Revert "Revert "GPUShaderCreateInfo for interface abstraction""
This reverts commit edee5a947b.
Fixes compilation error (Missing file BLI_float2.hh)
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@@ -51,7 +51,9 @@
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#include "GPU_immediate.h"
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#include "GPU_matrix.h"
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#include "GPU_platform.h"
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#include "GPU_shader_shared.h"
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#include "GPU_state.h"
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#include "GPU_uniform_buffer.h"
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#include "DRW_engine.h"
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@@ -1873,23 +1875,29 @@ static void nodelink_batch_draw(const SpaceNode &snode)
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}
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GPU_blend(GPU_BLEND_ALPHA);
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NodeLinkInstanceData node_link_data;
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float colors[6][4] = {{0.0f}};
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UI_GetThemeColor4fv(TH_WIRE_INNER, colors[nodelink_get_color_id(TH_WIRE_INNER)]);
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UI_GetThemeColor4fv(TH_WIRE, colors[nodelink_get_color_id(TH_WIRE)]);
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UI_GetThemeColor4fv(TH_ACTIVE, colors[nodelink_get_color_id(TH_ACTIVE)]);
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UI_GetThemeColor4fv(TH_EDGE_SELECT, colors[nodelink_get_color_id(TH_EDGE_SELECT)]);
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UI_GetThemeColor4fv(TH_REDALERT, colors[nodelink_get_color_id(TH_REDALERT)]);
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UI_GetThemeColor4fv(TH_WIRE_INNER, node_link_data.colors[nodelink_get_color_id(TH_WIRE_INNER)]);
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UI_GetThemeColor4fv(TH_WIRE, node_link_data.colors[nodelink_get_color_id(TH_WIRE)]);
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UI_GetThemeColor4fv(TH_ACTIVE, node_link_data.colors[nodelink_get_color_id(TH_ACTIVE)]);
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UI_GetThemeColor4fv(TH_EDGE_SELECT,
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node_link_data.colors[nodelink_get_color_id(TH_EDGE_SELECT)]);
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UI_GetThemeColor4fv(TH_REDALERT, node_link_data.colors[nodelink_get_color_id(TH_REDALERT)]);
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node_link_data.expandSize = snode.runtime->aspect * LINK_WIDTH;
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node_link_data.arrowSize = ARROW_SIZE;
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GPUUniformBuf *ubo = GPU_uniformbuf_create_ex(sizeof(node_link_data), &node_link_data, __func__);
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GPU_vertbuf_data_len_set(g_batch_link.inst_vbo, g_batch_link.count);
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GPU_vertbuf_use(g_batch_link.inst_vbo); /* force update. */
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GPU_batch_program_set_builtin(g_batch_link.batch, GPU_SHADER_2D_NODELINK_INST);
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GPU_batch_uniform_4fv_array(g_batch_link.batch, "colors", 6, colors);
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GPU_batch_uniform_1f(g_batch_link.batch, "expandSize", snode.runtime->aspect * LINK_WIDTH);
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GPU_batch_uniform_1f(g_batch_link.batch, "arrowSize", ARROW_SIZE);
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GPU_batch_uniformbuf_bind(g_batch_link.batch, "node_link_data", ubo);
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GPU_batch_draw(g_batch_link.batch);
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GPU_uniformbuf_unbind(ubo);
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GPU_uniformbuf_free(ubo);
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nodelink_batch_reset();
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GPU_blend(GPU_BLEND_NONE);
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@@ -2060,19 +2068,32 @@ void node_draw_link_bezier(const bContext &C,
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copy_v4_v4(colors[2], link_preselection_highlight_color);
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}
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NodeLinkData node_link_data;
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for (int i = 0; i < 4; i++) {
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copy_v2_v2(node_link_data.bezierPts[i], vec[i]);
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}
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for (int i = 0; i < 3; i++) {
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copy_v2_v2(node_link_data.colors[i], colors[i]);
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}
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node_link_data.doArrow = drawarrow;
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node_link_data.doMuted = drawmuted;
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node_link_data.dim_factor = dim_factor;
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node_link_data.thickness = thickness;
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node_link_data.dash_factor = dash_factor;
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node_link_data.dash_alpha = dash_alpha;
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node_link_data.expandSize = snode.runtime->aspect * LINK_WIDTH;
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node_link_data.arrowSize = ARROW_SIZE;
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GPUBatch *batch = g_batch_link.batch_single;
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GPUUniformBuf *ubo = GPU_uniformbuf_create_ex(
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sizeof(node_link_data), &node_link_data, __func__);
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GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_NODELINK);
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GPU_batch_uniform_2fv_array(batch, "bezierPts", 4, vec);
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GPU_batch_uniform_4fv_array(batch, "colors", 3, colors);
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GPU_batch_uniform_1f(batch, "expandSize", snode.runtime->aspect * LINK_WIDTH);
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GPU_batch_uniform_1f(batch, "arrowSize", ARROW_SIZE);
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GPU_batch_uniform_1i(batch, "doArrow", drawarrow);
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GPU_batch_uniform_1i(batch, "doMuted", drawmuted);
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GPU_batch_uniform_1f(batch, "dim_factor", dim_factor);
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GPU_batch_uniform_1f(batch, "thickness", thickness);
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GPU_batch_uniform_1f(batch, "dash_factor", dash_factor);
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GPU_batch_uniform_1f(batch, "dash_alpha", dash_alpha);
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GPU_batch_uniformbuf_bind(batch, "node_link_data", ubo);
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GPU_batch_draw(batch);
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GPU_uniformbuf_unbind(ubo);
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GPU_uniformbuf_free(ubo);
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}
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}
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}
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