GPU: remove 'GPU_SHADER_2D_IMAGE'

The only real difference between `GPU_SHADER_2D_IMAGE` and
`GPU_SHADER_3D_IMAGE` 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_IMAGE' and '3D_IMAGE'
is 'IMAGE', but the old names still work for backward
compatibility.
This commit is contained in:
Germano Cavalcante 2022-09-01 12:23:08 -03:00
parent baf2835ff7
commit 0c3953d545
5 changed files with 3 additions and 14 deletions

View File

@ -213,7 +213,6 @@ typedef enum eGPUBuiltinShader {
* \param pos: in vec2
*/
GPU_SHADER_2D_SMOOTH_COLOR,
GPU_SHADER_2D_IMAGE,
GPU_SHADER_2D_IMAGE_COLOR,
GPU_SHADER_2D_IMAGE_DESATURATE_COLOR,
GPU_SHADER_2D_IMAGE_RECT_COLOR,

View File

@ -170,11 +170,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.name = "GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE",
.create_info = "gpu_shader_2D_image_overlays_stereo_merge",
},
[GPU_SHADER_2D_IMAGE] =
{
.name = "GPU_SHADER_2D_IMAGE",
.create_info = "gpu_shader_2D_image",
},
[GPU_SHADER_2D_IMAGE_COLOR] =
{
.name = "GPU_SHADER_2D_IMAGE_COLOR",

View File

@ -16,8 +16,3 @@ GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_common)
.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
.sampler(0, ImageType::FLOAT_2D, "image")
.vertex_source("gpu_shader_2D_image_vert.glsl");
GPU_SHADER_CREATE_INFO(gpu_shader_2D_image)
.additional_info("gpu_shader_2D_image_common")
.fragment_source("gpu_shader_image_frag.glsl")
.do_static_compilation(true);

View File

@ -118,7 +118,7 @@ static int engine_get_preview_pixel_size(RenderEngine *UNUSED(engine), Scene *sc
static void engine_bind_display_space_shader(RenderEngine *UNUSED(engine), Scene *UNUSED(scene))
{
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE);
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE);
GPU_shader_bind(shader);
int img_loc = GPU_shader_get_uniform(shader, "image");

View File

@ -47,7 +47,7 @@ void wm_stereo3d_draw_sidebyside(wmWindow *win, int view)
uint texcoord = GPU_vertformat_attr_add(format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE);
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE);
int soffx = WM_window_pixels_x(win) * 0.5f;
if (view == STEREO_LEFT_ID) {
@ -95,7 +95,7 @@ void wm_stereo3d_draw_topbottom(wmWindow *win, int view)
uint texcoord = GPU_vertformat_attr_add(format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE);
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE);
int soffy;
if (view == STEREO_LEFT_ID) {