forked from blender/blender
me-main #1
@ -105,7 +105,8 @@ GPUShader *BlenderFallbackDisplayShader::bind(int width, int height)
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/* Bind shader now to enable uniform assignment. */
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GPU_shader_bind(shader_program_);
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GPU_shader_uniform_int(shader_program_, image_texture_location_, 0);
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float slot = 0;
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GPU_shader_uniform_vector_int(shader_program_, image_texture_location_, 1, 1, &slot);
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float size[2];
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size[0] = width;
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size[1] = height;
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@ -687,10 +687,12 @@ static void draw_update_uniforms(DRWShadingGroup *shgroup,
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state->vlattrs_loc = uni->location;
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GPU_uniformbuf_bind(drw_ensure_layer_attribute_buffer(), uni->location);
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break;
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case DRW_UNIFORM_RESOURCE_CHUNK:
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case DRW_UNIFORM_RESOURCE_CHUNK: {
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state->chunkid_loc = uni->location;
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GPU_shader_uniform_int(shgroup->shader, uni->location, 0);
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int zero = 0;
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GPU_shader_uniform_vector_int(shgroup->shader, uni->location, 1, 1, &zero);
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break;
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}
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case DRW_UNIFORM_RESOURCE_ID:
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state->resourceid_loc = uni->location;
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break;
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@ -807,7 +809,7 @@ static void draw_call_resource_bind(DRWCommandsState *state, const DRWResourceHa
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int chunk = DRW_handle_chunk_get(handle);
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if (state->resource_chunk != chunk) {
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if (state->chunkid_loc != -1) {
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GPU_shader_uniform_int(DST.shader, state->chunkid_loc, chunk);
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GPU_shader_uniform_vector_int(DST.shader, state->chunkid_loc, 1, 1, &chunk);
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}
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if (state->obmats_loc != -1) {
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GPU_uniformbuf_unbind(DST.vmempool->matrices_ubo[state->resource_chunk]);
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@ -827,7 +829,7 @@ static void draw_call_resource_bind(DRWCommandsState *state, const DRWResourceHa
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if (state->resourceid_loc != -1) {
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int id = DRW_handle_id_get(handle);
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if (state->resource_id != id) {
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GPU_shader_uniform_int(DST.shader, state->resourceid_loc, id);
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GPU_shader_uniform_vector_int(DST.shader, state->resourceid_loc, 1, 1, &id);
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state->resource_id = id;
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}
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}
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@ -34,7 +34,7 @@ typedef struct IMMDrawPixelsTexState {
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* To be used before calling #immDrawPixelsTex
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* Default shader is #GPU_SHADER_2D_IMAGE_COLOR
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* You can still set uniforms with:
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* `GPU_shader_uniform_int(shader, GPU_shader_get_uniform(shader, "name"), 0);`
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* `GPU_shader_uniform_*(shader, "name", value);`
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*/
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IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin);
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@ -273,10 +273,6 @@ int GPU_shader_get_builtin_block(GPUShader *shader, int builtin);
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/** DEPRECATED: Kept only because of Python GPU API. */
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int GPU_shader_get_uniform_block(GPUShader *shader, const char *name);
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/** DEPRECATED: To be replaced by GPU_shader_uniform_vector. */
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void GPU_shader_uniform_float(GPUShader *shader, int location, float value);
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void GPU_shader_uniform_int(GPUShader *shader, int location, int value);
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/** \} */
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#ifdef __cplusplus
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@ -630,20 +630,10 @@ void GPU_shader_uniform_vector_int(
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unwrap(shader)->uniform_int(loc, len, array_size, value);
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}
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void GPU_shader_uniform_int(GPUShader *shader, int location, int value)
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{
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GPU_shader_uniform_vector_int(shader, location, 1, 1, &value);
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}
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void GPU_shader_uniform_float(GPUShader *shader, int location, float value)
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{
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GPU_shader_uniform_vector(shader, location, 1, 1, &value);
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}
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void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value)
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{
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const int loc = GPU_shader_get_uniform(sh, name);
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GPU_shader_uniform_int(sh, loc, value);
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GPU_shader_uniform_vector_int(sh, loc, 1, 1, &value);
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}
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void GPU_shader_uniform_1b(GPUShader *sh, const char *name, bool value)
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@ -672,7 +662,7 @@ void GPU_shader_uniform_4f(GPUShader *sh, const char *name, float x, float y, fl
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void GPU_shader_uniform_1f(GPUShader *sh, const char *name, float value)
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{
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const int loc = GPU_shader_get_uniform(sh, name);
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GPU_shader_uniform_float(sh, loc, value);
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GPU_shader_uniform_vector(sh, loc, 1, 1, &value);
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}
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void GPU_shader_uniform_2fv(GPUShader *sh, const char *name, const float data[2])
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@ -120,10 +120,7 @@ static void engine_bind_display_space_shader(RenderEngine *UNUSED(engine), Scene
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{
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GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE);
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GPU_shader_bind(shader);
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int img_loc = GPU_shader_get_uniform(shader, "image");
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GPU_shader_uniform_int(shader, img_loc, 0);
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/** \note "image" binding slot is 0. */
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}
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static void engine_unbind_display_space_shader(RenderEngine *UNUSED(engine))
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