[Bf-blender-cvs] [223665b994d] master: GPU: remove 'GPU_SHADER_2D_UNIFORM_COLOR'
Germano Cavalcante
noreply at git.blender.org
Mon Sep 5 21:35:26 CEST 2022
Commit: 223665b994d785672c023432ac3861d4d2c0ffb6
Author: Germano Cavalcante
Date: Thu Sep 1 09:31:07 2022 -0300
Branches: master
https://developer.blender.org/rB223665b994d785672c023432ac3861d4d2c0ffb6
GPU: remove 'GPU_SHADER_2D_UNIFORM_COLOR'
The only real difference between `GPU_SHADER_2D_UNIFORM_COLOR` and
`GPU_SHADER_3D_UNIFORM_COLOR` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.
But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.
So there is no real benefit to having two different shader versions.
This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.
In python the new name for '2D_UNIFORM_COLOR'' and '3D_UNIFORM_COLOR'
is 'UNIFORM_COLOR', but the old names still work for backward
compatibility.
Differential Revision: https://developer.blender.org/D15836
===================================================================
M source/blender/editors/animation/anim_channels_defines.c
M source/blender/editors/animation/anim_draw.c
M source/blender/editors/animation/anim_markers.c
M source/blender/editors/animation/time_scrub_ui.c
M source/blender/editors/gizmo_library/gizmo_types/button2d_gizmo.c
M source/blender/editors/gizmo_library/gizmo_types/cage2d_gizmo.c
M source/blender/editors/gpencil/annotate_paint.c
M source/blender/editors/gpencil/gpencil_paint.c
M source/blender/editors/gpencil/gpencil_utils.c
M source/blender/editors/interface/interface_draw.c
M source/blender/editors/interface/interface_icons.c
M source/blender/editors/interface/interface_panel.cc
M source/blender/editors/interface/interface_widgets.c
M source/blender/editors/interface/view2d_draw.cc
M source/blender/editors/mask/mask_draw.c
M source/blender/editors/mesh/editmesh_knife.c
M source/blender/editors/physics/particle_edit.c
M source/blender/editors/screen/area.c
M source/blender/editors/screen/screen_draw.c
M source/blender/editors/sculpt_paint/curves_sculpt_ops.cc
M source/blender/editors/sculpt_paint/paint_cursor.c
M source/blender/editors/sculpt_paint/paint_image_ops_paint.cc
M source/blender/editors/sculpt_paint/paint_stroke.c
M source/blender/editors/space_action/action_draw.c
M source/blender/editors/space_clip/clip_dopesheet_draw.c
M source/blender/editors/space_clip/clip_draw.c
M source/blender/editors/space_clip/clip_graph_draw.c
M source/blender/editors/space_clip/clip_utils.c
M source/blender/editors/space_console/console_draw.c
M source/blender/editors/space_file/file_draw.c
M source/blender/editors/space_graph/graph_draw.c
M source/blender/editors/space_graph/space_graph.c
M source/blender/editors/space_image/image_draw.c
M source/blender/editors/space_info/textview.c
M source/blender/editors/space_nla/nla_draw.c
M source/blender/editors/space_node/drawnode.cc
M source/blender/editors/space_node/node_draw.cc
M source/blender/editors/space_outliner/outliner_draw.cc
M source/blender/editors/space_sequencer/sequencer_drag_drop.c
M source/blender/editors/space_sequencer/sequencer_draw.c
M source/blender/editors/space_spreadsheet/spreadsheet_draw.cc
M source/blender/editors/space_text/text_draw.c
M source/blender/editors/space_view3d/view3d_draw.c
M source/blender/editors/space_view3d/view3d_gizmo_ruler.c
M source/blender/editors/space_view3d/view3d_navigate_fly.c
M source/blender/editors/space_view3d/view3d_navigate_walk.c
M source/blender/editors/transform/transform_snap.c
M source/blender/editors/util/ed_draw.c
M source/blender/editors/util/ed_util_imbuf.c
M source/blender/editors/uvedit/uvedit_smart_stitch.c
M source/blender/gpu/CMakeLists.txt
M source/blender/gpu/GPU_shader.h
M source/blender/gpu/intern/gpu_immediate.cc
M source/blender/gpu/intern/gpu_immediate_util.c
M source/blender/gpu/intern/gpu_shader_builtin.c
D source/blender/gpu/shaders/infos/gpu_shader_2D_uniform_color_info.hh
M source/blender/windowmanager/intern/wm_draw.c
M source/blender/windowmanager/intern/wm_gesture.c
M source/blender/windowmanager/intern/wm_operators.c
M source/blender/windowmanager/intern/wm_playanim.c
===================================================================
diff --git a/source/blender/editors/animation/anim_channels_defines.c b/source/blender/editors/animation/anim_channels_defines.c
index f665ec27b07..b7562073ee7 100644
--- a/source/blender/editors/animation/anim_channels_defines.c
+++ b/source/blender/editors/animation/anim_channels_defines.c
@@ -157,7 +157,7 @@ static void acf_generic_dataexpand_backdrop(bAnimContext *ac,
/* set backdrop drawing color */
acf->get_backdrop_color(ac, ale, color);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3fv(color);
/* no rounded corner - just rectangular box */
@@ -246,7 +246,7 @@ static void acf_generic_channel_backdrop(bAnimContext *ac,
/* set backdrop drawing color */
acf->get_backdrop_color(ac, ale, color);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3fv(color);
/* no rounded corners - just rectangular box */
@@ -4449,7 +4449,7 @@ void ANIM_channel_draw(
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* F-Curve channels need to have a special 'color code' box drawn,
* which is colored with whatever color the curve has stored.
@@ -4513,7 +4513,7 @@ void ANIM_channel_draw(
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* FIXME: replace hardcoded color here, and check on extents! */
immUniformColor3f(1.0f, 0.0f, 0.0f);
@@ -4549,7 +4549,7 @@ void ANIM_channel_draw(
float color[3];
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* get and set backdrop color */
acf->get_backdrop_color(ac, ale, color);
diff --git a/source/blender/editors/animation/anim_draw.c b/source/blender/editors/animation/anim_draw.c
index e352b4e26fe..06a0077df9b 100644
--- a/source/blender/editors/animation/anim_draw.c
+++ b/source/blender/editors/animation/anim_draw.c
@@ -60,7 +60,7 @@ void ANIM_draw_cfra(const bContext *C, View2D *v2d, short flag)
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* Draw a light green line to indicate current frame */
immUniformThemeColor(TH_CFRAME);
@@ -87,7 +87,7 @@ void ANIM_draw_previewrange(const bContext *C, View2D *v2d, int end_frame_width)
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColorShadeAlpha(TH_ANIM_PREVIEW_RANGE, -25, -30);
/* XXX: Fix this hardcoded color (anim_active) */
// immUniformColor4f(0.8f, 0.44f, 0.1f, 0.2f);
@@ -118,7 +118,7 @@ void ANIM_draw_framerange(Scene *scene, View2D *v2d)
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColorShadeAlpha(TH_BACK, -25, -100);
if (scene->r.sfra < scene->r.efra) {
@@ -193,7 +193,7 @@ void ANIM_draw_action_framerange(
GPU_blend(GPU_BLEND_NONE);
/* Thin lines where the actual frames are. */
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColorShade(TH_BACK, -60);
GPU_line_width(1.0f);
diff --git a/source/blender/editors/animation/anim_markers.c b/source/blender/editors/animation/anim_markers.c
index e7c7f679b16..f2655f31f3c 100644
--- a/source/blender/editors/animation/anim_markers.c
+++ b/source/blender/editors/animation/anim_markers.c
@@ -503,7 +503,7 @@ static void draw_marker(const uiFontStyle *fstyle,
static void draw_markers_background(rctf *rect)
{
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
uchar shade[4];
UI_GetThemeColor4ubv(TH_TIME_SCRUB_BACKGROUND, shade);
diff --git a/source/blender/editors/animation/time_scrub_ui.c b/source/blender/editors/animation/time_scrub_ui.c
index 623d4e605ba..ebeac6552cd 100644
--- a/source/blender/editors/animation/time_scrub_ui.c
+++ b/source/blender/editors/animation/time_scrub_ui.c
@@ -48,7 +48,7 @@ static int get_centered_text_y(const rcti *rect)
static void draw_background(const rcti *rect)
{
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_TIME_SCRUB_BACKGROUND);
@@ -97,7 +97,7 @@ static void draw_current_frame(const Scene *scene,
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPU_blend(GPU_BLEND_ALPHA);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* Outline. */
immUniformThemeColorShadeAlpha(TH_BACK, -25, -100);
@@ -208,7 +208,7 @@ void ED_time_scrub_channel_search_draw(const bContext *C, ARegion *region, bDope
rect.ymax = region->winy;
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_BACK);
immRectf(pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
immUnbindProgram();
diff --git a/source/blender/editors/gizmo_library/gizmo_types/button2d_gizmo.c b/source/blender/editors/gizmo_library/gizmo_types/button2d_gizmo.c
index 2c886230f10..6eac235a191 100644
--- a/source/blender/editors/gizmo_library/gizmo_types/button2d_gizmo.c
+++ b/source/blender/editors/gizmo_library/gizmo_types/button2d_gizmo.c
@@ -217,7 +217,7 @@ static void button2d_draw_intern(const bContext *C,
GPU_batch_uniform_1f(button->shape_batch[i], "lineWidth", gz->line_width * U.pixelsize);
}
else {
- GPU_batch_program_set_builtin(button->shape_batch[i], GPU_SHADER_2D_UNIFORM_COLOR);
+ GPU_batch_program_set_builtin(button->shape_batch[i], GPU_SHADER_3D_UNIFORM_COLOR);
}
/* Invert line color for wire. */
diff --git a/source/blender/editors/gizmo_library/gizmo_types/cage2d_gizmo.c b/source/blender/editors/gizmo_library/gizmo_types/cage2d_gizmo.c
index 54aa5d16941..1c8985b1ad7 100644
--- a/source/blender/editors/gizmo_library/gizmo_types/cage2d_gizmo.c
+++ b/source/blender/editors/gizmo_library/gizmo_types/cage2d_gizmo.c
@@ -546,7 +546,7 @@ static void cage2d_draw_circle_handles(const rctf *r,
const int resolu = 12;
const float rad[2] = {margin[0] / 3, margin[1] / 3};
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3fv(color);
/* should really divide by two, but looks too bulky. */
@@ -598,7 +598,7 @@ static void gizmo_cage2d_draw_intern(wmGizmo *gz,
if (false) {
GPU_blend(GPU_BLEND_ALPHA);
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4fv((const float[4]){1, 1, 1, 0.5f});
float s = 0.5f;
immRectf(pos, -s, -s, s, s);
diff --git a/source/blender/editors/gpencil/annotate_paint.c b/source/blender/editors/gpencil/annotate_paint.c
index d08d56a354a..5d26bc664ca 100644
--- a/source/blender/editors/gpencil/annotate_paint.c
+++ b/source/blender/editors/gpencil/annotate_paint.c
@@ -1715,7 +1715,7 @@ static void annotation_draw_eraser(bContext *UNUSED(C), int x, int y, void *p_pt
if (p->paintmode == GP_PAINTMODE_ERASER) {
GPUVertFormat *format = immVertexFormat();
const uint shdr_pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
GPU_line_smooth(true);
GPU_blend(GPU_BLEND_ALPHA);
@@ -1782,7 +1782,7 @@ static void annotation_draw_stabilizer(bContext *C, int x, int y, void *p_ptr)
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
GPU_line_smooth(true);
GPU_blend(GPU_BLEND_ALPHA);
GPU_line_width(1.25f);
diff --git a/source/blender/editors/gpencil/gpencil_paint.c b/source/blender/editors/gpencil/gpencil_paint.c
index be2fc566da5..a98c8e3bb45 100644
--- a/source/blender/editors/gpencil/gpencil_paint.c
+++ b/source/blender/editors/gpencil/gpencil_paint.c
@@ -2410,7 +2410,7 @@ static void gpencil_draw_eraser(bContext *UNUSED(C), int x, int y, void *p_ptr)
if (p->paintmode == GP_PAINTMODE_ERASER) {
GPUVertFormat *format = immVertexFormat();
const uint shdr_pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
GPU_line_smooth(true);
GPU_blend(GPU_BLEND_ALPHA);
diff --git a/source/blender/editors/gpencil/gpencil_utils.c b/source/blender/editors/gpencil/gpencil_utils.c
index c905404061c..938983fe586 100644
--- a/source/bl
@@ Diff output truncated at 10240 characters. @@
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