GPU: Use Same Type in Comparisons. #106789

Merged
Jeroen Bakker merged 4 commits from Jeroen-Bakker/blender:gpu-compare-similar-types into main 2023-04-11 13:46:22 +02:00
5 changed files with 28 additions and 28 deletions
Showing only changes of commit 4631b2e9ce - Show all commits

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@ -396,7 +396,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_curve_handle)
.geometry_layout(PrimitiveIn::LINES, PrimitiveOut::TRIANGLE_STRIP, 10)
.geometry_out(overlay_edit_smooth_color_iface)
.push_constant(Type::BOOL, "showCurveHandles")
.push_constant(Type::INT, "curveHandleDisplay")
.push_constant(Type::UINT, "curveHandleDisplay")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_edit_curve_handle_vert.glsl")
.geometry_source("overlay_edit_curve_handle_geom.glsl")
@ -414,7 +414,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_curve_handle_no_geom)
.vertex_in(1, Type::UCHAR, "data")
.vertex_out(overlay_edit_smooth_color_iface)
.push_constant(Type::BOOL, "showCurveHandles")
.push_constant(Type::INT, "curveHandleDisplay")
.push_constant(Type::UINT, "curveHandleDisplay")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_edit_curve_handle_vert_no_geom.glsl")
.fragment_source("overlay_varying_color.glsl")
@ -439,7 +439,7 @@ GPU_SHADER_CREATE_INFO(overlay_edit_curve_point)
.vertex_in(1, Type::UINT, "data")
.vertex_out(overlay_edit_flat_color_iface)
.push_constant(Type::BOOL, "showCurveHandles")
.push_constant(Type::INT, "curveHandleDisplay")
.push_constant(Type::UINT, "curveHandleDisplay")
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_edit_curve_point_vert.glsl")
.fragment_source("overlay_point_varying_color_frag.glsl")

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@ -26,7 +26,7 @@ void main()
uint color_id = (vert[1].flag >> COLOR_SHIFT);
/* Don't output any edges if we don't show handles */
if (!showCurveHandles && (color_id < 5)) {
if (!showCurveHandles && (color_id < 5u)) {
return;
}
@ -40,7 +40,7 @@ void main()
if ((curveHandleDisplay != CURVE_HANDLE_ALL) && (!handle_selected)) {
/* Nurbs must show the handles always. */
bool is_u_segment = (((vert[1].flag ^ vert[0].flag) & EVEN_U_BIT) != 0u);
if ((!is_u_segment) && (color_id <= 4)) {
if ((!is_u_segment) && (color_id <= 4u)) {
return;
}
if (is_gpencil) {
@ -49,24 +49,24 @@ void main()
}
vec4 inner_color;
if (color_id == 0) {
if (color_id == 0u) {
inner_color = (edge_selected) ? colorHandleSelFree : colorHandleFree;
}
else if (color_id == 1) {
else if (color_id == 1u) {
inner_color = (edge_selected) ? colorHandleSelAuto : colorHandleAuto;
}
else if (color_id == 2) {
else if (color_id == 2u) {
inner_color = (edge_selected) ? colorHandleSelVect : colorHandleVect;
}
else if (color_id == 3) {
else if (color_id == 3u) {
inner_color = (edge_selected) ? colorHandleSelAlign : colorHandleAlign;
}
else if (color_id == 4) {
else if (color_id == 4u) {
inner_color = (edge_selected) ? colorHandleSelAutoclamp : colorHandleAutoclamp;
}
else {
bool is_selected = (((vert[1].flag & vert[0].flag) & VERT_SELECTED) != 0);
bool is_u_segment = (((vert[1].flag ^ vert[0].flag) & EVEN_U_BIT) != 0);
bool is_selected = (((vert[1].flag & vert[0].flag) & VERT_SELECTED) != 0u);
bool is_u_segment = (((vert[1].flag ^ vert[0].flag) & EVEN_U_BIT) != 0u);
if (is_u_segment) {
inner_color = (is_selected) ? colorNurbSelUline : colorNurbUline;
}
@ -75,7 +75,7 @@ void main()
}
}
vec4 outer_color = (is_active_nurb != 0) ?
vec4 outer_color = (is_active_nurb != 0u) ?
mix(colorActiveSpline,
inner_color,
0.25) /* Minimize active color bleeding on inner_color. */

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@ -47,7 +47,7 @@ void main()
uint color_id = (vert_flag[1] >> COLOR_SHIFT);
/* Don't output any edges if we don't show handles */
if (!showCurveHandles && (color_id < 5)) {
if (!showCurveHandles && (color_id < 5u)) {
return;
}
@ -61,7 +61,7 @@ void main()
if ((curveHandleDisplay != CURVE_HANDLE_ALL) && (!handle_selected)) {
/* Nurbs must show the handles always. */
bool is_u_segment = (((vert_flag[1] ^ vert_flag[0]) & EVEN_U_BIT) != 0u);
if ((!is_u_segment) && (color_id <= 4)) {
if ((!is_u_segment) && (color_id <= 4u)) {
return;
}
if (is_gpencil) {
@ -70,24 +70,24 @@ void main()
}
vec4 inner_color;
if (color_id == 0) {
if (color_id == 0u) {
inner_color = (edge_selected) ? colorHandleSelFree : colorHandleFree;
}
else if (color_id == 1) {
else if (color_id == 1u) {
inner_color = (edge_selected) ? colorHandleSelAuto : colorHandleAuto;
}
else if (color_id == 2) {
else if (color_id == 2u) {
inner_color = (edge_selected) ? colorHandleSelVect : colorHandleVect;
}
else if (color_id == 3) {
else if (color_id == 3u) {
inner_color = (edge_selected) ? colorHandleSelAlign : colorHandleAlign;
}
else if (color_id == 4) {
else if (color_id == 4u) {
inner_color = (edge_selected) ? colorHandleSelAutoclamp : colorHandleAutoclamp;
}
else {
bool is_selected = (((vert_flag[1] & vert_flag[0]) & VERT_SELECTED) != 0);
bool is_u_segment = (((vert_flag[1] ^ vert_flag[0]) & EVEN_U_BIT) != 0);
bool is_selected = (((vert_flag[1] & vert_flag[0]) & VERT_SELECTED) != 0u);
bool is_u_segment = (((vert_flag[1] ^ vert_flag[0]) & EVEN_U_BIT) != 0u);
if (is_u_segment) {
inner_color = (is_selected) ? colorNurbSelUline : colorNurbUline;
}
@ -96,7 +96,7 @@ void main()
}
}
vec4 outer_color = (is_active_nurb != 0) ?
vec4 outer_color = (is_active_nurb != 0u) ?
mix(colorActiveSpline,
inner_color,
0.25) /* Minimize active color bleeding on inner_color. */

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@ -8,8 +8,8 @@ void main()
/* Reuse the FREESTYLE flag to determine is GPencil. */
bool is_gpencil = ((data & EDGE_FREESTYLE) != 0);
if ((data & VERT_SELECTED) != 0) {
if ((data & VERT_ACTIVE) != 0) {
if ((data & VERT_SELECTED) != 0u) {
if ((data & VERT_ACTIVE) != 0u) {
finalColor = colorEditMeshActive;
}
else {
@ -26,7 +26,7 @@ void main()
view_clipping_distances(world_pos);
bool show_handle = showCurveHandles;
if ((curveHandleDisplay == CURVE_HANDLE_SELECTED) && ((data & VERT_SELECTED_BEZT_HANDLE) == 0)) {
if ((curveHandleDisplay == CURVE_HANDLE_SELECTED) && ((data & VERT_SELECTED_BEZT_HANDLE) == 0u)) {
show_handle = false;
}
Jeroen-Bakker marked this conversation as resolved
Review

0 -> 0u on line 33

`0` -> `0u` on line 33

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@ -6,10 +6,10 @@ void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
if ((data & VERT_SELECTED) != 0) {
if ((data & VERT_SELECTED) != 0u) {
finalColor = colorVertexSelect;
}
else if ((data & VERT_ACTIVE) != 0) {
else if ((data & VERT_ACTIVE) != 0u) {
finalColor = colorEditMeshActive;
}
else {