Eisel
noreply at git.blender.org
Thu Oct 20 13:17:38 CEST 2022
Commit: c81bc09876f84753f3c69e024196b70a88c6cebe
Author: Julian Eisel
Date: Thu Oct 20 12:51:20 2022 +0200
Branches: master
https://developer.blender.org/rBc81bc09876f84753f3c69e024196b70a88c6cebe
GPU: Avoid undocumented/fragile dependency on shader enumerator order
Previously this was using `GPU_SHADER_TEXT` as default value indicating
an "unset" state. This wasn't documented in the definition (and so
D16284 added a new enumerator that broke this). Plus code was assuming
this enumerator would always have the value 0 without specifying this in
the definition either.
In this case it's easy to not rely on the enum value at all, and just
use `std::optional` to add a "unset" state.
Differential Revision: https://developer.blender.org/D16303
===================================================================
M source/blender/gpu/intern/gpu_immediate.cc
M source/blender/gpu/intern/gpu_immediate_private.hh
===================================================================
diff --git a/source/blender/gpu/intern/gpu_immediate.cc b/source/blender/gpu/intern/gpu_immediate.cc
index 3b4accf9cc5..81c0a65bb7c 100644
--- a/source/blender/gpu/intern/gpu_immediate.cc
+++ b/source/blender/gpu/intern/gpu_immediate.cc
@@ -45,7 +45,7 @@ void immBindShader(GPUShader *shader)
BLI_assert(imm->shader == nullptr);
imm->shader = shader;
- imm->builtin_shader_bound = GPU_SHADER_TEXT; /* Default value. */
+ imm->builtin_shader_bound = std::nullopt;
if (!imm->vertex_format.packed) {
VertexFormat_pack(&imm->vertex_format);
@@ -125,9 +125,12 @@ static void wide_line_workaround_start(GPUPrimType prim_type)
/* No need to change the shader. */
return;
}
+ if (!imm->builtin_shader_bound) {
+ return;
+ }
eGPUBuiltinShader polyline_sh;
- switch (imm->builtin_shader_bound) {
+ switch (*imm->builtin_shader_bound) {
case GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR:
polyline_sh = GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR;
break;
@@ -180,8 +183,8 @@ static void wide_line_workaround_end()
}
immUnbindProgram();
- immBindBuiltinProgram(imm->prev_builtin_shader);
- imm->prev_builtin_shader = GPU_SHADER_TEXT;
+ immBindBuiltinProgram(*imm->prev_builtin_shader);
+ imm->prev_builtin_shader = std::nullopt;
}
}
diff --git a/source/blender/gpu/intern/gpu_immediate_private.hh b/source/blender/gpu/intern/gpu_immediate_private.hh
index 74ebbdc7ae3..c4e11e7082b 100644
--- a/source/blender/gpu/intern/gpu_immediate_private.hh
+++ b/source/blender/gpu/intern/gpu_immediate_private.hh
@@ -9,6 +9,8 @@
#pragma once
+#include <optional>
+
#include "GPU_batch.h"
#include "GPU_primitive.h"
#include "GPU_shader.h"
@@ -42,9 +44,9 @@ class Immediate {
/** Wide Line workaround. */
/** Previously bound shader to restore after drawing. */
- eGPUBuiltinShader prev_builtin_shader = GPU_SHADER_TEXT;
- /** Builtin shader index. Used to test if the workaround can be done. */
- eGPUBuiltinShader builtin_shader_bound = GPU_SHADER_TEXT;
+ std::optional<eGPUBuiltinShader> prev_builtin_shader;
+ /** Builtin shader index. Used to test if the line width workaround can be done. */
+ std::optional<eGPUBuiltinShader> builtin_shader_bound;
/** Uniform color: Kept here to update the wide-line shader just before #immBegin. */
float uniform_color[4];
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