[Bf-blender-cvs] [f1038bb8ea8] tmp-workbench-rewrite2: Remove unneeded Frequency::PASS specifiers

Miguel Pozo noreply at git.blender.org
Fri Oct 28 15:11:16 CEST 2022


Commit: f1038bb8ea875cb19699c07e6e065e0584a5a16b
Author: Miguel Pozo
Date:   Mon Oct 24 16:38:55 2022 +0200
Branches: tmp-workbench-rewrite2
https://developer.blender.org/rBf1038bb8ea875cb19699c07e6e065e0584a5a16b

Remove unneeded Frequency::PASS specifiers

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

M	source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh
M	source/blender/draw/engines/workbench/shaders/infos/workbench_effect_cavity_info.hh
M	source/blender/draw/engines/workbench/shaders/infos/workbench_effect_outline_info.hh
M	source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh

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

diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh
index 4ef47c253e0..ffa1adea180 100644
--- a/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh
@@ -8,9 +8,9 @@
  * \{ */
 
 GPU_SHADER_CREATE_INFO(workbench_composite)
-    .sampler(0, ImageType::FLOAT_2D, "normalBuffer", Frequency::PASS)
-    .sampler(1, ImageType::FLOAT_2D, "materialBuffer", Frequency::PASS)
-    .uniform_buf(WB_WORLD_SLOT, "WorldData", "world_data", Frequency::PASS)
+    .sampler(0, ImageType::FLOAT_2D, "normalBuffer")
+    .sampler(1, ImageType::FLOAT_2D, "materialBuffer")
+    .uniform_buf(WB_WORLD_SLOT, "WorldData", "world_data")
     .push_constant(Type::BOOL, "forceShadowing")
     .fragment_out(0, Type::VEC4, "fragColor")
     .typedef_source("workbench_shader_shared.h")
@@ -30,8 +30,8 @@ GPU_SHADER_CREATE_INFO(workbench_composite_studio)
 
 GPU_SHADER_CREATE_INFO(workbench_composite_matcap)
     .define("WORKBENCH_LIGHTING_MATCAP")
-    .sampler(2, ImageType::FLOAT_2D, "matcap_diffuse_tx", Frequency::PASS)
-    .sampler(3, ImageType::FLOAT_2D, "matcap_specular_tx", Frequency::PASS)
+    .sampler(2, ImageType::FLOAT_2D, "matcap_diffuse_tx")
+    .sampler(3, ImageType::FLOAT_2D, "matcap_specular_tx")
     .additional_info("workbench_composite")
     .do_static_compilation(true);
 
@@ -78,7 +78,7 @@ GPU_SHADER_CREATE_INFO(workbench_next_resolve_cavity)
     .define("WORKBENCH_CAVITY")
     .sampler(7, ImageType::FLOAT_2D, "jitter_tx") /* TODO(Miguel Pozo): GPU_SAMPLER_REPEAT is set
                                                      in CavityEffect, it doesn't work here ? */
-    .uniform_buf(5, "float4", "cavity_samples[512]", Frequency::PASS);
+    .uniform_buf(5, "float4", "cavity_samples[512]");
 
 // Variations
 
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_cavity_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_cavity_info.hh
index 77571c111f1..5a54afc6bff 100644
--- a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_cavity_info.hh
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_cavity_info.hh
@@ -5,7 +5,7 @@
 GPU_SHADER_CREATE_INFO(workbench_effect_cavity_common)
     .fragment_out(0, Type::VEC4, "fragColor")
     .sampler(0, ImageType::FLOAT_2D, "normalBuffer")
-    .uniform_buf(WB_WORLD_SLOT, "WorldData", "world_data", Frequency::PASS)
+    .uniform_buf(WB_WORLD_SLOT, "WorldData", "world_data")
     .typedef_source("workbench_shader_shared.h")
     .fragment_source("workbench_effect_cavity_frag.glsl")
     .additional_info("draw_fullscreen")
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_outline_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_outline_info.hh
index 672633f4e21..fe4b6de7347 100644
--- a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_outline_info.hh
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_outline_info.hh
@@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(workbench_effect_outline)
     .typedef_source("workbench_shader_shared.h")
     .fragment_source("workbench_effect_outline_frag.glsl")
     .sampler(0, ImageType::UINT_2D, "objectIdBuffer")
-    .uniform_buf(WB_WORLD_SLOT, "WorldData", "world_data", Frequency::PASS)
+    .uniform_buf(WB_WORLD_SLOT, "WorldData", "world_data")
     .fragment_out(0, Type::VEC4, "fragColor")
     .additional_info("draw_fullscreen")
     .do_static_compilation(true);
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh
index 5a66846a4cb..92452eefed2 100644
--- a/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh
@@ -83,12 +83,12 @@ GPU_SHADER_CREATE_INFO(workbench_lighting_flat).define("WORKBENCH_LIGHTING_FLAT"
 GPU_SHADER_CREATE_INFO(workbench_lighting_studio).define("WORKBENCH_LIGHTING_STUDIO");
 GPU_SHADER_CREATE_INFO(workbench_lighting_matcap)
     .define("WORKBENCH_LIGHTING_MATCAP")
-    .sampler(4, ImageType::FLOAT_2D, "matcap_diffuse_tx", Frequency::PASS)
-    .sampler(5, ImageType::FLOAT_2D, "matcap_specular_tx", Frequency::PASS);
+    .sampler(4, ImageType::FLOAT_2D, "matcap_diffuse_tx")
+    .sampler(5, ImageType::FLOAT_2D, "matcap_specular_tx");
 
 GPU_SHADER_CREATE_INFO(workbench_next_lighting_matcap)
     .define("WORKBENCH_LIGHTING_MATCAP")
-    .sampler(WB_MATCAP_SLOT, ImageType::FLOAT_2D_ARRAY, "matcap_tx", Frequency::PASS);
+    .sampler(WB_MATCAP_SLOT, ImageType::FLOAT_2D_ARRAY, "matcap_tx");
 
 /** \} */
 
@@ -106,8 +106,8 @@ GPU_SHADER_INTERFACE_INFO(workbench_material_iface, "")
     .flat(Type::FLOAT, "metallic");
 
 GPU_SHADER_CREATE_INFO(workbench_material)
-    .uniform_buf(WB_WORLD_SLOT, "WorldData", "world_data", Frequency::PASS)
-    .uniform_buf(5, "vec4", "materials_data[4096]", Frequency::PASS)
+    .uniform_buf(WB_WORLD_SLOT, "WorldData", "world_data")
+    .uniform_buf(5, "vec4", "materials_data[4096]")
     .push_constant(Type::INT, "materialIndex")
     .push_constant(Type::BOOL, "useMatcap")
     .vertex_out(workbench_material_iface);



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