GPU: remove 'GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR'
The only difference between `GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR` and `GPU_SHADER_3D_LINE_DASHED_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 commit is contained in:
parent
755e728a98
commit
f0a3659900
Notes:
blender-bot
2023-02-13 14:34:41 +01:00
Referenced by commit 6951e8890a
, Mikktspace: Optimized port to C++
Referenced by issue #101188, Regression: Fluid Physics not working
Referenced by issue #100870, Blender Eraser tool gives me black line screen tearing and turns off my screen.
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@ -437,7 +437,7 @@ static void draw_marker_line(const uchar *color, int xpos, int ymin, int ymax)
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GPUVertFormat *format = immVertexFormat();
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uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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@ -1725,7 +1725,7 @@ static void annotation_draw_eraser(bContext *UNUSED(C), int x, int y, void *p_pt
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immUnbindProgram();
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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@ -2420,7 +2420,7 @@ static void gpencil_draw_eraser(bContext *UNUSED(C), int x, int y, void *p_ptr)
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immUnbindProgram();
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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@ -1693,7 +1693,7 @@ void ED_gpencil_brush_draw_eraser(Brush *brush, int x, int y)
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immUnbindProgram();
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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@ -1128,7 +1128,7 @@ static void ui_draw_colorband_handle(uint shdr_pos,
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if (active || half_width < min_width) {
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immUnbindProgram();
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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@ -465,7 +465,7 @@ static void mask_draw_curve_type(const bContext *C,
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mask_color_active_tint(rgb_tmp, rgb_black, is_active);
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rgba_uchar_to_float(colors[1], rgb_tmp);
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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@ -168,7 +168,7 @@ static void paint_draw_line_cursor(bContext *C, int x, int y, void *customdata)
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uint shdr_pos = GPU_vertformat_attr_add(
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immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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@ -364,7 +364,7 @@ static void draw_stabilization_border(
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GPU_matrix_scale_2f(zoomx, zoomy);
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GPU_matrix_mul(sc->stabmat);
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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@ -738,7 +738,7 @@ static void draw_marker_areas(SpaceClip *sc,
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* just always go with dashed shader. */
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immUnbindProgram();
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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@ -1278,7 +1278,7 @@ static void draw_plane_marker_ex(SpaceClip *sc,
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const uint shdr_pos = GPU_vertformat_attr_add(
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immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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@ -80,7 +80,7 @@ static void draw_fcurve_modifier_controls_envelope(FModifier *fcm,
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GPU_line_width(1.0f);
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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@ -1045,7 +1045,7 @@ static void draw_fcurve(bAnimContext *ac, SpaceGraph *sipo, ARegion *region, bAn
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if (BKE_fcurve_is_protected(fcu)) {
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/* Protected curves (non editable) are drawn with dotted lines. */
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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immUniform2f("viewport_size", viewport_size[2] / UI_DPI_FAC, viewport_size[3] / UI_DPI_FAC);
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immUniform1i("colors_len", 0); /* Simple dashes. */
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immUniform1f("dash_width", 4.0f);
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@ -1190,7 +1190,7 @@ static void graph_draw_driver_debug(bAnimContext *ac, ID *id, FCurve *fcu)
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const uint shdr_pos = GPU_vertformat_attr_add(
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immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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@ -1310,7 +1310,7 @@ void graph_draw_ghost_curves(bAnimContext *ac, SpaceGraph *sipo, ARegion *region
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const uint shdr_pos = GPU_vertformat_attr_add(
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immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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@ -448,7 +448,7 @@ void draw_image_sample_line(SpaceImage *sima)
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uint shdr_dashed_pos = GPU_vertformat_attr_add(
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format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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@ -178,7 +178,7 @@ static void nla_actionclip_draw_markers(
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const uint shdr_pos = GPU_vertformat_attr_add(
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immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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if (dashed) {
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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@ -377,7 +377,7 @@ static uint nla_draw_use_dashed_outlines(const float color[4], bool muted)
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/* Note that we use dashed shader here, and make it draw solid lines if not muted... */
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uint shdr_pos = GPU_vertformat_attr_add(
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immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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@ -3551,7 +3551,7 @@ static void outliner_draw_hierarchy_lines(SpaceOutliner *space_outliner,
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uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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uchar col[4];
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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@ -1649,7 +1649,7 @@ static void sequencer_draw_borders_overlay(const SpaceSeq *sseq,
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const uint shdr_pos = GPU_vertformat_attr_add(
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immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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@ -2660,7 +2660,7 @@ static void draw_overlap_frame_indicator(const struct Scene *scene, const View2D
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scene->r.cfra + scene->ed->overlay_frame_ofs;
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uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
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@ -618,7 +618,7 @@ static void drawviewborder(Scene *scene, Depsgraph *depsgraph, ARegion *region,
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}
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/* And now, the dashed lines! */
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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{
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float viewport_size[4];
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@ -800,7 +800,7 @@ static void drawrenderborder(ARegion *region, View3D *v3d)
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GPU_line_width(1.0f);
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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@ -116,7 +116,7 @@ void transform_draw_cursor_draw(bContext *UNUSED(C), int x, int y, void *customd
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/* Dashed lines first. */
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if (ELEM(t->helpline, HLP_SPRING, HLP_ANGLE)) {
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GPU_line_width(DASH_WIDTH);
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
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immUniform1i("colors_len", 0); /* "simple" mode */
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immUniformThemeColor3(TH_VIEW_OVERLAY);
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@ -516,7 +516,7 @@ void ED_region_draw_mouse_line_cb(const bContext *C, ARegion *region, void *arg_
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GPU_line_width(1.0f);
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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@ -39,7 +39,7 @@ void ED_image_draw_cursor(ARegion *region, const float cursor[2])
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const uint shdr_pos = GPU_vertformat_attr_add(
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immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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@ -272,7 +272,6 @@ set(GLSL_SRC
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shaders/gpu_shader_2D_widget_shadow_frag.glsl
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shaders/gpu_shader_2D_nodelink_frag.glsl
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shaders/gpu_shader_2D_nodelink_vert.glsl
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shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl
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shaders/gpu_shader_2D_line_dashed_frag.glsl
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shaders/gpu_shader_2D_image_vert.glsl
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shaders/gpu_shader_2D_image_rect_vert.glsl
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@ -343,7 +343,6 @@ typedef enum eGPUBuiltinShader {
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*/
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GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
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/* lines */
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GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR,
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GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR,
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/* grease pencil drawing */
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GPU_SHADER_GPENCIL_STROKE,
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@ -235,11 +235,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
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.create_info = "gpu_shader_3D_polyline_smooth_color",
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},
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[GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR] =
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{
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.name = "GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR",
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.create_info = "gpu_shader_2D_line_dashed_uniform_color",
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},
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[GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] =
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{
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.name = "GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR",
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@ -1,13 +0,0 @@
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/*
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* Vertex Shader for dashed lines with 2D coordinates,
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* with uniform multi-colors or uniform single-color, and unary thickness.
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*
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* Dashed is performed in screen space.
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*/
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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stipple_start = stipple_pos = viewport_size * 0.5 * (gl_Position.xy / gl_Position.w);
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}
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@ -1,18 +0,0 @@
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/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*/
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#include "gpu_interface_info.hh"
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#include "gpu_shader_create_info.hh"
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/* TODO(jbakker): Skipped as data doesn't fit as push constant. */
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GPU_SHADER_CREATE_INFO(gpu_shader_3D_line_dashed_uniform_color)
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_out(flat_color_iface)
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.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
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.vertex_source("gpu_shader_3D_line_dashed_uniform_color_vert.glsl")
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.fragment_source("gpu_shader_2D_line_dashed_frag.glsl")
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.do_static_compilation(true);
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@ -13,7 +13,8 @@ GPU_SHADER_INTERFACE_INFO(gpu_shader_line_dashed_interface, "")
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.no_perspective(Type::VEC2, "stipple_start") /* In screen space */
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.flat(Type::VEC2, "stipple_pos"); /* In screen space */
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GPU_SHADER_CREATE_INFO(gpu_shader_line_dashed)
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GPU_SHADER_CREATE_INFO(gpu_shader_3D_line_dashed_uniform_color)
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_out(flat_color_iface)
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.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
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.push_constant(Type::VEC2, "viewport_size")
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@ -25,18 +26,8 @@ GPU_SHADER_CREATE_INFO(gpu_shader_line_dashed)
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.push_constant(Type::VEC4, "color2")
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.vertex_out(gpu_shader_line_dashed_interface)
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.fragment_out(0, Type::VEC4, "fragColor")
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.fragment_source("gpu_shader_2D_line_dashed_frag.glsl");
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GPU_SHADER_CREATE_INFO(gpu_shader_2D_line_dashed_uniform_color)
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.vertex_in(0, Type::VEC2, "pos")
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.vertex_source("gpu_shader_2D_line_dashed_uniform_color_vert.glsl")
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.additional_info("gpu_shader_line_dashed")
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.do_static_compilation(true);
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GPU_SHADER_CREATE_INFO(gpu_shader_3D_line_dashed_uniform_color)
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_source("gpu_shader_3D_line_dashed_uniform_color_vert.glsl")
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.additional_info("gpu_shader_line_dashed")
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.fragment_source("gpu_shader_2D_line_dashed_frag.glsl")
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.do_static_compilation(true);
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GPU_SHADER_CREATE_INFO(gpu_shader_3D_line_dashed_uniform_color_clipped)
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@ -175,7 +175,7 @@ static void wm_gesture_draw_line(wmGesture *gt)
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uint shdr_pos = GPU_vertformat_attr_add(
|
||||
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
|
||||
immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
|
||||
|
||||
float viewport_size[4];
|
||||
GPU_viewport_size_get_f(viewport_size);
|
||||
|
@ -218,7 +218,7 @@ static void wm_gesture_draw_rect(wmGesture *gt)
|
|||
|
||||
shdr_pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
|
||||
immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
|
||||
|
||||
float viewport_size[4];
|
||||
GPU_viewport_size_get_f(viewport_size);
|
||||
|
@ -257,7 +257,7 @@ static void wm_gesture_draw_circle(wmGesture *gt)
|
|||
|
||||
GPU_blend(GPU_BLEND_NONE);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
|
||||
immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
|
||||
|
||||
float viewport_size[4];
|
||||
GPU_viewport_size_get_f(viewport_size);
|
||||
|
@ -361,7 +361,7 @@ static void wm_gesture_draw_lasso(wmGesture *gt, bool filled)
|
|||
const uint shdr_pos = GPU_vertformat_attr_add(
|
||||
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
|
||||
immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
|
||||
|
||||
float viewport_size[4];
|
||||
GPU_viewport_size_get_f(viewport_size);
|
||||
|
@ -395,7 +395,7 @@ static void wm_gesture_draw_cross(wmWindow *win, wmGesture *gt)
|
|||
const uint shdr_pos = GPU_vertformat_attr_add(
|
||||
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
|
||||
|
||||
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
|
||||
immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
|
||||
|
||||
float viewport_size[4];
|
||||
GPU_viewport_size_get_f(viewport_size);
|
||||
|
|
Loading…
Reference in New Issue