WIP: uv-simple-select #1

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Chris Blackbourn wants to merge 182 commits from uv-simple-select into main

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6 changed files with 210 additions and 177 deletions
Showing only changes of commit 15dbc0c8ff - Show all commits

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@ -3,6 +3,8 @@
/** \file
* \ingroup gpu
*
* A #GPUShader is a container for backend specific shader program.
*/
#pragma once
@ -20,6 +22,162 @@ typedef struct GPUShaderCreateInfo GPUShaderCreateInfo;
/** Opaque type hiding #blender::gpu::Shader */
typedef struct GPUShader GPUShader;
/* Hardware limit is 16. Position attribute is always needed so we reduce to 15.
* This makes sure the GPUVertexFormat name buffer does not overflow. */
#define GPU_MAX_ATTR 15
/* Determined by the maximum uniform buffer size divided by chunk size. */
#define GPU_MAX_UNIFORM_ATTR 8
/* -------------------------------------------------------------------- */
/** \name Creation
* \{ */
/**
* Create a shader using the given #GPUShaderCreateInfo.
* Can return a NULL pointer if compilation fails.
*/
GPUShader *GPU_shader_create_from_info(const GPUShaderCreateInfo *_info);
/**
* Create a shader using a named #GPUShaderCreateInfo registered at startup.
* These are declared inside `*_info.hh` files using the `GPU_SHADER_CREATE_INFO()` macro.
* They are also expected to have been flagged using `do_static_compilation`.
* Can return a NULL pointer if compilation fails.
*/
GPUShader *GPU_shader_create_from_info_name(const char *info_name);
/**
* Fetch a named #GPUShaderCreateInfo registered at startup.
* These are declared inside `*_info.hh` files using the `GPU_SHADER_CREATE_INFO()` macro.
* Can return a NULL pointer if no match is found.
*/
const GPUShaderCreateInfo *GPU_shader_create_info_get(const char *info_name);
/**
* Error checking for user created shaders.
* \return true is create info is valid.
*/
bool GPU_shader_create_info_check_error(const GPUShaderCreateInfo *_info, char r_error[128]);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Free
* \{ */
void GPU_shader_free(GPUShader *shader);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Binding
* \{ */
/**
* Set the given shader as active shader for the active GPU context.
* It replaces any already bound shader.
* All following draw-calls and dispatches will use this shader.
* Uniform functions need to have the shader bound in order to work. (TODO: until we use
* glProgramUniform)
*/
void GPU_shader_bind(GPUShader *shader);
/**
* Unbind the active shader.
* \note this is a no-op in release builds. But it make sense to actually do it in user land code
* to detect incorrect API usage.
*/
void GPU_shader_unbind(void);
/**
* Return the currently bound shader to the active GPU context.
* \return NULL pointer if no shader is bound of if no context is active.
*/
GPUShader *GPU_shader_get_bound(void);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Debugging introspection API.
* \{ */
const char *GPU_shader_get_name(GPUShader *shader);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Uniform API.
* \{ */
/**
* Returns binding point location.
* Binding location are given to be set at compile time and immutable.
*/
/* TODO(fclem): Make naming consistent. ubo_binding, ssbo_binding */
int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name);
int GPU_shader_get_texture_binding(GPUShader *shader, const char *name);
int GPU_shader_get_ssbo(GPUShader *shader, const char *name);
/**
* Returns uniform location.
* If cached, it is faster than querying the interface for each uniform assignment.
*/
int GPU_shader_get_uniform(GPUShader *shader, const char *name);
/**
* Sets a generic push constant (a.k.a. uniform).
* \a length and \a array_size should match the create info push_constant declaration.
*/
void GPU_shader_uniform_vector(
GPUShader *shader, int location, int length, int array_size, const float *value);
void GPU_shader_uniform_vector_int(
GPUShader *shader, int location, int length, int array_size, const int *value);
/**
* Sets a generic push constant (a.k.a. uniform).
* \a length and \a array_size should match the create info push_constant declaration.
* These functions need to have the shader bound in order to work. (TODO: until we use
* glProgramUniform)
*/
void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value);
void GPU_shader_uniform_1b(GPUShader *sh, const char *name, bool value);
void GPU_shader_uniform_1f(GPUShader *sh, const char *name, float value);
void GPU_shader_uniform_2f(GPUShader *sh, const char *name, float x, float y);
void GPU_shader_uniform_3f(GPUShader *sh, const char *name, float x, float y, float z);
void GPU_shader_uniform_4f(GPUShader *sh, const char *name, float x, float y, float z, float w);
void GPU_shader_uniform_2fv(GPUShader *sh, const char *name, const float data[2]);
void GPU_shader_uniform_3fv(GPUShader *sh, const char *name, const float data[3]);
void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4]);
void GPU_shader_uniform_2iv(GPUShader *sh, const char *name, const int data[2]);
void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4]);
void GPU_shader_uniform_mat3_as_mat4(GPUShader *sh, const char *name, const float data[3][3]);
void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2]);
void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, const float (*val)[4]);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Attribute API.
*
* Used to create #GPUVertexFormat from the shader's vertex input layout.
* \{ */
unsigned int GPU_shader_get_attribute_len(const GPUShader *shader);
int GPU_shader_get_attribute(const GPUShader *shader, const char *name);
bool GPU_shader_get_attribute_info(const GPUShader *shader,
int attr_location,
char r_name[256],
int *r_type);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Legacy API
*
* All of this section is deprecated and should be ported to use the API described above.
* \{ */
typedef enum eGPUShaderTFBType {
GPU_SHADER_TFB_NONE = 0, /* Transform feedback unsupported. */
GPU_SHADER_TFB_POINTS = 1,
@ -53,54 +211,6 @@ GPUShader *GPU_shader_create_ex(const char *vertcode,
const char **tf_names,
int tf_count,
const char *shname);
GPUShader *GPU_shader_create_from_info(const GPUShaderCreateInfo *_info);
GPUShader *GPU_shader_create_from_info_name(const char *info_name);
const GPUShaderCreateInfo *GPU_shader_create_info_get(const char *info_name);
bool GPU_shader_create_info_check_error(const GPUShaderCreateInfo *_info, char r_error[128]);
struct GPU_ShaderCreateFromArray_Params {
const char **vert, **geom, **frag, **defs;
};
/**
* Use via #GPU_shader_create_from_arrays macro (avoids passing in param).
*
* Similar to #DRW_shader_create_with_lib with the ability to include libraries for each type of
* shader.
*
* It has the advantage that each item can be conditionally included
* without having to build the string inline, then free it.
*
* \param params: NULL terminated arrays of strings.
*
* Example:
* \code{.c}
* sh = GPU_shader_create_from_arrays({
* .vert = (const char *[]){shader_lib_glsl, shader_vert_glsl, NULL},
* .geom = (const char *[]){shader_geom_glsl, NULL},
* .frag = (const char *[]){shader_frag_glsl, NULL},
* .defs = (const char *[]){"#define DEFINE\n", test ? "#define OTHER_DEFINE\n" : "", NULL},
* });
* \endcode
*/
struct GPUShader *GPU_shader_create_from_arrays_impl(
const struct GPU_ShaderCreateFromArray_Params *params, const char *func, int line);
#define GPU_shader_create_from_arrays(...) \
GPU_shader_create_from_arrays_impl( \
&(const struct GPU_ShaderCreateFromArray_Params)__VA_ARGS__, __func__, __LINE__)
#define GPU_shader_create_from_arrays_named(name, ...) \
GPU_shader_create_from_arrays_impl( \
&(const struct GPU_ShaderCreateFromArray_Params)__VA_ARGS__, name, 0)
void GPU_shader_free(GPUShader *shader);
void GPU_shader_bind(GPUShader *shader);
void GPU_shader_unbind(void);
GPUShader *GPU_shader_get_bound(void);
const char *GPU_shader_get_name(GPUShader *shader);
/**
* Returns true if transform feedback was successfully enabled.
@ -111,6 +221,9 @@ void GPU_shader_transform_feedback_disable(GPUShader *shader);
/** DEPRECATED: Kept only because of BGL API. */
int GPU_shader_get_program(GPUShader *shader);
/**
* Indexed commonly used uniform name for faster lookup into the uniform cache.
*/
typedef enum {
GPU_UNIFORM_MODEL = 0, /* mat4 ModelMatrix */
GPU_UNIFORM_VIEW, /* mat4 ViewMatrix */
@ -134,16 +247,19 @@ typedef enum {
GPU_UNIFORM_RESOURCE_CHUNK, /* int resourceChunk */
GPU_UNIFORM_RESOURCE_ID, /* int resourceId */
GPU_UNIFORM_SRGB_TRANSFORM, /* bool srgbTarget */
GPU_NUM_UNIFORMS, /* Special value, denotes number of builtin uniforms. */
} GPUUniformBuiltin;
#define GPU_NUM_UNIFORMS (GPU_UNIFORM_SRGB_TRANSFORM + 1)
/** TODO: To be moved as private API. Not really used outside of gpu_matrix.cc and doesn't really
* offer a noticeable perf boost. */
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin);
/** DEPRECATED: Use hardcoded buffer location instead. */
typedef enum {
/** Deprecated */
GPU_UNIFORM_BLOCK_VIEW = 0, /* viewBlock */
GPU_UNIFORM_BLOCK_MODEL, /* modelBlock */
GPU_UNIFORM_BLOCK_INFO, /* infoBlock */
/** New ones */
GPU_UNIFORM_BLOCK_DRW_VIEW,
GPU_UNIFORM_BLOCK_DRW_MODEL,
GPU_UNIFORM_BLOCK_DRW_INFOS,
@ -152,6 +268,10 @@ typedef enum {
GPU_NUM_UNIFORM_BLOCKS, /* Special value, denotes number of builtin uniforms block. */
} GPUUniformBlockBuiltin;
/** DEPRECATED: Use hardcoded buffer location instead. */
int GPU_shader_get_builtin_block(GPUShader *shader, int builtin);
/** DEPRECATED: Use hardcoded buffer location instead. */
typedef enum {
GPU_STORAGE_BUFFER_DEBUG_VERTS = 0, /* drw_debug_verts_buf */
GPU_STORAGE_BUFFER_DEBUG_PRINT, /* drw_debug_print_buf */
@ -159,60 +279,19 @@ typedef enum {
GPU_NUM_STORAGE_BUFFERS, /* Special value, denotes number of builtin buffer blocks. */
} GPUStorageBufferBuiltin;
void GPU_shader_set_srgb_uniform(GPUShader *shader);
int GPU_shader_get_uniform(GPUShader *shader, const char *name);
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin);
int GPU_shader_get_builtin_block(GPUShader *shader, int builtin);
/** DEPRECATED: Use hardcoded buffer location instead. */
int GPU_shader_get_builtin_ssbo(GPUShader *shader, int builtin);
/** DEPRECATED: Kept only because of Python GPU API. */
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name);
int GPU_shader_get_ssbo(GPUShader *shader, const char *name);
int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name);
int GPU_shader_get_texture_binding(GPUShader *shader, const char *name);
void GPU_shader_uniform_vector(
GPUShader *shader, int location, int length, int arraysize, const float *value);
void GPU_shader_uniform_vector_int(
GPUShader *shader, int location, int length, int arraysize, const int *value);
/** DEPRECATED: To be replaced by GPU_shader_uniform_vector. */
void GPU_shader_uniform_float(GPUShader *shader, int location, float value);
void GPU_shader_uniform_int(GPUShader *shader, int location, int value);
void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value);
void GPU_shader_uniform_1b(GPUShader *sh, const char *name, bool value);
void GPU_shader_uniform_1f(GPUShader *sh, const char *name, float value);
void GPU_shader_uniform_2f(GPUShader *sh, const char *name, float x, float y);
void GPU_shader_uniform_3f(GPUShader *sh, const char *name, float x, float y, float z);
void GPU_shader_uniform_4f(GPUShader *sh, const char *name, float x, float y, float z, float w);
void GPU_shader_uniform_2fv(GPUShader *sh, const char *name, const float data[2]);
void GPU_shader_uniform_3fv(GPUShader *sh, const char *name, const float data[3]);
void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4]);
void GPU_shader_uniform_2iv(GPUShader *sh, const char *name, const int data[2]);
void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4]);
void GPU_shader_uniform_mat3_as_mat4(GPUShader *sh, const char *name, const float data[3][3]);
void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2]);
void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, const float (*val)[4]);
unsigned int GPU_shader_get_attribute_len(const GPUShader *shader);
int GPU_shader_get_attribute(GPUShader *shader, const char *name);
bool GPU_shader_get_attribute_info(const GPUShader *shader,
int attr_location,
char r_name[256],
int *r_type);
void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear);
/* Vertex attributes for shaders */
/* Hardware limit is 16. Position attribute is always needed so we reduce to 15.
* This makes sure the GPUVertexFormat name buffer does not overflow. */
#define GPU_MAX_ATTR 15
/* Determined by the maximum uniform buffer size divided by chunk size. */
#define GPU_MAX_UNIFORM_ATTR 8
/** \} */
/* TODO: Move to shader shared. */
typedef enum eGPUKeyframeShapes {
GPU_KEYFRAME_SHAPE_DIAMOND = (1 << 0),
GPU_KEYFRAME_SHAPE_CIRCLE = (1 << 1),

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@ -54,7 +54,7 @@ void immBindShader(GPUShader *shader)
GPU_shader_bind(shader);
GPU_matrix_bind(shader);
GPU_shader_set_srgb_uniform(shader);
Shader::set_srgb_uniform(shader);
}
void immBindBuiltinProgram(eGPUBuiltinShader shader_id)

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@ -46,8 +46,6 @@ std::string Shader::defines_declare(const shader::ShaderCreateInfo &info) const
using namespace blender;
using namespace blender::gpu;
static bool gpu_shader_srgb_uniform_dirty_get();
/* -------------------------------------------------------------------- */
/** \name Creation / Destruction
* \{ */
@ -443,58 +441,6 @@ GPUShader *GPU_shader_create_from_python(const char *vertcode,
return sh;
}
static const char *string_join_array_maybe_alloc(const char **str_arr, bool *r_is_alloc)
{
bool is_alloc = false;
if (str_arr == nullptr) {
*r_is_alloc = false;
return nullptr;
}
/* Skip empty strings (avoid alloc if we can). */
while (str_arr[0] && str_arr[0][0] == '\0') {
str_arr++;
}
int i;
for (i = 0; str_arr[i]; i++) {
if (i != 0 && str_arr[i][0] != '\0') {
is_alloc = true;
}
}
*r_is_alloc = is_alloc;
if (is_alloc) {
return BLI_string_join_arrayN(str_arr, i);
}
return str_arr[0];
}
struct GPUShader *GPU_shader_create_from_arrays_impl(
const struct GPU_ShaderCreateFromArray_Params *params, const char *func, int line)
{
struct {
const char *str;
bool is_alloc;
} str_dst[4] = {{nullptr}};
const char **str_src[4] = {params->vert, params->frag, params->geom, params->defs};
for (int i = 0; i < ARRAY_SIZE(str_src); i++) {
str_dst[i].str = string_join_array_maybe_alloc(str_src[i], &str_dst[i].is_alloc);
}
char name[64];
BLI_snprintf(name, sizeof(name), "%s_%d", func, line);
GPUShader *sh = GPU_shader_create(
str_dst[0].str, str_dst[1].str, str_dst[2].str, nullptr, str_dst[3].str, name);
for (auto &i : str_dst) {
if (i.is_alloc) {
MEM_freeN((void *)i.str);
}
}
return sh;
}
/** \} */
/* -------------------------------------------------------------------- */
@ -511,11 +457,11 @@ void GPU_shader_bind(GPUShader *gpu_shader)
ctx->shader = shader;
shader->bind();
GPU_matrix_bind(gpu_shader);
GPU_shader_set_srgb_uniform(gpu_shader);
Shader::set_srgb_uniform(gpu_shader);
}
else {
if (gpu_shader_srgb_uniform_dirty_get()) {
GPU_shader_set_srgb_uniform(gpu_shader);
if (Shader::srgb_uniform_dirty_get()) {
Shader::set_srgb_uniform(gpu_shader);
}
if (GPU_matrix_dirty_get()) {
GPU_matrix_bind(gpu_shader);
@ -580,66 +526,66 @@ void GPU_shader_transform_feedback_disable(GPUShader *shader)
int GPU_shader_get_uniform(GPUShader *shader, const char *name)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInput *uniform = interface->uniform_get(name);
return uniform ? uniform->location : -1;
}
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInterface *interface = unwrap(shader)->interface;
return interface->uniform_builtin((GPUUniformBuiltin)builtin);
}
int GPU_shader_get_builtin_block(GPUShader *shader, int builtin)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInterface *interface = unwrap(shader)->interface;
return interface->ubo_builtin((GPUUniformBlockBuiltin)builtin);
}
int GPU_shader_get_builtin_ssbo(GPUShader *shader, int builtin)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInterface *interface = unwrap(shader)->interface;
return interface->ssbo_builtin((GPUStorageBufferBuiltin)builtin);
}
int GPU_shader_get_ssbo(GPUShader *shader, const char *name)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInput *ssbo = interface->ssbo_get(name);
return ssbo ? ssbo->location : -1;
}
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInput *ubo = interface->ubo_get(name);
return ubo ? ubo->location : -1;
}
int GPU_shader_get_uniform_block_binding(GPUShader *shader, const char *name)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInput *ubo = interface->ubo_get(name);
return ubo ? ubo->binding : -1;
}
int GPU_shader_get_texture_binding(GPUShader *shader, const char *name)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInput *tex = interface->uniform_get(name);
return tex ? tex->binding : -1;
}
uint GPU_shader_get_attribute_len(const GPUShader *shader)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInterface *interface = unwrap(shader)->interface;
return interface->attr_len_;
}
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
int GPU_shader_get_attribute(const GPUShader *shader, const char *name)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInput *attr = interface->attr_get(name);
return attr ? attr->location : -1;
}
@ -649,7 +595,7 @@ bool GPU_shader_get_attribute_info(const GPUShader *shader,
char r_name[256],
int *r_type)
{
ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInterface *interface = unwrap(shader)->interface;
const ShaderInput *attr = interface->attr_get(attr_location);
if (!attr) {
@ -679,15 +625,15 @@ int GPU_shader_get_program(GPUShader *shader)
* \{ */
void GPU_shader_uniform_vector(
GPUShader *shader, int loc, int len, int arraysize, const float *value)
GPUShader *shader, int loc, int len, int array_size, const float *value)
{
unwrap(shader)->uniform_float(loc, len, arraysize, value);
unwrap(shader)->uniform_float(loc, len, array_size, value);
}
void GPU_shader_uniform_vector_int(
GPUShader *shader, int loc, int len, int arraysize, const int *value)
GPUShader *shader, int loc, int len, int array_size, const int *value)
{
unwrap(shader)->uniform_int(loc, len, arraysize, value);
unwrap(shader)->uniform_int(loc, len, array_size, value);
}
void GPU_shader_uniform_int(GPUShader *shader, int location, int value)
@ -797,15 +743,17 @@ void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, cons
* frame-buffer color-space.
* \{ */
namespace blender::gpu {
static int g_shader_builtin_srgb_transform = 0;
static bool g_shader_builtin_srgb_is_dirty = false;
static bool gpu_shader_srgb_uniform_dirty_get()
bool Shader::srgb_uniform_dirty_get()
{
return g_shader_builtin_srgb_is_dirty;
}
void GPU_shader_set_srgb_uniform(GPUShader *shader)
void Shader::set_srgb_uniform(GPUShader *shader)
{
int32_t loc = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_SRGB_TRANSFORM);
if (loc != -1) {
@ -814,7 +762,7 @@ void GPU_shader_set_srgb_uniform(GPUShader *shader)
g_shader_builtin_srgb_is_dirty = false;
}
void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear)
void Shader::set_framebuffer_srgb_target(int use_srgb_to_linear)
{
if (g_shader_builtin_srgb_transform != use_srgb_to_linear) {
g_shader_builtin_srgb_transform = use_srgb_to_linear;
@ -822,4 +770,6 @@ void GPU_shader_set_framebuffer_srgb_target(int use_srgb_to_linear)
}
}
} // namespace blender::gpu
/** \} */

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@ -71,6 +71,10 @@ class Shader {
return name;
};
static bool srgb_uniform_dirty_get();
static void set_srgb_uniform(GPUShader *shader);
static void set_framebuffer_srgb_target(int use_srgb_to_linear);
protected:
void print_log(
Span<const char *> sources, char *log, const char *stage, bool error, GPULogParser *parser);

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@ -109,7 +109,7 @@ void MTLFrameBuffer::bind(bool enabled_srgb)
this->mark_dirty();
}
enabled_srgb_ = enabled_srgb;
GPU_shader_set_framebuffer_srgb_target(enabled_srgb && srgb_);
Shader::set_framebuffer_srgb_target(enabled_srgb && srgb_);
}
/* Reset clear state on bind -- Clears and load/store ops are set after binding. */

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@ -280,7 +280,7 @@ void GLFrameBuffer::bind(bool enabled_srgb)
else {
glDisable(GL_FRAMEBUFFER_SRGB);
}
GPU_shader_set_framebuffer_srgb_target(enabled_srgb && srgb_);
Shader::set_framebuffer_srgb_target(enabled_srgb && srgb_);
}
if (context_->active_fb != this) {