GPU: Avoid undocumented/fragile dependency on shader enumerator order
Previously this was using `GPU_SHADER_TEXT` as default value indicating an "unset" state. This wasn't documented in the definition (and so D16284 added a new enumerator that broke this). Plus code was assuming this enumerator would always have the value 0 without specifying this in the definition either. In this case it's easy to not rely on the enum value at all, and just use `std::optional` to add a "unset" state. Differential Revision: https://developer.blender.org/D16303
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@@ -45,7 +45,7 @@ void immBindShader(GPUShader *shader)
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BLI_assert(imm->shader == nullptr);
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imm->shader = shader;
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imm->builtin_shader_bound = GPU_SHADER_TEXT; /* Default value. */
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imm->builtin_shader_bound = std::nullopt;
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if (!imm->vertex_format.packed) {
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VertexFormat_pack(&imm->vertex_format);
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@@ -125,9 +125,12 @@ static void wide_line_workaround_start(GPUPrimType prim_type)
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/* No need to change the shader. */
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return;
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}
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if (!imm->builtin_shader_bound) {
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return;
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}
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eGPUBuiltinShader polyline_sh;
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switch (imm->builtin_shader_bound) {
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switch (*imm->builtin_shader_bound) {
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case GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR:
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polyline_sh = GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR;
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break;
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@@ -180,8 +183,8 @@ static void wide_line_workaround_end()
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}
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immUnbindProgram();
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immBindBuiltinProgram(imm->prev_builtin_shader);
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imm->prev_builtin_shader = GPU_SHADER_TEXT;
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immBindBuiltinProgram(*imm->prev_builtin_shader);
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imm->prev_builtin_shader = std::nullopt;
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}
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}
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@@ -9,6 +9,8 @@
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#pragma once
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#include <optional>
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#include "GPU_batch.h"
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#include "GPU_primitive.h"
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#include "GPU_shader.h"
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@@ -42,9 +44,9 @@ class Immediate {
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/** Wide Line workaround. */
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/** Previously bound shader to restore after drawing. */
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eGPUBuiltinShader prev_builtin_shader = GPU_SHADER_TEXT;
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/** Builtin shader index. Used to test if the workaround can be done. */
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eGPUBuiltinShader builtin_shader_bound = GPU_SHADER_TEXT;
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std::optional<eGPUBuiltinShader> prev_builtin_shader;
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/** Builtin shader index. Used to test if the line width workaround can be done. */
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std::optional<eGPUBuiltinShader> builtin_shader_bound;
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/** Uniform color: Kept here to update the wide-line shader just before #immBegin. */
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float uniform_color[4];
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