[Bf-blender-cvs] [128d4104bfe] tmp-workbench-rewrite2: Remove blender:: namespace
Miguel Pozo
noreply at git.blender.org
Tue Jan 10 15:55:20 CET 2023
Commit: 128d4104bfe459dcd279cce975c3c934775c4eaa
Author: Miguel Pozo
Date: Mon Jan 9 18:13:39 2023 +0100
Branches: tmp-workbench-rewrite2
https://developer.blender.org/rB128d4104bfe459dcd279cce975c3c934775c4eaa
Remove blender:: namespace
===================================================================
M source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc
M source/blender/draw/engines/workbench/workbench_shadow.cc
===================================================================
diff --git a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc
index 94d15e7ff0f..91040390876 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc
+++ b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc
@@ -8,9 +8,9 @@
namespace blender::workbench {
class TaaSamples {
- void init_samples(blender::Array<float2> &samples, const int size)
+ void init_samples(Array<float2> &samples, const int size)
{
- samples = blender::Array<float2>(size);
+ samples = Array<float2>(size);
BLI_jitter_init((float(*)[2])samples.begin(), size);
/* Find closest element to center */
@@ -58,11 +58,11 @@ class TaaSamples {
}
public:
- blender::Array<float2> x5;
- blender::Array<float2> x8;
- blender::Array<float2> x11;
- blender::Array<float2> x16;
- blender::Array<float2> x32;
+ Array<float2> x5;
+ Array<float2> x8;
+ Array<float2> x11;
+ Array<float2> x16;
+ Array<float2> x32;
TaaSamples()
{
diff --git a/source/blender/draw/engines/workbench/workbench_shadow.cc b/source/blender/draw/engines/workbench/workbench_shadow.cc
index 85f12d9e71e..10a7ca19277 100644
--- a/source/blender/draw/engines/workbench/workbench_shadow.cc
+++ b/source/blender/draw/engines/workbench/workbench_shadow.cc
@@ -99,8 +99,8 @@ void ShadowPass::ShadowView::setup(View &view, float3 light_direction, bool forc
float4 frustum_planes[6];
DRW_culling_frustum_planes_get(nullptr, (float(*)[4])frustum_planes);
- blender::Vector<float4> faces_result = {};
- blender::Vector<float3> corners_result = {};
+ Vector<float4> faces_result = {};
+ Vector<float3> corners_result = {};
/* "Unlit" frustum faces are left "as-is" */
@@ -214,15 +214,15 @@ void ShadowPass::ShadowView::compute_visibility(ObjectBoundsBuf &bounds,
words_len = ceil_to_multiple_u(max_ii(1, words_len), 4);
uint32_t data = 0xFFFFFFFFu;
- if (current_pass_type_ == ShadowPass::Pass) {
+ if (current_pass_type_ == ShadowPass::PASS) {
/* TODO(fclem): Resize to nearest pow2 to reduce fragmentation. */
pass_visibility_buf_.resize(words_len);
GPU_storagebuf_clear(pass_visibility_buf_, GPU_R32UI, GPU_DATA_UINT, &data);
fail_visibility_buf_.resize(words_len);
GPU_storagebuf_clear(fail_visibility_buf_, GPU_R32UI, GPU_DATA_UINT, &data);
}
- else if (current_pass_type_ == ShadowPass::Fail) {
- /* Already computed in the ShadowPass::Pass */
+ else if (current_pass_type_ == ShadowPass::FAIL) {
+ /* Already computed in the ShadowPass::PASS */
GPU_debug_group_end();
return;
}
@@ -239,8 +239,8 @@ void ShadowPass::ShadowView::compute_visibility(ObjectBoundsBuf &bounds,
static GPUShader *static_pass_type_shader = GPU_shader_create_from_info_name(
"workbench_next_shadow_visibility_compute_static_pass_type");
- GPUShader *shader = current_pass_type_ == ShadowPass::ForcedFail ? static_pass_type_shader :
- dynamic_pass_type_shader;
+ GPUShader *shader = current_pass_type_ == ShadowPass::FORCED_FAIL ? static_pass_type_shader :
+ dynamic_pass_type_shader;
GPU_shader_bind(shader);
GPU_shader_uniform_1i(shader, "resource_len", resource_len);
GPU_shader_uniform_1i(shader, "view_len", view_len_);
@@ -250,7 +250,7 @@ void ShadowPass::ShadowView::compute_visibility(ObjectBoundsBuf &bounds,
GPU_uniformbuf_bind(extruded_frustum_,
GPU_shader_get_uniform_block(shader, "extruded_frustum"));
GPU_storagebuf_bind(bounds, GPU_shader_get_ssbo(shader, "bounds_buf"));
- if (current_pass_type_ == ShadowPass::ForcedFail) {
+ if (current_pass_type_ == ShadowPass::FORCED_FAIL) {
GPU_storagebuf_bind(visibility_buf_, GPU_shader_get_ssbo(shader, "visibility_buf"));
}
else {
@@ -270,11 +270,11 @@ void ShadowPass::ShadowView::compute_visibility(ObjectBoundsBuf &bounds,
VisibilityBuf &ShadowPass::ShadowView::get_visibility_buffer()
{
switch (current_pass_type_) {
- case ShadowPass::Pass:
+ case ShadowPass::PASS:
return pass_visibility_buf_;
- case ShadowPass::Fail:
+ case ShadowPass::FAIL:
return fail_visibility_buf_;
- case ShadowPass::ForcedFail:
+ case ShadowPass::FORCED_FAIL:
return visibility_buf_;
default:
BLI_assert_unreachable();
@@ -369,13 +369,13 @@ void ShadowPass::sync()
/* Stencil Shadow passes. */
for (bool manifold : {false, true}) {
- PassMain::Sub *&ps = get_pass_ptr(Pass, manifold);
+ PassMain::Sub *&ps = get_pass_ptr(PASS, manifold);
ps = &pass_ps_.sub(manifold ? "manifold" : "non_manifold");
ps->shader_set(get_shader(true, manifold));
ps->bind_ubo("pass_data", pass_data_);
- for (PassType fail_type : {Fail, ForcedFail}) {
- PassMain &ps_main = fail_type == Fail ? fail_ps_ : forced_fail_ps_;
+ for (PassType fail_type : {FAIL, FORCED_FAIL}) {
+ PassMain &ps_main = fail_type == FAIL ? fail_ps_ : forced_fail_ps_;
PassMain::Sub *&ps = get_pass_ptr(fail_type, manifold, false);
ps = &ps_main.sub(manifold ? "NoCaps.manifold" : "NoCaps.non_manifold");
@@ -415,18 +415,18 @@ void ShadowPass::object_sync(Manager &manager,
#endif
/* Shadow pass technique needs object to be have all its surface opaque. */
- /* We cannot use Shadow Pass technique on non-manifold object (see T76168). */
+ /* We cannot use the PASS technique on non-manifold object (see T76168). */
bool force_fail_pass = has_transp_mat || (!is_manifold && (scene_state.cull_state != 0));
- PassType fail_type = force_fail_pass ? ForcedFail : Fail;
+ PassType fail_type = force_fail_pass ? FORCED_FAIL : FAIL;
- /* Unless we force the Fail Method we add draw commands to both methods,
+ /* Unless we force the FAIL Method we add draw commands to both methods,
* then the visibility compute shader selects the one needed */
ResourceHandle handle = manager.resource_handle(ob_ref);
if (!force_fail_pass) {
- PassMain::Sub &ps = *get_pass_ptr(Pass, is_manifold);
+ PassMain::Sub &ps = *get_pass_ptr(PASS, is_manifold);
ps.draw(geom_shadow, handle);
}
@@ -451,11 +451,11 @@ void ShadowPass::draw(Manager &manager,
view_.setup(view, pass_data_.light_direction_ws, force_fail_method);
- view_.set_mode(Pass);
+ view_.set_mode(PASS);
manager.submit(pass_ps_, view_);
- view_.set_mode(Fail);
+ view_.set_mode(FAIL);
manager.submit(fail_ps_, view_);
- view_.set_mode(ForcedFail);
+ view_.set_mode(FORCED_FAIL);
manager.submit(forced_fail_ps_, view_);
}
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