Fix T49861: Interlace stereo drawing

This does not address stapling shader in 2.8, though the solution can be
similar (own shader, not polutting interlace shader).

part of T49043

Reviewers: merwin

Differential Revision: https://developer.blender.org/D2440
This commit is contained in:
Dalai Felinto
2017-01-09 17:58:13 +01:00
parent e42e1769b3
commit 5ed5ed59c3
10 changed files with 142 additions and 205 deletions

View File

@@ -140,114 +140,6 @@ const GLubyte stipple_checker_8px[128] = {
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255,
0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255, 0, 255};
const GLubyte stipple_interlace_row[128] = {
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00};
const GLubyte stipple_interlace_row_swap[128] = {
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff};
const GLubyte stipple_interlace_column[128] = {
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55};
const GLubyte stipple_interlace_column_swap[128] = {
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa,
0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa, 0xaa};
const GLubyte stipple_interlace_checker[128] = {
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa,
0x55, 0x55, 0x55, 0x55, 0xaa, 0xaa, 0xaa, 0xaa};
const GLubyte stipple_interlace_checker_swap[128] = {
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55,
0xaa, 0xaa, 0xaa, 0xaa, 0x55, 0x55, 0x55, 0x55};
const GLubyte stipple_hexagon[128] = {
0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88, 0x88,
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22,
@@ -651,24 +543,6 @@ void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id)
case GPU_SHADER_STIPPLE_DIAG_STRIPES:
glPolygonStipple(stipple_diag_stripes_pos);
return;
case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW:
glPolygonStipple(stipple_interlace_row);
return;
case GPU_SHADER_STIPPLE_S3D_INTERLACE_ROW_SWAP:
glPolygonStipple(stipple_interlace_row_swap);
return;
case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN:
glPolygonStipple(stipple_interlace_column);
return;
case GPU_SHADER_STIPPLE_S3D_INTERLACE_COLUMN_SWAP:
glPolygonStipple(stipple_interlace_column_swap);
return;
case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER:
glPolygonStipple(stipple_interlace_checker);
return;
case GPU_SHADER_STIPPLE_S3D_INTERLACE_CHECKER_SWAP:
glPolygonStipple(stipple_interlace_checker_swap);
return;
default:
glPolygonStipple(stipple_hexagon);
return;