From 9990273d042274e02e0a99a5d286c7a845dd094e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cle=CC=81ment=20Foucault?= Date: Fri, 11 Apr 2025 22:39:01 +0200 Subject: [PATCH] GPU: Change `Type` enum to use lower case values This is to help for future resource declaration using macros. Rel #137261 Pull Request: https://projects.blender.org/blender/blender/pulls/137367 --- intern/opencolorio/ocio_impl_glsl.cc | 10 +- .../evaluator/gpu_compute_evaluator.cc | 20 +- .../ocio_color_space_conversion_shader.cc | 6 +- .../infos/compositor_alpha_crop_info.hh | 4 +- .../infos/compositor_bilateral_blur_info.hh | 4 +- .../infos/compositor_bokeh_blur_info.hh | 4 +- ...ompositor_bokeh_blur_variable_size_info.hh | 4 +- .../infos/compositor_bokeh_image_info.hh | 10 +- .../shaders/infos/compositor_box_mask_info.hh | 10 +- .../shaders/infos/compositor_convert_info.hh | 6 +- .../infos/compositor_cryptomatte_info.hh | 8 +- .../shaders/infos/compositor_defocus_info.hh | 16 +- .../compositor_deriche_gaussian_blur_info.hh | 10 +- .../infos/compositor_despeckle_info.hh | 4 +- .../infos/compositor_directional_blur_info.hh | 12 +- .../infos/compositor_double_edge_mask_info.hh | 4 +- .../infos/compositor_edge_filter_info.hh | 2 +- .../infos/compositor_ellipse_mask_info.hh | 10 +- .../shaders/infos/compositor_filter_info.hh | 2 +- .../shaders/infos/compositor_flip_info.hh | 4 +- .../shaders/infos/compositor_glare_info.hh | 42 +-- .../shaders/infos/compositor_id_mask_info.hh | 2 +- .../infos/compositor_image_crop_info.hh | 2 +- .../shaders/infos/compositor_inpaint_info.hh | 4 +- .../infos/compositor_jump_flooding_info.hh | 2 +- .../shaders/infos/compositor_keying_info.hh | 18 +- .../infos/compositor_keying_screen_info.hh | 4 +- .../shaders/infos/compositor_kuwahara_info.hh | 10 +- .../shaders/infos/compositor_map_uv_info.hh | 2 +- .../compositor_morphological_distance_info.hh | 2 +- ...r_morphological_distance_threshold_info.hh | 6 +- .../compositor_morphological_step_info.hh | 2 +- .../infos/compositor_motion_blur_info.hh | 6 +- .../infos/compositor_normalize_info.hh | 4 +- .../compositor_parallel_reduction_info.hh | 24 +- .../shaders/infos/compositor_pixelate_info.hh | 2 +- .../infos/compositor_plane_deform_info.hh | 8 +- ...mpositor_projector_lens_distortion_info.hh | 2 +- .../infos/compositor_read_input_info.hh | 2 +- .../compositor_realize_on_domain_info.hh | 2 +- .../compositor_screen_lens_distortion_info.hh | 4 +- .../shaders/infos/compositor_smaa_info.hh | 8 +- .../shaders/infos/compositor_split_info.hh | 2 +- .../infos/compositor_sun_beams_info.hh | 4 +- .../infos/compositor_symmetric_blur_info.hh | 2 +- ...sitor_symmetric_blur_variable_size_info.hh | 2 +- ...ompositor_symmetric_separable_blur_info.hh | 2 +- ...etric_separable_blur_variable_size_info.hh | 2 +- .../compositor_tone_map_photoreceptor_info.hh | 12 +- .../infos/compositor_tone_map_simple_info.hh | 6 +- .../compositor_translate_wrapped_info.hh | 2 +- ...compositor_van_vliet_gaussian_blur_info.hh | 20 +- .../infos/compositor_write_output_info.hh | 4 +- .../infos/compositor_z_combine_info.hh | 4 +- .../infos/eevee_ambient_occlusion_info.hh | 8 +- .../eevee/shaders/infos/eevee_common_info.hh | 2 +- .../shaders/infos/eevee_deferred_info.hh | 40 +- .../infos/eevee_depth_of_field_info.hh | 30 +- .../eevee/shaders/infos/eevee_film_info.hh | 32 +- .../eevee/shaders/infos/eevee_hiz_info.hh | 8 +- .../shaders/infos/eevee_light_culling_info.hh | 4 +- .../infos/eevee_lightprobe_sphere_info.hh | 40 +- .../infos/eevee_lightprobe_volume_info.hh | 60 +-- .../eevee/shaders/infos/eevee_lookdev_info.hh | 12 +- .../eevee/shaders/infos/eevee_lut_info.hh | 4 +- .../shaders/infos/eevee_material_info.hh | 66 ++-- .../eevee/shaders/infos/eevee_shadow_info.hh | 60 ++- .../eevee/shaders/infos/eevee_tracing_info.hh | 30 +- .../shaders/infos/eevee_velocity_info.hh | 12 +- .../eevee/shaders/infos/eevee_volume_info.hh | 4 +- .../gpencil/shaders/infos/gpencil_info.hh | 86 ++--- .../gpencil/shaders/infos/gpencil_vfx_info.hh | 88 ++--- .../image/shaders/infos/engine_image_info.hh | 24 +- .../infos/overlay_antialiasing_info.hh | 8 +- .../shaders/infos/overlay_armature_info.hh | 94 ++--- .../shaders/infos/overlay_background_info.hh | 12 +- .../shaders/infos/overlay_common_info.hh | 2 +- .../shaders/infos/overlay_edit_mode_info.hh | 356 +++++++++--------- .../shaders/infos/overlay_extra_info.hh | 168 ++++----- .../shaders/infos/overlay_facing_info.hh | 4 +- .../shaders/infos/overlay_grid_info.hh | 24 +- .../shaders/infos/overlay_outline_info.hh | 40 +- .../shaders/infos/overlay_paint_info.hh | 62 +-- .../infos/overlay_sculpt_curves_info.hh | 24 +- .../shaders/infos/overlay_sculpt_info.hh | 18 +- .../infos/overlay_viewer_attribute_info.hh | 30 +- .../shaders/infos/overlay_volume_info.hh | 54 +-- .../shaders/infos/overlay_wireframe_info.hh | 84 ++--- .../select/shaders/infos/select_id_info.hh | 26 +- .../shaders/infos/workbench_composite_info.hh | 4 +- .../shaders/infos/workbench_depth_info.hh | 2 +- .../workbench_effect_antialiasing_info.hh | 22 +- .../infos/workbench_effect_dof_info.hh | 24 +- .../infos/workbench_effect_outline_info.hh | 2 +- .../shaders/infos/workbench_prepass_info.hh | 44 +-- .../shaders/infos/workbench_shadow_info.hh | 14 +- .../workbench_transparent_resolve_info.hh | 2 +- .../shaders/infos/workbench_volume_info.hh | 36 +- .../draw/intern/shaders/draw_debug_info.hh | 14 +- .../intern/shaders/draw_fullscreen_info.hh | 2 +- .../intern/shaders/draw_object_infos_info.hh | 16 +- .../draw/intern/shaders/draw_view_info.hh | 24 +- source/blender/gpu/GPU_common_types.hh | 140 ++++--- source/blender/gpu/intern/gpu_shader.cc | 8 +- .../gpu/intern/gpu_shader_create_info.cc | 4 +- .../gpu/intern/gpu_shader_create_info.hh | 111 +++--- .../blender/gpu/intern/gpu_vertex_format.cc | 50 +-- .../gpu/metal/kernels/depth_2d_update_info.hh | 14 +- .../gpu_shader_fullscreen_blit_info.hh | 16 +- source/blender/gpu/metal/mtl_shader.mm | 8 +- .../blender/gpu/metal/mtl_shader_generator.hh | 86 ++--- .../blender/gpu/metal/mtl_shader_generator.mm | 66 ++-- source/blender/gpu/opengl/gl_shader.cc | 150 ++++---- .../blender/gpu/opengl/gl_shader_interface.cc | 32 +- .../blender/gpu/shaders/gpu_glsl_cpp_stubs.hh | 23 -- .../gpu/shaders/infos/gpu_index_load_info.hh | 6 +- .../gpu/shaders/infos/gpu_interface_info.hh | 20 +- .../infos/gpu_shader_2D_area_borders_info.hh | 18 +- .../infos/gpu_shader_2D_checker_info.hh | 12 +- .../infos/gpu_shader_2D_diag_stripes_info.hh | 14 +- ...u_shader_2D_image_desaturate_color_info.hh | 4 +- .../shaders/infos/gpu_shader_2D_image_info.hh | 8 +- ...gpu_shader_2D_image_overlays_merge_info.hh | 22 +- ...der_2D_image_overlays_stereo_merge_info.hh | 10 +- .../gpu_shader_2D_image_rect_color_info.hh | 10 +- .../gpu_shader_2D_image_shuffle_color_info.hh | 4 +- .../infos/gpu_shader_2D_node_socket_info.hh | 24 +- .../infos/gpu_shader_2D_nodelink_info.hh | 64 ++-- ...oint_uniform_size_uniform_color_aa_info.hh | 10 +- ...form_size_uniform_color_outline_aa_info.hh | 14 +- ...D_point_varying_size_varying_color_info.hh | 10 +- .../infos/gpu_shader_2D_widget_info.hh | 42 +-- .../infos/gpu_shader_3D_depth_only_info.hh | 4 +- .../infos/gpu_shader_3D_flat_color_info.hh | 8 +- .../shaders/infos/gpu_shader_3D_image_info.hh | 10 +- .../shaders/infos/gpu_shader_3D_point_info.hh | 20 +- .../infos/gpu_shader_3D_polyline_info.hh | 40 +- .../infos/gpu_shader_3D_smooth_color_info.hh | 8 +- .../infos/gpu_shader_3D_uniform_color_info.hh | 20 +- .../infos/gpu_shader_gpencil_stroke_info.hh | 10 +- .../gpu/shaders/infos/gpu_shader_icon_info.hh | 16 +- .../shaders/infos/gpu_shader_index_info.hh | 12 +- .../infos/gpu_shader_keyframe_shape_info.hh | 28 +- ...u_shader_line_dashed_uniform_color_info.hh | 24 +- .../infos/gpu_shader_sequencer_info.hh | 18 +- .../infos/gpu_shader_simple_lighting_info.hh | 12 +- .../gpu/shaders/infos/gpu_shader_test_info.hh | 26 +- .../gpu/shaders/infos/gpu_shader_text_info.hh | 28 +- .../gpu_srgb_to_framebuffer_space_info.hh | 2 +- source/blender/gpu/tests/framebuffer_test.cc | 8 +- .../gpu/vulkan/tests/vk_memory_layout_test.cc | 52 +-- source/blender/gpu/vulkan/vk_common.cc | 64 ++-- source/blender/gpu/vulkan/vk_memory_layout.cc | 212 +++++------ source/blender/gpu/vulkan/vk_memory_layout.hh | 2 +- source/blender/gpu/vulkan/vk_shader.cc | 130 +++---- .../gpu/vulkan/vk_vertex_attribute_object.cc | 64 ++-- source/blender/python/gpu/gpu_py_shader.cc | 4 +- .../python/gpu/gpu_py_shader_create_info.cc | 94 ++--- 158 files changed, 2040 insertions(+), 2068 deletions(-) diff --git a/intern/opencolorio/ocio_impl_glsl.cc b/intern/opencolorio/ocio_impl_glsl.cc index f43e59ddb85..9cb7be5b237 100644 --- a/intern/opencolorio/ocio_impl_glsl.cc +++ b/intern/opencolorio/ocio_impl_glsl.cc @@ -199,7 +199,7 @@ static bool createGPUShader(OCIO_GPUShader &shader, source, "if ( gamma != vec3(1., 1., 1.) )", "if (! all(equal(gamma, vec3(1., 1., 1.))) )"); StageInterfaceInfo iface("OCIO_Interface", ""); - iface.smooth(Type::VEC2, "texCoord_interp"); + iface.smooth(Type::float2_t, "texCoord_interp"); ShaderCreateInfo info("OCIO_Display"); /* Work around OpenColorIO not supporting latest GLSL yet. */ @@ -214,11 +214,11 @@ static bool createGPUShader(OCIO_GPUShader &shader, info.sampler(TEXTURE_SLOT_IMAGE, ImageType::FLOAT_2D, "image_texture"); info.sampler(TEXTURE_SLOT_OVERLAY, ImageType::FLOAT_2D, "overlay_texture"); info.uniform_buf(UNIFORMBUF_SLOT_DISPLAY, "OCIO_GPUParameters", "parameters"); - info.push_constant(Type::MAT4, "ModelViewProjectionMatrix"); - info.vertex_in(0, Type::VEC2, "pos"); - info.vertex_in(1, Type::VEC2, "texCoord"); + info.push_constant(Type::float4x4_t, "ModelViewProjectionMatrix"); + info.vertex_in(0, Type::float2_t, "pos"); + info.vertex_in(1, Type::float2_t, "texCoord"); info.vertex_out(iface); - info.fragment_out(0, Type::VEC4, "fragColor"); + info.fragment_out(0, Type::float4_t, "fragColor"); info.vertex_source("gpu_shader_display_transform_vert.glsl"); info.fragment_source("gpu_shader_display_transform_frag.glsl"); info.fragment_source_generated = source; diff --git a/intern/opensubdiv/internal/evaluator/gpu_compute_evaluator.cc b/intern/opensubdiv/internal/evaluator/gpu_compute_evaluator.cc index dac84379016..7e114759c95 100644 --- a/intern/opensubdiv/internal/evaluator/gpu_compute_evaluator.cc +++ b/intern/opensubdiv/internal/evaluator/gpu_compute_evaluator.cc @@ -360,16 +360,16 @@ static GPUShader *compile_eval_stencil_shader(BufferDescriptor const &srcDesc, SHADER_SRC_VERTEX_BUFFER_BUF_SLOT, Qualifier::READ, "float", "srcVertexBuffer[]"); info.storage_buf( SHADER_DST_VERTEX_BUFFER_BUF_SLOT, Qualifier::WRITE, "float", "dstVertexBuffer[]"); - info.push_constant(Type::INT, "srcOffset"); - info.push_constant(Type::INT, "dstOffset"); + info.push_constant(Type::int_t, "srcOffset"); + info.push_constant(Type::int_t, "dstOffset"); bool deriv1 = (duDesc.length > 0 || dvDesc.length > 0); if (deriv1) { info.define("OPENSUBDIV_GLSL_COMPUTE_USE_1ST_DERIVATIVES"); info.storage_buf(SHADER_DU_BUFFER_BUF_SLOT, Qualifier::READ_WRITE, "float", "duBuffer[]"); info.storage_buf(SHADER_DV_BUFFER_BUF_SLOT, Qualifier::READ_WRITE, "float", "dvBuffer[]"); - info.push_constant(Type::IVEC3, "duDesc"); - info.push_constant(Type::IVEC3, "dvDesc"); + info.push_constant(Type::int3_t, "duDesc"); + info.push_constant(Type::int3_t, "dvDesc"); } info.storage_buf(SHADER_SIZES_BUF_SLOT, Qualifier::READ, "int", "sizes_buf[]"); @@ -382,8 +382,8 @@ static GPUShader *compile_eval_stencil_shader(BufferDescriptor const &srcDesc, info.storage_buf( SHADER_DV_WEIGHTS_BUF_SLOT, Qualifier::READ_WRITE, "float", "dv_weights_buf[]"); } - info.push_constant(Type::INT, "batchStart"); - info.push_constant(Type::INT, "batchEnd"); + info.push_constant(Type::int_t, "batchStart"); + info.push_constant(Type::int_t, "batchEnd"); info.compute_source("osd_eval_stencils_comp.glsl"); GPUShader *shader = GPU_shader_create_from_info( @@ -462,16 +462,16 @@ static GPUShader *compile_eval_patches_shader(BufferDescriptor const &srcDesc, SHADER_SRC_VERTEX_BUFFER_BUF_SLOT, Qualifier::READ, "float", "srcVertexBuffer[]"); info.storage_buf( SHADER_DST_VERTEX_BUFFER_BUF_SLOT, Qualifier::WRITE, "float", "dstVertexBuffer[]"); - info.push_constant(Type::INT, "srcOffset"); - info.push_constant(Type::INT, "dstOffset"); + info.push_constant(Type::int_t, "srcOffset"); + info.push_constant(Type::int_t, "dstOffset"); bool deriv1 = (duDesc.length > 0 || dvDesc.length > 0); if (deriv1) { info.define("OPENSUBDIV_GLSL_COMPUTE_USE_1ST_DERIVATIVES"); info.storage_buf(SHADER_DU_BUFFER_BUF_SLOT, Qualifier::READ_WRITE, "float", "duBuffer[]"); info.storage_buf(SHADER_DV_BUFFER_BUF_SLOT, Qualifier::READ_WRITE, "float", "dvBuffer[]"); - info.push_constant(Type::IVEC3, "duDesc"); - info.push_constant(Type::IVEC3, "dvDesc"); + info.push_constant(Type::int3_t, "duDesc"); + info.push_constant(Type::int3_t, "dvDesc"); } info.storage_buf( diff --git a/source/blender/compositor/cached_resources/intern/ocio_color_space_conversion_shader.cc b/source/blender/compositor/cached_resources/intern/ocio_color_space_conversion_shader.cc index da6802d544b..f2b3aa94254 100644 --- a/source/blender/compositor/cached_resources/intern/ocio_color_space_conversion_shader.cc +++ b/source/blender/compositor/cached_resources/intern/ocio_color_space_conversion_shader.cc @@ -121,7 +121,7 @@ class GPUShaderCreator : public OCIO::GpuShaderCreator { /* Don't use the name argument directly since ShaderCreateInfo only stores references to * resource names, instead, use the name that is stored in resource_names_. */ std::string &resource_name = *resource_names_[resource_names_.size() - 1]; - shader_create_info_.push_constant(Type::FLOAT, resource_name); + shader_create_info_.push_constant(Type::float_t, resource_name); float_uniforms_.add(resource_name, get_double); @@ -140,7 +140,7 @@ class GPUShaderCreator : public OCIO::GpuShaderCreator { /* Don't use the name argument directly since ShaderCreateInfo only stores references to * resource names, instead, use the name that is stored in resource_names_. */ const std::string &resource_name = *resource_names_[resource_names_.size() - 1]; - shader_create_info_.push_constant(Type::BOOL, resource_name); + shader_create_info_.push_constant(Type::bool_t, resource_name); boolean_uniforms_.add(name, get_bool); @@ -159,7 +159,7 @@ class GPUShaderCreator : public OCIO::GpuShaderCreator { /* Don't use the name argument directly since ShaderCreateInfo only stores references to * resource names, instead, use the name that is stored in resource_names_. */ std::string &resource_name = *resource_names_[resource_names_.size() - 1]; - shader_create_info_.push_constant(Type::VEC3, resource_name); + shader_create_info_.push_constant(Type::float3_t, resource_name); vector_uniforms_.add(resource_name, get_float3); diff --git a/source/blender/compositor/shaders/infos/compositor_alpha_crop_info.hh b/source/blender/compositor/shaders/infos/compositor_alpha_crop_info.hh index c52918574fc..f24602a137c 100644 --- a/source/blender/compositor/shaders/infos/compositor_alpha_crop_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_alpha_crop_info.hh @@ -6,8 +6,8 @@ GPU_SHADER_CREATE_INFO(compositor_alpha_crop) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(IVEC2, lower_bound) -PUSH_CONSTANT(IVEC2, upper_bound) +PUSH_CONSTANT(int2, lower_bound) +PUSH_CONSTANT(int2, upper_bound) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("compositor_alpha_crop.glsl") diff --git a/source/blender/compositor/shaders/infos/compositor_bilateral_blur_info.hh b/source/blender/compositor/shaders/infos/compositor_bilateral_blur_info.hh index 4494e4140c6..449329e3ccb 100644 --- a/source/blender/compositor/shaders/infos/compositor_bilateral_blur_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_bilateral_blur_info.hh @@ -6,8 +6,8 @@ GPU_SHADER_CREATE_INFO(compositor_bilateral_blur) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(INT, radius) -PUSH_CONSTANT(FLOAT, threshold) +PUSH_CONSTANT(int, radius) +PUSH_CONSTANT(float, threshold) SAMPLER(0, FLOAT_2D, input_tx) SAMPLER(1, FLOAT_2D, determinator_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) diff --git a/source/blender/compositor/shaders/infos/compositor_bokeh_blur_info.hh b/source/blender/compositor/shaders/infos/compositor_bokeh_blur_info.hh index 32653f00828..edbdec17d17 100644 --- a/source/blender/compositor/shaders/infos/compositor_bokeh_blur_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_bokeh_blur_info.hh @@ -6,8 +6,8 @@ GPU_SHADER_CREATE_INFO(compositor_bokeh_blur) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(INT, radius) -PUSH_CONSTANT(BOOL, extend_bounds) +PUSH_CONSTANT(int, radius) +PUSH_CONSTANT(bool, extend_bounds) SAMPLER(0, FLOAT_2D, input_tx) SAMPLER(1, FLOAT_2D, weights_tx) SAMPLER(2, FLOAT_2D, mask_tx) diff --git a/source/blender/compositor/shaders/infos/compositor_bokeh_blur_variable_size_info.hh b/source/blender/compositor/shaders/infos/compositor_bokeh_blur_variable_size_info.hh index 75cd0d0ac45..c70ba14aac1 100644 --- a/source/blender/compositor/shaders/infos/compositor_bokeh_blur_variable_size_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_bokeh_blur_variable_size_info.hh @@ -6,8 +6,8 @@ GPU_SHADER_CREATE_INFO(compositor_bokeh_blur_variable_size) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(FLOAT, base_size) -PUSH_CONSTANT(INT, search_radius) +PUSH_CONSTANT(float, base_size) +PUSH_CONSTANT(int, search_radius) SAMPLER(0, FLOAT_2D, input_tx) SAMPLER(1, FLOAT_2D, weights_tx) SAMPLER(2, FLOAT_2D, size_tx) diff --git a/source/blender/compositor/shaders/infos/compositor_bokeh_image_info.hh b/source/blender/compositor/shaders/infos/compositor_bokeh_image_info.hh index 9b47779bee7..8b60f472406 100644 --- a/source/blender/compositor/shaders/infos/compositor_bokeh_image_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_bokeh_image_info.hh @@ -6,11 +6,11 @@ GPU_SHADER_CREATE_INFO(compositor_bokeh_image) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(FLOAT, exterior_angle) -PUSH_CONSTANT(FLOAT, rotation) -PUSH_CONSTANT(FLOAT, roundness) -PUSH_CONSTANT(FLOAT, catadioptric) -PUSH_CONSTANT(FLOAT, lens_shift) +PUSH_CONSTANT(float, exterior_angle) +PUSH_CONSTANT(float, rotation) +PUSH_CONSTANT(float, roundness) +PUSH_CONSTANT(float, catadioptric) +PUSH_CONSTANT(float, lens_shift) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("compositor_bokeh_image.glsl") DO_STATIC_COMPILATION() diff --git a/source/blender/compositor/shaders/infos/compositor_box_mask_info.hh b/source/blender/compositor/shaders/infos/compositor_box_mask_info.hh index 7f105617489..c8b8f7f83bc 100644 --- a/source/blender/compositor/shaders/infos/compositor_box_mask_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_box_mask_info.hh @@ -6,11 +6,11 @@ GPU_SHADER_CREATE_INFO(compositor_box_mask_shared) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(IVEC2, domain_size) -PUSH_CONSTANT(VEC2, location) -PUSH_CONSTANT(VEC2, size) -PUSH_CONSTANT(FLOAT, cos_angle) -PUSH_CONSTANT(FLOAT, sin_angle) +PUSH_CONSTANT(int2, domain_size) +PUSH_CONSTANT(float2, location) +PUSH_CONSTANT(float2, size) +PUSH_CONSTANT(float, cos_angle) +PUSH_CONSTANT(float, sin_angle) SAMPLER(0, FLOAT_2D, base_mask_tx) SAMPLER(1, FLOAT_2D, mask_value_tx) IMAGE(0, GPU_R16F, WRITE, FLOAT_2D, output_mask_img) diff --git a/source/blender/compositor/shaders/infos/compositor_convert_info.hh b/source/blender/compositor/shaders/infos/compositor_convert_info.hh index 2f485b0e491..57af095d5d1 100644 --- a/source/blender/compositor/shaders/infos/compositor_convert_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_convert_info.hh @@ -291,7 +291,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_convert_color_to_float) ADDITIONAL_INFO(compositor_convert_float_shared) -PUSH_CONSTANT(VEC3, luminance_coefficients_u) +PUSH_CONSTANT(float3, luminance_coefficients_u) IMAGE(0, GPU_R16F, WRITE, FLOAT_2D, output_img) DEFINE_VALUE("CONVERT_EXPRESSION(value)", "vec4(color_to_float(value, luminance_coefficients_u), vec3(0.0f))") @@ -300,7 +300,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_convert_color_to_int) ADDITIONAL_INFO(compositor_convert_float_shared) -PUSH_CONSTANT(VEC3, luminance_coefficients_u) +PUSH_CONSTANT(float3, luminance_coefficients_u) IMAGE(0, GPU_R16I, WRITE, INT_2D, output_img) DEFINE_VALUE("CONVERT_EXPRESSION(value)", "ivec4(color_to_int(value, luminance_coefficients_u), ivec3(0))") @@ -337,7 +337,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_convert_color_to_bool) ADDITIONAL_INFO(compositor_convert_float_shared) -PUSH_CONSTANT(VEC3, luminance_coefficients_u) +PUSH_CONSTANT(float3, luminance_coefficients_u) IMAGE(0, GPU_R8I, WRITE, INT_2D, output_img) DEFINE_VALUE("CONVERT_EXPRESSION(value)", "ivec4(color_to_bool(value, luminance_coefficients_u))") DO_STATIC_COMPILATION() diff --git a/source/blender/compositor/shaders/infos/compositor_cryptomatte_info.hh b/source/blender/compositor/shaders/infos/compositor_cryptomatte_info.hh index 1dafe13dbdb..f4eae0ee2b6 100644 --- a/source/blender/compositor/shaders/infos/compositor_cryptomatte_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_cryptomatte_info.hh @@ -8,7 +8,7 @@ using namespace blender::gpu::shader; GPU_SHADER_CREATE_INFO(compositor_cryptomatte_pick) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(IVEC2, lower_bound) +PUSH_CONSTANT(int2, lower_bound) SAMPLER(0, FLOAT_2D, first_layer_tx) IMAGE(0, GPU_RGBA32F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("compositor_cryptomatte_pick.glsl") @@ -17,9 +17,9 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_cryptomatte_matte) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(IVEC2, lower_bound) -PUSH_CONSTANT(INT, identifiers_count) -PUSH_CONSTANT_ARRAY(FLOAT, identifiers, 32) +PUSH_CONSTANT(int2, lower_bound) +PUSH_CONSTANT(int, identifiers_count) +PUSH_CONSTANT_ARRAY(float, identifiers, 32) SAMPLER(0, FLOAT_2D, layer_tx) IMAGE(0, GPU_R16F, READ_WRITE, FLOAT_2D, matte_img) COMPUTE_SOURCE("compositor_cryptomatte_matte.glsl") diff --git a/source/blender/compositor/shaders/infos/compositor_defocus_info.hh b/source/blender/compositor/shaders/infos/compositor_defocus_info.hh index 9d0e276dde0..b327dc3452e 100644 --- a/source/blender/compositor/shaders/infos/compositor_defocus_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_defocus_info.hh @@ -6,8 +6,8 @@ GPU_SHADER_CREATE_INFO(compositor_defocus_radius_from_scale) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(FLOAT, scale) -PUSH_CONSTANT(FLOAT, max_radius) +PUSH_CONSTANT(float, scale) +PUSH_CONSTANT(float, max_radius) SAMPLER(0, FLOAT_2D, radius_tx) IMAGE(0, GPU_R16F, WRITE, FLOAT_2D, radius_img) COMPUTE_SOURCE("compositor_defocus_radius_from_scale.glsl") @@ -16,11 +16,11 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_defocus_radius_from_depth) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(FLOAT, f_stop) -PUSH_CONSTANT(FLOAT, max_radius) -PUSH_CONSTANT(FLOAT, focal_length) -PUSH_CONSTANT(FLOAT, pixels_per_meter) -PUSH_CONSTANT(FLOAT, distance_to_image_of_focus) +PUSH_CONSTANT(float, f_stop) +PUSH_CONSTANT(float, max_radius) +PUSH_CONSTANT(float, focal_length) +PUSH_CONSTANT(float, pixels_per_meter) +PUSH_CONSTANT(float, distance_to_image_of_focus) SAMPLER(0, FLOAT_2D, depth_tx) IMAGE(0, GPU_R16F, WRITE, FLOAT_2D, radius_img) COMPUTE_SOURCE("compositor_defocus_radius_from_depth.glsl") @@ -29,7 +29,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_defocus_blur) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(INT, search_radius) +PUSH_CONSTANT(int, search_radius) SAMPLER(0, FLOAT_2D, input_tx) SAMPLER(1, FLOAT_2D, weights_tx) SAMPLER(2, FLOAT_2D, radius_tx) diff --git a/source/blender/compositor/shaders/infos/compositor_deriche_gaussian_blur_info.hh b/source/blender/compositor/shaders/infos/compositor_deriche_gaussian_blur_info.hh index 502703d5dfd..8778c079ca8 100644 --- a/source/blender/compositor/shaders/infos/compositor_deriche_gaussian_blur_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_deriche_gaussian_blur_info.hh @@ -6,11 +6,11 @@ GPU_SHADER_CREATE_INFO(compositor_deriche_gaussian_blur) LOCAL_GROUP_SIZE(128, 2) -PUSH_CONSTANT(VEC4, causal_feedforward_coefficients) -PUSH_CONSTANT(VEC4, non_causal_feedforward_coefficients) -PUSH_CONSTANT(VEC4, feedback_coefficients) -PUSH_CONSTANT(FLOAT, causal_boundary_coefficient) -PUSH_CONSTANT(FLOAT, non_causal_boundary_coefficient) +PUSH_CONSTANT(float4, causal_feedforward_coefficients) +PUSH_CONSTANT(float4, non_causal_feedforward_coefficients) +PUSH_CONSTANT(float4, feedback_coefficients) +PUSH_CONSTANT(float, causal_boundary_coefficient) +PUSH_CONSTANT(float, non_causal_boundary_coefficient) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, causal_output_img) IMAGE(1, GPU_RGBA16F, WRITE, FLOAT_2D, non_causal_output_img) diff --git a/source/blender/compositor/shaders/infos/compositor_despeckle_info.hh b/source/blender/compositor/shaders/infos/compositor_despeckle_info.hh index d4b36e207ed..110d979fc6b 100644 --- a/source/blender/compositor/shaders/infos/compositor_despeckle_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_despeckle_info.hh @@ -6,8 +6,8 @@ GPU_SHADER_CREATE_INFO(compositor_despeckle) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(FLOAT, color_threshold) -PUSH_CONSTANT(FLOAT, neighbor_threshold) +PUSH_CONSTANT(float, color_threshold) +PUSH_CONSTANT(float, neighbor_threshold) SAMPLER(0, FLOAT_2D, input_tx) SAMPLER(1, FLOAT_2D, factor_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) diff --git a/source/blender/compositor/shaders/infos/compositor_directional_blur_info.hh b/source/blender/compositor/shaders/infos/compositor_directional_blur_info.hh index bd0d7a2969c..a5ff4ff544f 100644 --- a/source/blender/compositor/shaders/infos/compositor_directional_blur_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_directional_blur_info.hh @@ -6,12 +6,12 @@ GPU_SHADER_CREATE_INFO(compositor_directional_blur) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(INT, iterations) -PUSH_CONSTANT(VEC2, origin) -PUSH_CONSTANT(VEC2, translation) -PUSH_CONSTANT(FLOAT, rotation_sin) -PUSH_CONSTANT(FLOAT, rotation_cos) -PUSH_CONSTANT(FLOAT, scale) +PUSH_CONSTANT(int, iterations) +PUSH_CONSTANT(float2, origin) +PUSH_CONSTANT(float2, translation) +PUSH_CONSTANT(float, rotation_sin) +PUSH_CONSTANT(float, rotation_cos) +PUSH_CONSTANT(float, scale) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("compositor_directional_blur.glsl") diff --git a/source/blender/compositor/shaders/infos/compositor_double_edge_mask_info.hh b/source/blender/compositor/shaders/infos/compositor_double_edge_mask_info.hh index b27df720c24..6bf949cf43b 100644 --- a/source/blender/compositor/shaders/infos/compositor_double_edge_mask_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_double_edge_mask_info.hh @@ -6,8 +6,8 @@ GPU_SHADER_CREATE_INFO(compositor_double_edge_mask_compute_boundary) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(BOOL, include_all_inner_edges) -PUSH_CONSTANT(BOOL, include_edges_of_image) +PUSH_CONSTANT(bool, include_all_inner_edges) +PUSH_CONSTANT(bool, include_edges_of_image) SAMPLER(0, FLOAT_2D, inner_mask_tx) SAMPLER(1, FLOAT_2D, outer_mask_tx) IMAGE(0, GPU_RG16I, WRITE, INT_2D, inner_boundary_img) diff --git a/source/blender/compositor/shaders/infos/compositor_edge_filter_info.hh b/source/blender/compositor/shaders/infos/compositor_edge_filter_info.hh index 2e159f72358..7247b6bb2c9 100644 --- a/source/blender/compositor/shaders/infos/compositor_edge_filter_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_edge_filter_info.hh @@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(compositor_edge_filter) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(MAT4, ukernel) +PUSH_CONSTANT(float4x4, ukernel) SAMPLER(0, FLOAT_2D, input_tx) SAMPLER(1, FLOAT_2D, factor_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) diff --git a/source/blender/compositor/shaders/infos/compositor_ellipse_mask_info.hh b/source/blender/compositor/shaders/infos/compositor_ellipse_mask_info.hh index 8247ad833ba..7a97229797e 100644 --- a/source/blender/compositor/shaders/infos/compositor_ellipse_mask_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_ellipse_mask_info.hh @@ -6,11 +6,11 @@ GPU_SHADER_CREATE_INFO(compositor_ellipse_mask_shared) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(IVEC2, domain_size) -PUSH_CONSTANT(VEC2, location) -PUSH_CONSTANT(VEC2, radius) -PUSH_CONSTANT(FLOAT, cos_angle) -PUSH_CONSTANT(FLOAT, sin_angle) +PUSH_CONSTANT(int2, domain_size) +PUSH_CONSTANT(float2, location) +PUSH_CONSTANT(float2, radius) +PUSH_CONSTANT(float, cos_angle) +PUSH_CONSTANT(float, sin_angle) SAMPLER(0, FLOAT_2D, base_mask_tx) SAMPLER(1, FLOAT_2D, mask_value_tx) IMAGE(0, GPU_R16F, WRITE, FLOAT_2D, output_mask_img) diff --git a/source/blender/compositor/shaders/infos/compositor_filter_info.hh b/source/blender/compositor/shaders/infos/compositor_filter_info.hh index 685596edcd2..c149b0ea9d9 100644 --- a/source/blender/compositor/shaders/infos/compositor_filter_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_filter_info.hh @@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(compositor_filter) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(MAT4, ukernel) +PUSH_CONSTANT(float4x4, ukernel) SAMPLER(0, FLOAT_2D, input_tx) SAMPLER(1, FLOAT_2D, factor_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) diff --git a/source/blender/compositor/shaders/infos/compositor_flip_info.hh b/source/blender/compositor/shaders/infos/compositor_flip_info.hh index 9fba416e3af..6596156ceb4 100644 --- a/source/blender/compositor/shaders/infos/compositor_flip_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_flip_info.hh @@ -6,8 +6,8 @@ GPU_SHADER_CREATE_INFO(compositor_flip) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(BOOL, flip_x) -PUSH_CONSTANT(BOOL, flip_y) +PUSH_CONSTANT(bool, flip_x) +PUSH_CONSTANT(bool, flip_y) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("compositor_flip.glsl") diff --git a/source/blender/compositor/shaders/infos/compositor_glare_info.hh b/source/blender/compositor/shaders/infos/compositor_glare_info.hh index a3219b81eb7..12bf6c48711 100644 --- a/source/blender/compositor/shaders/infos/compositor_glare_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_glare_info.hh @@ -10,9 +10,9 @@ GPU_SHADER_CREATE_INFO(compositor_glare_highlights) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(FLOAT, threshold) -PUSH_CONSTANT(FLOAT, highlights_smoothness) -PUSH_CONSTANT(FLOAT, max_brightness) +PUSH_CONSTANT(float, threshold) +PUSH_CONSTANT(float, highlights_smoothness) +PUSH_CONSTANT(float, max_brightness) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("compositor_glare_highlights.glsl") @@ -21,8 +21,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_glare_mix) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(FLOAT, saturation) -PUSH_CONSTANT(VEC3, tint) +PUSH_CONSTANT(float, saturation) +PUSH_CONSTANT(float3, tint) SAMPLER(0, FLOAT_2D, input_tx) SAMPLER(1, FLOAT_2D, glare_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) @@ -32,8 +32,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_glare_write_glare_output) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(FLOAT, saturation) -PUSH_CONSTANT(VEC3, tint) +PUSH_CONSTANT(float, saturation) +PUSH_CONSTANT(float3, tint) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("compositor_glare_write_glare_output.glsl") @@ -63,8 +63,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_glare_ghost_accumulate) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(VEC4, scales) -PUSH_CONSTANT_ARRAY(VEC4, color_modulators, 4) +PUSH_CONSTANT(float4, scales) +PUSH_CONSTANT_ARRAY(float4, color_modulators, 4) SAMPLER(0, FLOAT_2D, input_ghost_tx) IMAGE(0, GPU_RGBA16F, READ_WRITE, FLOAT_2D, accumulated_ghost_img) COMPUTE_SOURCE("compositor_glare_ghost_accumulate.glsl") @@ -77,8 +77,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_glare_simple_star_horizontal_pass) LOCAL_GROUP_SIZE(16) -PUSH_CONSTANT(INT, iterations) -PUSH_CONSTANT(FLOAT, fade_factor) +PUSH_CONSTANT(int, iterations) +PUSH_CONSTANT(float, fade_factor) IMAGE(0, GPU_RGBA16F, READ_WRITE, FLOAT_2D, horizontal_img) COMPUTE_SOURCE("compositor_glare_simple_star_horizontal_pass.glsl") DO_STATIC_COMPILATION() @@ -86,8 +86,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_glare_simple_star_vertical_pass) LOCAL_GROUP_SIZE(16) -PUSH_CONSTANT(INT, iterations) -PUSH_CONSTANT(FLOAT, fade_factor) +PUSH_CONSTANT(int, iterations) +PUSH_CONSTANT(float, fade_factor) SAMPLER(0, FLOAT_2D, horizontal_tx) IMAGE(0, GPU_RGBA16F, READ_WRITE, FLOAT_2D, vertical_img) COMPUTE_SOURCE("compositor_glare_simple_star_vertical_pass.glsl") @@ -96,8 +96,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_glare_simple_star_diagonal_pass) LOCAL_GROUP_SIZE(16) -PUSH_CONSTANT(INT, iterations) -PUSH_CONSTANT(FLOAT, fade_factor) +PUSH_CONSTANT(int, iterations) +PUSH_CONSTANT(float, fade_factor) IMAGE(0, GPU_RGBA16F, READ_WRITE, FLOAT_2D, diagonal_img) COMPUTE_SOURCE("compositor_glare_simple_star_diagonal_pass.glsl") DO_STATIC_COMPILATION() @@ -105,8 +105,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_glare_simple_star_anti_diagonal_pass) LOCAL_GROUP_SIZE(16) -PUSH_CONSTANT(INT, iterations) -PUSH_CONSTANT(FLOAT, fade_factor) +PUSH_CONSTANT(int, iterations) +PUSH_CONSTANT(float, fade_factor) SAMPLER(0, FLOAT_2D, diagonal_tx) IMAGE(0, GPU_RGBA16F, READ_WRITE, FLOAT_2D, anti_diagonal_img) COMPUTE_SOURCE("compositor_glare_simple_star_anti_diagonal_pass.glsl") @@ -119,9 +119,9 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_glare_streaks_filter) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(FLOAT, color_modulator) -PUSH_CONSTANT(VEC3, fade_factors) -PUSH_CONSTANT(VEC2, streak_vector) +PUSH_CONSTANT(float, color_modulator) +PUSH_CONSTANT(float3, fade_factors) +PUSH_CONSTANT(float2, streak_vector) SAMPLER(0, FLOAT_2D, input_streak_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_streak_img) COMPUTE_SOURCE("compositor_glare_streaks_filter.glsl") @@ -130,7 +130,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_glare_streaks_accumulate) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(FLOAT, attenuation_factor) +PUSH_CONSTANT(float, attenuation_factor) SAMPLER(0, FLOAT_2D, streak_tx) IMAGE(0, GPU_RGBA16F, READ_WRITE, FLOAT_2D, accumulated_streaks_img) COMPUTE_SOURCE("compositor_glare_streaks_accumulate.glsl") diff --git a/source/blender/compositor/shaders/infos/compositor_id_mask_info.hh b/source/blender/compositor/shaders/infos/compositor_id_mask_info.hh index c72d1f038e6..b47d27212df 100644 --- a/source/blender/compositor/shaders/infos/compositor_id_mask_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_id_mask_info.hh @@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(compositor_id_mask) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(INT, index) +PUSH_CONSTANT(int, index) SAMPLER(0, FLOAT_2D, input_mask_tx) IMAGE(0, GPU_R16F, WRITE, FLOAT_2D, output_mask_img) COMPUTE_SOURCE("compositor_id_mask.glsl") diff --git a/source/blender/compositor/shaders/infos/compositor_image_crop_info.hh b/source/blender/compositor/shaders/infos/compositor_image_crop_info.hh index 6a2a013ee0a..f21074f3215 100644 --- a/source/blender/compositor/shaders/infos/compositor_image_crop_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_image_crop_info.hh @@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(compositor_image_crop) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(IVEC2, lower_bound) +PUSH_CONSTANT(int2, lower_bound) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("compositor_image_crop.glsl") diff --git a/source/blender/compositor/shaders/infos/compositor_inpaint_info.hh b/source/blender/compositor/shaders/infos/compositor_inpaint_info.hh index 5ffc3867837..967a74a44b2 100644 --- a/source/blender/compositor/shaders/infos/compositor_inpaint_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_inpaint_info.hh @@ -14,7 +14,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_inpaint_fill_region) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(INT, max_distance) +PUSH_CONSTANT(int, max_distance) SAMPLER(0, FLOAT_2D, input_tx) SAMPLER(1, INT_2D, flooded_boundary_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, filled_region_img) @@ -26,7 +26,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_inpaint_compute_region) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(INT, max_distance) +PUSH_CONSTANT(int, max_distance) SAMPLER(0, FLOAT_2D, input_tx) SAMPLER(1, FLOAT_2D, inpainted_region_tx) SAMPLER(2, FLOAT_2D, distance_to_boundary_tx) diff --git a/source/blender/compositor/shaders/infos/compositor_jump_flooding_info.hh b/source/blender/compositor/shaders/infos/compositor_jump_flooding_info.hh index 536ad38ef19..e677d4904a2 100644 --- a/source/blender/compositor/shaders/infos/compositor_jump_flooding_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_jump_flooding_info.hh @@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(compositor_jump_flooding) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(INT, step_size) +PUSH_CONSTANT(int, step_size) SAMPLER(0, INT_2D, input_tx) IMAGE(0, GPU_RG16I, WRITE, INT_2D, output_img) COMPUTE_SOURCE("compositor_jump_flooding.glsl") diff --git a/source/blender/compositor/shaders/infos/compositor_keying_info.hh b/source/blender/compositor/shaders/infos/compositor_keying_info.hh index cf9e6fea073..b9bc315f642 100644 --- a/source/blender/compositor/shaders/infos/compositor_keying_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_keying_info.hh @@ -23,7 +23,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_keying_compute_matte) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(FLOAT, key_balance) +PUSH_CONSTANT(float, key_balance) SAMPLER(0, FLOAT_2D, input_tx) SAMPLER(1, FLOAT_2D, key_tx) IMAGE(0, GPU_R16F, WRITE, FLOAT_2D, output_img) @@ -33,12 +33,12 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_keying_tweak_matte_shared) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(BOOL, apply_core_matte) -PUSH_CONSTANT(BOOL, apply_garbage_matte) -PUSH_CONSTANT(INT, edge_search_radius) -PUSH_CONSTANT(FLOAT, edge_tolerance) -PUSH_CONSTANT(FLOAT, black_level) -PUSH_CONSTANT(FLOAT, white_level) +PUSH_CONSTANT(bool, apply_core_matte) +PUSH_CONSTANT(bool, apply_garbage_matte) +PUSH_CONSTANT(int, edge_search_radius) +PUSH_CONSTANT(float, edge_tolerance) +PUSH_CONSTANT(float, black_level) +PUSH_CONSTANT(float, white_level) SAMPLER(0, FLOAT_2D, input_matte_tx) SAMPLER(1, FLOAT_2D, garbage_matte_tx) SAMPLER(2, FLOAT_2D, core_matte_tx) @@ -60,8 +60,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_keying_compute_image) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(FLOAT, despill_factor) -PUSH_CONSTANT(FLOAT, despill_balance) +PUSH_CONSTANT(float, despill_factor) +PUSH_CONSTANT(float, despill_balance) SAMPLER(0, FLOAT_2D, input_tx) SAMPLER(1, FLOAT_2D, matte_tx) SAMPLER(2, FLOAT_2D, key_tx) diff --git a/source/blender/compositor/shaders/infos/compositor_keying_screen_info.hh b/source/blender/compositor/shaders/infos/compositor_keying_screen_info.hh index 547a2719106..4edbea071d8 100644 --- a/source/blender/compositor/shaders/infos/compositor_keying_screen_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_keying_screen_info.hh @@ -6,8 +6,8 @@ GPU_SHADER_CREATE_INFO(compositor_keying_screen) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(FLOAT, smoothness) -PUSH_CONSTANT(INT, number_of_markers) +PUSH_CONSTANT(float, smoothness) +PUSH_CONSTANT(int, number_of_markers) STORAGE_BUF(0, READ, vec2, marker_positions[]) STORAGE_BUF(1, READ, vec4, marker_colors[]) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) diff --git a/source/blender/compositor/shaders/infos/compositor_kuwahara_info.hh b/source/blender/compositor/shaders/infos/compositor_kuwahara_info.hh index d4100fd57e4..f44d380911e 100644 --- a/source/blender/compositor/shaders/infos/compositor_kuwahara_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_kuwahara_info.hh @@ -17,7 +17,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_kuwahara_classic_convolution_constant_size) ADDITIONAL_INFO(compositor_kuwahara_classic_convolution_shared) -PUSH_CONSTANT(INT, size) +PUSH_CONSTANT(int, size) DEFINE("CONSTANT_SIZE") DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() @@ -38,7 +38,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_kuwahara_classic_summed_area_table_constant_size) ADDITIONAL_INFO(compositor_kuwahara_classic_summed_area_table_shared) -PUSH_CONSTANT(INT, size) +PUSH_CONSTANT(int, size) DEFINE("CONSTANT_SIZE") DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() @@ -60,8 +60,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_kuwahara_anisotropic_shared) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(FLOAT, eccentricity) -PUSH_CONSTANT(FLOAT, sharpness) +PUSH_CONSTANT(float, eccentricity) +PUSH_CONSTANT(float, sharpness) SAMPLER(0, FLOAT_2D, input_tx) SAMPLER(1, FLOAT_2D, structure_tensor_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) @@ -71,7 +71,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_kuwahara_anisotropic_constant_size) ADDITIONAL_INFO(compositor_kuwahara_anisotropic_shared) DEFINE("CONSTANT_SIZE") -PUSH_CONSTANT(FLOAT, size) +PUSH_CONSTANT(float, size) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() diff --git a/source/blender/compositor/shaders/infos/compositor_map_uv_info.hh b/source/blender/compositor/shaders/infos/compositor_map_uv_info.hh index bbdd122cc26..acf53f34c57 100644 --- a/source/blender/compositor/shaders/infos/compositor_map_uv_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_map_uv_info.hh @@ -13,7 +13,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_map_uv_anisotropic) ADDITIONAL_INFO(compositor_map_uv_shared) -PUSH_CONSTANT(FLOAT, gradient_attenuation_factor) +PUSH_CONSTANT(float, gradient_attenuation_factor) COMPUTE_SOURCE("compositor_map_uv_anisotropic.glsl") DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() diff --git a/source/blender/compositor/shaders/infos/compositor_morphological_distance_info.hh b/source/blender/compositor/shaders/infos/compositor_morphological_distance_info.hh index 11aefeef699..60d5131e871 100644 --- a/source/blender/compositor/shaders/infos/compositor_morphological_distance_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_morphological_distance_info.hh @@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(compositor_morphological_distance_shared) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(INT, radius) +PUSH_CONSTANT(int, radius) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_R16F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("compositor_morphological_distance.glsl") diff --git a/source/blender/compositor/shaders/infos/compositor_morphological_distance_threshold_info.hh b/source/blender/compositor/shaders/infos/compositor_morphological_distance_threshold_info.hh index 7d7d710f26e..7792dfacdc3 100644 --- a/source/blender/compositor/shaders/infos/compositor_morphological_distance_threshold_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_morphological_distance_threshold_info.hh @@ -6,9 +6,9 @@ GPU_SHADER_CREATE_INFO(compositor_morphological_distance_threshold) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(INT, radius) -PUSH_CONSTANT(INT, distance) -PUSH_CONSTANT(FLOAT, inset) +PUSH_CONSTANT(int, radius) +PUSH_CONSTANT(int, distance) +PUSH_CONSTANT(float, inset) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_R16F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("compositor_morphological_distance_threshold.glsl") diff --git a/source/blender/compositor/shaders/infos/compositor_morphological_step_info.hh b/source/blender/compositor/shaders/infos/compositor_morphological_step_info.hh index 0b3fc35d23b..7a27e49e445 100644 --- a/source/blender/compositor/shaders/infos/compositor_morphological_step_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_morphological_step_info.hh @@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(compositor_morphological_step_shared) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(INT, radius) +PUSH_CONSTANT(int, radius) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_R16F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("compositor_morphological_step.glsl") diff --git a/source/blender/compositor/shaders/infos/compositor_motion_blur_info.hh b/source/blender/compositor/shaders/infos/compositor_motion_blur_info.hh index 8f3fe0a8529..f197cd480da 100644 --- a/source/blender/compositor/shaders/infos/compositor_motion_blur_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_motion_blur_info.hh @@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(compositor_motion_blur_max_velocity_dilate) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(FLOAT, shutter_speed) +PUSH_CONSTANT(float, shutter_speed) SAMPLER(0, FLOAT_2D, input_tx) STORAGE_BUF(0, READ_WRITE, uint, tile_indirection_buf[]) COMPUTE_SOURCE("compositor_motion_blur_max_velocity_dilate.glsl") @@ -15,8 +15,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_motion_blur) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(INT, samples_count) -PUSH_CONSTANT(FLOAT, shutter_speed) +PUSH_CONSTANT(int, samples_count) +PUSH_CONSTANT(float, shutter_speed) SAMPLER(0, FLOAT_2D, input_tx) SAMPLER(1, FLOAT_2D, depth_tx) SAMPLER(2, FLOAT_2D, velocity_tx) diff --git a/source/blender/compositor/shaders/infos/compositor_normalize_info.hh b/source/blender/compositor/shaders/infos/compositor_normalize_info.hh index 21ad46b0953..a6d15586b62 100644 --- a/source/blender/compositor/shaders/infos/compositor_normalize_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_normalize_info.hh @@ -6,8 +6,8 @@ GPU_SHADER_CREATE_INFO(compositor_normalize) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(FLOAT, minimum) -PUSH_CONSTANT(FLOAT, scale) +PUSH_CONSTANT(float, minimum) +PUSH_CONSTANT(float, scale) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_R16F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("compositor_normalize.glsl") diff --git a/source/blender/compositor/shaders/infos/compositor_parallel_reduction_info.hh b/source/blender/compositor/shaders/infos/compositor_parallel_reduction_info.hh index f85f533b677..ac7b135a565 100644 --- a/source/blender/compositor/shaders/infos/compositor_parallel_reduction_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_parallel_reduction_info.hh @@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(compositor_parallel_reduction_shared) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(BOOL, is_initial_reduction) +PUSH_CONSTANT(bool, is_initial_reduction) SAMPLER(0, FLOAT_2D, input_tx) COMPUTE_SOURCE("compositor_parallel_reduction.glsl") GPU_SHADER_CREATE_END() @@ -48,14 +48,14 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_sum_luminance) ADDITIONAL_INFO(compositor_sum_float_shared) -PUSH_CONSTANT(VEC3, luminance_coefficients) +PUSH_CONSTANT(float3, luminance_coefficients) DEFINE_VALUE("INITIALIZE(value)", "dot(value.rgb, luminance_coefficients)") DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_sum_log_luminance) ADDITIONAL_INFO(compositor_sum_float_shared) -PUSH_CONSTANT(VEC3, luminance_coefficients) +PUSH_CONSTANT(float3, luminance_coefficients) DEFINE_VALUE("INITIALIZE(value)", "log(max(dot(value.rgb, luminance_coefficients), 1e-5f))") DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() @@ -77,7 +77,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_sum_squared_difference_float_shared) ADDITIONAL_INFO(compositor_parallel_reduction_shared) IMAGE(0, GPU_R32F, WRITE, FLOAT_2D, output_img) -PUSH_CONSTANT(FLOAT, subtrahend) +PUSH_CONSTANT(float, subtrahend) DEFINE_VALUE("TYPE", "float") DEFINE_VALUE("IDENTITY", "0.0f") DEFINE_VALUE("LOAD(value)", "value.x") @@ -104,7 +104,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_sum_luminance_squared_difference) ADDITIONAL_INFO(compositor_sum_squared_difference_float_shared) -PUSH_CONSTANT(VEC3, luminance_coefficients) +PUSH_CONSTANT(float3, luminance_coefficients) DEFINE_VALUE("INITIALIZE(value)", "pow(dot(value.rgb, luminance_coefficients) - subtrahend, 2.0f)") DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() @@ -116,7 +116,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_maximum_luminance) ADDITIONAL_INFO(compositor_parallel_reduction_shared) IMAGE(0, GPU_R32F, WRITE, FLOAT_2D, output_img) -PUSH_CONSTANT(VEC3, luminance_coefficients) +PUSH_CONSTANT(float3, luminance_coefficients) DEFINE_VALUE("TYPE", "float") DEFINE_VALUE("IDENTITY", "FLT_MIN") DEFINE_VALUE("INITIALIZE(value)", "dot(value.rgb, luminance_coefficients)") @@ -150,8 +150,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_maximum_float_in_range) ADDITIONAL_INFO(compositor_parallel_reduction_shared) IMAGE(0, GPU_R32F, WRITE, FLOAT_2D, output_img) -PUSH_CONSTANT(FLOAT, lower_bound) -PUSH_CONSTANT(FLOAT, upper_bound) +PUSH_CONSTANT(float, lower_bound) +PUSH_CONSTANT(float, upper_bound) DEFINE_VALUE("TYPE", "float") DEFINE_VALUE("IDENTITY", "lower_bound") DEFINE_VALUE("INITIALIZE(v)", "((v.x <= upper_bound) && (v.x >= lower_bound)) ? v.x : lower_bound") @@ -167,7 +167,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_minimum_luminance) ADDITIONAL_INFO(compositor_parallel_reduction_shared) IMAGE(0, GPU_R32F, WRITE, FLOAT_2D, output_img) -PUSH_CONSTANT(VEC3, luminance_coefficients) +PUSH_CONSTANT(float3, luminance_coefficients) DEFINE_VALUE("TYPE", "float") DEFINE_VALUE("IDENTITY", "FLT_MAX") DEFINE_VALUE("INITIALIZE(value)", "dot(value.rgb, luminance_coefficients)") @@ -190,8 +190,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_minimum_float_in_range) ADDITIONAL_INFO(compositor_parallel_reduction_shared) IMAGE(0, GPU_R32F, WRITE, FLOAT_2D, output_img) -PUSH_CONSTANT(FLOAT, lower_bound) -PUSH_CONSTANT(FLOAT, upper_bound) +PUSH_CONSTANT(float, lower_bound) +PUSH_CONSTANT(float, upper_bound) DEFINE_VALUE("TYPE", "float") DEFINE_VALUE("IDENTITY", "upper_bound") DEFINE_VALUE("INITIALIZE(v)", "((v.x <= upper_bound) && (v.x >= lower_bound)) ? v.x : upper_bound") @@ -206,7 +206,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_max_velocity) LOCAL_GROUP_SIZE(32, 32) -PUSH_CONSTANT(BOOL, is_initial_reduction) +PUSH_CONSTANT(bool, is_initial_reduction) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) DEFINE_VALUE("TYPE", "vec4") diff --git a/source/blender/compositor/shaders/infos/compositor_pixelate_info.hh b/source/blender/compositor/shaders/infos/compositor_pixelate_info.hh index 8df1a5ec50f..b8de05368c5 100644 --- a/source/blender/compositor/shaders/infos/compositor_pixelate_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_pixelate_info.hh @@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(compositor_pixelate) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(INT, pixel_size) +PUSH_CONSTANT(int, pixel_size) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("compositor_pixelate.glsl") diff --git a/source/blender/compositor/shaders/infos/compositor_plane_deform_info.hh b/source/blender/compositor/shaders/infos/compositor_plane_deform_info.hh index 299b6e86abd..c36c4328eb5 100644 --- a/source/blender/compositor/shaders/infos/compositor_plane_deform_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_plane_deform_info.hh @@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(compositor_plane_deform_mask) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(MAT4, homography_matrix) +PUSH_CONSTANT(float4x4, homography_matrix) IMAGE(0, GPU_R16F, WRITE, FLOAT_2D, mask_img) COMPUTE_SOURCE("compositor_plane_deform_mask.glsl") DO_STATIC_COMPILATION() @@ -14,7 +14,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_plane_deform_shared) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(MAT4, homography_matrix) +PUSH_CONSTANT(float4x4, homography_matrix) SAMPLER(0, FLOAT_2D, input_tx) SAMPLER(1, FLOAT_2D, mask_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) @@ -42,7 +42,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_plane_deform_motion_blur_mask) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(INT, number_of_motion_blur_samples) +PUSH_CONSTANT(int, number_of_motion_blur_samples) UNIFORM_BUF(0, mat4, homography_matrices[64]) IMAGE(0, GPU_R16F, WRITE, FLOAT_2D, mask_img) COMPUTE_SOURCE("compositor_plane_deform_motion_blur_mask.glsl") @@ -51,7 +51,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_plane_deform_motion_blur) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(INT, number_of_motion_blur_samples) +PUSH_CONSTANT(int, number_of_motion_blur_samples) UNIFORM_BUF(0, mat4, homography_matrices[64]) SAMPLER(0, FLOAT_2D, input_tx) SAMPLER(1, FLOAT_2D, mask_tx) diff --git a/source/blender/compositor/shaders/infos/compositor_projector_lens_distortion_info.hh b/source/blender/compositor/shaders/infos/compositor_projector_lens_distortion_info.hh index 5425065fbac..b6c00e1da05 100644 --- a/source/blender/compositor/shaders/infos/compositor_projector_lens_distortion_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_projector_lens_distortion_info.hh @@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(compositor_projector_lens_distortion) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(FLOAT, dispersion) +PUSH_CONSTANT(float, dispersion) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("compositor_projector_lens_distortion.glsl") diff --git a/source/blender/compositor/shaders/infos/compositor_read_input_info.hh b/source/blender/compositor/shaders/infos/compositor_read_input_info.hh index b81a2cb7d43..0aa71993a5c 100644 --- a/source/blender/compositor/shaders/infos/compositor_read_input_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_read_input_info.hh @@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(compositor_read_input_shared) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(IVEC2, lower_bound) +PUSH_CONSTANT(int2, lower_bound) SAMPLER(0, FLOAT_2D, input_tx) COMPUTE_SOURCE("compositor_read_input.glsl") GPU_SHADER_CREATE_END() diff --git a/source/blender/compositor/shaders/infos/compositor_realize_on_domain_info.hh b/source/blender/compositor/shaders/infos/compositor_realize_on_domain_info.hh index 41c09e4f4f4..4ef33e9e636 100644 --- a/source/blender/compositor/shaders/infos/compositor_realize_on_domain_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_realize_on_domain_info.hh @@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(compositor_realize_on_domain_shared) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(MAT4, inverse_transformation) +PUSH_CONSTANT(float4x4, inverse_transformation) SAMPLER(0, FLOAT_2D, input_tx) COMPUTE_SOURCE("compositor_realize_on_domain.glsl") GPU_SHADER_CREATE_END() diff --git a/source/blender/compositor/shaders/infos/compositor_screen_lens_distortion_info.hh b/source/blender/compositor/shaders/infos/compositor_screen_lens_distortion_info.hh index 742bb2facbd..a6f78244fe3 100644 --- a/source/blender/compositor/shaders/infos/compositor_screen_lens_distortion_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_screen_lens_distortion_info.hh @@ -6,8 +6,8 @@ GPU_SHADER_CREATE_INFO(compositor_screen_lens_distortion_shared) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(VEC3, chromatic_distortion) -PUSH_CONSTANT(FLOAT, scale) +PUSH_CONSTANT(float3, chromatic_distortion) +PUSH_CONSTANT(float, scale) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("compositor_screen_lens_distortion.glsl") diff --git a/source/blender/compositor/shaders/infos/compositor_smaa_info.hh b/source/blender/compositor/shaders/infos/compositor_smaa_info.hh index d3faf2f3cd7..3e6e0fdccc1 100644 --- a/source/blender/compositor/shaders/infos/compositor_smaa_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_smaa_info.hh @@ -12,9 +12,9 @@ DEFINE_VALUE("SMAA_RT_METRICS", DEFINE_VALUE("SMAA_LUMA_WEIGHT", "vec4(luminance_coefficients, 0.0f)") DEFINE_VALUE("SMAA_THRESHOLD", "smaa_threshold") DEFINE_VALUE("SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR", "smaa_local_contrast_adaptation_factor") -PUSH_CONSTANT(VEC3, luminance_coefficients) -PUSH_CONSTANT(FLOAT, smaa_threshold) -PUSH_CONSTANT(FLOAT, smaa_local_contrast_adaptation_factor) +PUSH_CONSTANT(float3, luminance_coefficients) +PUSH_CONSTANT(float, smaa_threshold) +PUSH_CONSTANT(float, smaa_local_contrast_adaptation_factor) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, edges_img) COMPUTE_SOURCE("compositor_smaa_edge_detection.glsl") @@ -27,7 +27,7 @@ DEFINE("SMAA_GLSL_3") DEFINE_VALUE("SMAA_RT_METRICS", "vec4(1.0f / vec2(textureSize(edges_tx, 0)), vec2(textureSize(edges_tx, 0)))") DEFINE_VALUE("SMAA_CORNER_ROUNDING", "smaa_corner_rounding") -PUSH_CONSTANT(INT, smaa_corner_rounding) +PUSH_CONSTANT(int, smaa_corner_rounding) SAMPLER(0, FLOAT_2D, edges_tx) SAMPLER(1, FLOAT_2D, area_tx) SAMPLER(2, FLOAT_2D, search_tx) diff --git a/source/blender/compositor/shaders/infos/compositor_split_info.hh b/source/blender/compositor/shaders/infos/compositor_split_info.hh index 863e2244ac0..0e5e22608a6 100644 --- a/source/blender/compositor/shaders/infos/compositor_split_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_split_info.hh @@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(compositor_split_shared) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(FLOAT, split_ratio) +PUSH_CONSTANT(float, split_ratio) SAMPLER(0, FLOAT_2D, first_image_tx) SAMPLER(1, FLOAT_2D, second_image_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) diff --git a/source/blender/compositor/shaders/infos/compositor_sun_beams_info.hh b/source/blender/compositor/shaders/infos/compositor_sun_beams_info.hh index 227ec2d2639..4b59f860921 100644 --- a/source/blender/compositor/shaders/infos/compositor_sun_beams_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_sun_beams_info.hh @@ -6,8 +6,8 @@ GPU_SHADER_CREATE_INFO(compositor_sun_beams) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(VEC2, source) -PUSH_CONSTANT(INT, max_steps) +PUSH_CONSTANT(float2, source) +PUSH_CONSTANT(int, max_steps) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("compositor_sun_beams.glsl") diff --git a/source/blender/compositor/shaders/infos/compositor_symmetric_blur_info.hh b/source/blender/compositor/shaders/infos/compositor_symmetric_blur_info.hh index 38f8357e8ed..301a14c6156 100644 --- a/source/blender/compositor/shaders/infos/compositor_symmetric_blur_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_symmetric_blur_info.hh @@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(compositor_symmetric_blur) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(BOOL, extend_bounds) +PUSH_CONSTANT(bool, extend_bounds) SAMPLER(0, FLOAT_2D, input_tx) SAMPLER(1, FLOAT_2D, weights_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) diff --git a/source/blender/compositor/shaders/infos/compositor_symmetric_blur_variable_size_info.hh b/source/blender/compositor/shaders/infos/compositor_symmetric_blur_variable_size_info.hh index e0396262a71..cf2f08d0d58 100644 --- a/source/blender/compositor/shaders/infos/compositor_symmetric_blur_variable_size_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_symmetric_blur_variable_size_info.hh @@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(compositor_symmetric_blur_variable_size) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(BOOL, extend_bounds) +PUSH_CONSTANT(bool, extend_bounds) SAMPLER(0, FLOAT_2D, input_tx) SAMPLER(1, FLOAT_2D, weights_tx) SAMPLER(2, FLOAT_2D, size_tx) diff --git a/source/blender/compositor/shaders/infos/compositor_symmetric_separable_blur_info.hh b/source/blender/compositor/shaders/infos/compositor_symmetric_separable_blur_info.hh index 7d46f264cd1..20dda3ba291 100644 --- a/source/blender/compositor/shaders/infos/compositor_symmetric_separable_blur_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_symmetric_separable_blur_info.hh @@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(compositor_symmetric_separable_blur_shared) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(BOOL, extend_bounds) +PUSH_CONSTANT(bool, extend_bounds) SAMPLER(0, FLOAT_2D, input_tx) SAMPLER(1, FLOAT_2D, weights_tx) COMPUTE_SOURCE("compositor_symmetric_separable_blur.glsl") diff --git a/source/blender/compositor/shaders/infos/compositor_symmetric_separable_blur_variable_size_info.hh b/source/blender/compositor/shaders/infos/compositor_symmetric_separable_blur_variable_size_info.hh index 774b225816e..824a9c5cacf 100644 --- a/source/blender/compositor/shaders/infos/compositor_symmetric_separable_blur_variable_size_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_symmetric_separable_blur_variable_size_info.hh @@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(compositor_symmetric_separable_blur_variable_size) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(BOOL, is_vertical_pass) +PUSH_CONSTANT(bool, is_vertical_pass) SAMPLER(0, FLOAT_2D, input_tx) SAMPLER(1, FLOAT_2D, weights_tx) SAMPLER(2, FLOAT_2D, radius_tx) diff --git a/source/blender/compositor/shaders/infos/compositor_tone_map_photoreceptor_info.hh b/source/blender/compositor/shaders/infos/compositor_tone_map_photoreceptor_info.hh index 6a7668e6bc5..33bdf107ec8 100644 --- a/source/blender/compositor/shaders/infos/compositor_tone_map_photoreceptor_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_tone_map_photoreceptor_info.hh @@ -6,12 +6,12 @@ GPU_SHADER_CREATE_INFO(compositor_tone_map_photoreceptor) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(VEC4, global_adaptation_level) -PUSH_CONSTANT(FLOAT, contrast) -PUSH_CONSTANT(FLOAT, intensity) -PUSH_CONSTANT(FLOAT, chromatic_adaptation) -PUSH_CONSTANT(FLOAT, light_adaptation) -PUSH_CONSTANT(VEC3, luminance_coefficients) +PUSH_CONSTANT(float4, global_adaptation_level) +PUSH_CONSTANT(float, contrast) +PUSH_CONSTANT(float, intensity) +PUSH_CONSTANT(float, chromatic_adaptation) +PUSH_CONSTANT(float, light_adaptation) +PUSH_CONSTANT(float3, luminance_coefficients) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("compositor_tone_map_photoreceptor.glsl") diff --git a/source/blender/compositor/shaders/infos/compositor_tone_map_simple_info.hh b/source/blender/compositor/shaders/infos/compositor_tone_map_simple_info.hh index 2dfde065581..4d3a9b8bbb8 100644 --- a/source/blender/compositor/shaders/infos/compositor_tone_map_simple_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_tone_map_simple_info.hh @@ -6,9 +6,9 @@ GPU_SHADER_CREATE_INFO(compositor_tone_map_simple) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(FLOAT, luminance_scale) -PUSH_CONSTANT(FLOAT, luminance_scale_blend_factor) -PUSH_CONSTANT(FLOAT, inverse_gamma) +PUSH_CONSTANT(float, luminance_scale) +PUSH_CONSTANT(float, luminance_scale_blend_factor) +PUSH_CONSTANT(float, inverse_gamma) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("compositor_tone_map_simple.glsl") diff --git a/source/blender/compositor/shaders/infos/compositor_translate_wrapped_info.hh b/source/blender/compositor/shaders/infos/compositor_translate_wrapped_info.hh index a487ca867e6..4cd488d5c00 100644 --- a/source/blender/compositor/shaders/infos/compositor_translate_wrapped_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_translate_wrapped_info.hh @@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(compositor_translate_wrapped_shared) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(VEC2, translation) +PUSH_CONSTANT(float2, translation) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("compositor_translate_wrapped.glsl") diff --git a/source/blender/compositor/shaders/infos/compositor_van_vliet_gaussian_blur_info.hh b/source/blender/compositor/shaders/infos/compositor_van_vliet_gaussian_blur_info.hh index 243aeacc83a..611be032814 100644 --- a/source/blender/compositor/shaders/infos/compositor_van_vliet_gaussian_blur_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_van_vliet_gaussian_blur_info.hh @@ -6,16 +6,16 @@ GPU_SHADER_CREATE_INFO(compositor_van_vliet_gaussian_blur) LOCAL_GROUP_SIZE(64, 4) -PUSH_CONSTANT(VEC2, first_feedback_coefficients) -PUSH_CONSTANT(VEC2, first_causal_feedforward_coefficients) -PUSH_CONSTANT(VEC2, first_non_causal_feedforward_coefficients) -PUSH_CONSTANT(VEC2, second_feedback_coefficients) -PUSH_CONSTANT(VEC2, second_causal_feedforward_coefficients) -PUSH_CONSTANT(VEC2, second_non_causal_feedforward_coefficients) -PUSH_CONSTANT(FLOAT, first_causal_boundary_coefficient) -PUSH_CONSTANT(FLOAT, first_non_causal_boundary_coefficient) -PUSH_CONSTANT(FLOAT, second_causal_boundary_coefficient) -PUSH_CONSTANT(FLOAT, second_non_causal_boundary_coefficient) +PUSH_CONSTANT(float2, first_feedback_coefficients) +PUSH_CONSTANT(float2, first_causal_feedforward_coefficients) +PUSH_CONSTANT(float2, first_non_causal_feedforward_coefficients) +PUSH_CONSTANT(float2, second_feedback_coefficients) +PUSH_CONSTANT(float2, second_causal_feedforward_coefficients) +PUSH_CONSTANT(float2, second_non_causal_feedforward_coefficients) +PUSH_CONSTANT(float, first_causal_boundary_coefficient) +PUSH_CONSTANT(float, first_non_causal_boundary_coefficient) +PUSH_CONSTANT(float, second_causal_boundary_coefficient) +PUSH_CONSTANT(float, second_non_causal_boundary_coefficient) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, first_causal_output_img) IMAGE(1, GPU_RGBA16F, WRITE, FLOAT_2D, first_non_causal_output_img) diff --git a/source/blender/compositor/shaders/infos/compositor_write_output_info.hh b/source/blender/compositor/shaders/infos/compositor_write_output_info.hh index ae9064cf0bf..a5572cbd076 100644 --- a/source/blender/compositor/shaders/infos/compositor_write_output_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_write_output_info.hh @@ -6,8 +6,8 @@ GPU_SHADER_CREATE_INFO(compositor_write_output_shared) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(IVEC2, lower_bound) -PUSH_CONSTANT(IVEC2, upper_bound) +PUSH_CONSTANT(int2, lower_bound) +PUSH_CONSTANT(int2, upper_bound) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("compositor_write_output.glsl") diff --git a/source/blender/compositor/shaders/infos/compositor_z_combine_info.hh b/source/blender/compositor/shaders/infos/compositor_z_combine_info.hh index 1d7fc19aa41..5b4bff51449 100644 --- a/source/blender/compositor/shaders/infos/compositor_z_combine_info.hh +++ b/source/blender/compositor/shaders/infos/compositor_z_combine_info.hh @@ -6,7 +6,7 @@ GPU_SHADER_CREATE_INFO(compositor_z_combine_simple_image) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(BOOL, use_alpha) +PUSH_CONSTANT(bool, use_alpha) SAMPLER(0, FLOAT_2D, first_tx) SAMPLER(1, FLOAT_2D, first_z_tx) SAMPLER(2, FLOAT_2D, second_tx) @@ -36,7 +36,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(compositor_z_combine_from_mask_image) LOCAL_GROUP_SIZE(16, 16) -PUSH_CONSTANT(BOOL, use_alpha) +PUSH_CONSTANT(bool, use_alpha) SAMPLER(0, FLOAT_2D, first_tx) SAMPLER(2, FLOAT_2D, second_tx) SAMPLER(4, FLOAT_2D, mask_tx) diff --git a/source/blender/draw/engines/eevee/shaders/infos/eevee_ambient_occlusion_info.hh b/source/blender/draw/engines/eevee/shaders/infos/eevee_ambient_occlusion_info.hh index 2eee02a3bbe..a4099fd3242 100644 --- a/source/blender/draw/engines/eevee/shaders/infos/eevee_ambient_occlusion_info.hh +++ b/source/blender/draw/engines/eevee/shaders/infos/eevee_ambient_occlusion_info.hh @@ -20,11 +20,11 @@ DEFINE("HORIZON_OCCLUSION") COMPUTE_SOURCE("eevee_ambient_occlusion_pass_comp.glsl") LOCAL_GROUP_SIZE(AMBIENT_OCCLUSION_PASS_TILE_SIZE, AMBIENT_OCCLUSION_PASS_TILE_SIZE) IMAGE(0, GPU_RGBA16F, READ, FLOAT_2D_ARRAY, in_normal_img) -PUSH_CONSTANT(INT, in_normal_img_layer_index) +PUSH_CONSTANT(int, in_normal_img_layer_index) IMAGE(1, GPU_R16F, WRITE, FLOAT_2D_ARRAY, out_ao_img) -PUSH_CONSTANT(INT, out_ao_img_layer_index) -SPECIALIZATION_CONSTANT(INT, ao_slice_count, 2) -SPECIALIZATION_CONSTANT(INT, ao_step_count, 8) +PUSH_CONSTANT(int, out_ao_img_layer_index) +SPECIALIZATION_CONSTANT(int, ao_slice_count, 2) +SPECIALIZATION_CONSTANT(int, ao_step_count, 8) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(eevee_shared) ADDITIONAL_INFO(eevee_hiz_data) diff --git a/source/blender/draw/engines/eevee/shaders/infos/eevee_common_info.hh b/source/blender/draw/engines/eevee/shaders/infos/eevee_common_info.hh index 8e80df44194..3f065f35c3b 100644 --- a/source/blender/draw/engines/eevee/shaders/infos/eevee_common_info.hh +++ b/source/blender/draw/engines/eevee/shaders/infos/eevee_common_info.hh @@ -64,7 +64,7 @@ SAMPLER(RBUFS_UTILITY_TEX_SLOT, FLOAT_2D_ARRAY, utility_tx) GPU_SHADER_CREATE_END() GPU_SHADER_NAMED_INTERFACE_INFO(eevee_clip_plane_iface, clip_interp) -SMOOTH(FLOAT, clip_distance) +SMOOTH(float, clip_distance) GPU_SHADER_NAMED_INTERFACE_END(clip_interp) GPU_SHADER_CREATE_INFO(eevee_clip_plane) diff --git a/source/blender/draw/engines/eevee/shaders/infos/eevee_deferred_info.hh b/source/blender/draw/engines/eevee/shaders/infos/eevee_deferred_info.hh index 04a3f52f47f..56675a0d0a9 100644 --- a/source/blender/draw/engines/eevee/shaders/infos/eevee_deferred_info.hh +++ b/source/blender/draw/engines/eevee/shaders/infos/eevee_deferred_info.hh @@ -50,9 +50,9 @@ GPU_SHADER_CREATE_INFO(eevee_deferred_tile_classify) FRAGMENT_SOURCE("eevee_deferred_tile_classify_frag.glsl") ADDITIONAL_INFO(eevee_shared) ADDITIONAL_INFO(draw_fullscreen) -SUBPASS_IN(1, UINT, UINT_2D_ARRAY, in_gbuffer_header, DEFERRED_GBUFFER_ROG_ID) +SUBPASS_IN(1, uint, UINT_2D_ARRAY, in_gbuffer_header, DEFERRED_GBUFFER_ROG_ID) TYPEDEF_SOURCE("draw_shader_shared.hh") -PUSH_CONSTANT(INT, current_bit) +PUSH_CONSTANT(int, current_bit) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() @@ -60,7 +60,7 @@ GPU_SHADER_CREATE_INFO(eevee_deferred_light) FRAGMENT_SOURCE("eevee_deferred_light_frag.glsl") /* Early fragment test is needed to avoid processing background fragments. */ EARLY_FRAGMENT_TEST(true) -FRAGMENT_OUT(0, VEC4, out_combined) +FRAGMENT_OUT(0, float4, out_combined) /* Chaining to next pass. */ IMAGE_FREQ(2, DEFERRED_RADIANCE_FORMAT, WRITE, UINT_2D, direct_radiance_1_img, PASS) IMAGE_FREQ(3, DEFERRED_RADIANCE_FORMAT, WRITE, UINT_2D, direct_radiance_2_img, PASS) @@ -69,13 +69,13 @@ IMAGE_FREQ(4, DEFERRED_RADIANCE_FORMAT, WRITE, UINT_2D, direct_radiance_3_img, P IMAGE_FREQ(5, RAYTRACE_RADIANCE_FORMAT, WRITE, FLOAT_2D, indirect_radiance_1_img, PASS) IMAGE_FREQ(6, RAYTRACE_RADIANCE_FORMAT, WRITE, FLOAT_2D, indirect_radiance_2_img, PASS) IMAGE_FREQ(7, RAYTRACE_RADIANCE_FORMAT, WRITE, FLOAT_2D, indirect_radiance_3_img, PASS) -SPECIALIZATION_CONSTANT(BOOL, use_split_indirect, false) -SPECIALIZATION_CONSTANT(BOOL, use_lightprobe_eval, false) -SPECIALIZATION_CONSTANT(BOOL, use_transmission, false) -SPECIALIZATION_CONSTANT(INT, render_pass_shadow_id, -1) +SPECIALIZATION_CONSTANT(bool, use_split_indirect, false) +SPECIALIZATION_CONSTANT(bool, use_lightprobe_eval, false) +SPECIALIZATION_CONSTANT(bool, use_transmission, false) +SPECIALIZATION_CONSTANT(int, render_pass_shadow_id, -1) DEFINE("SPECIALIZED_SHADOW_PARAMS") -SPECIALIZATION_CONSTANT(INT, shadow_ray_count, 1) -SPECIALIZATION_CONSTANT(INT, shadow_ray_step_count, 6) +SPECIALIZATION_CONSTANT(int, shadow_ray_count, 1) +SPECIALIZATION_CONSTANT(int, shadow_ray_step_count, 6) ADDITIONAL_INFO(eevee_shared) ADDITIONAL_INFO(eevee_gbuffer_data) ADDITIONAL_INFO(eevee_utility_texture) @@ -119,7 +119,7 @@ SAMPLER(5, FLOAT_2D, indirect_radiance_1_tx) SAMPLER(6, FLOAT_2D, indirect_radiance_2_tx) SAMPLER(7, FLOAT_2D, indirect_radiance_3_tx) IMAGE(5, GPU_RGBA16F, READ_WRITE, FLOAT_2D, radiance_feedback_img) -FRAGMENT_OUT(0, VEC4, out_combined) +FRAGMENT_OUT(0, float4, out_combined) ADDITIONAL_INFO(eevee_shared) ADDITIONAL_INFO(eevee_gbuffer_data) ADDITIONAL_INFO(eevee_render_pass_out) @@ -127,11 +127,11 @@ ADDITIONAL_INFO(draw_fullscreen) FRAGMENT_SOURCE("eevee_deferred_combine_frag.glsl") /* NOTE: Both light IDs have a valid specialized assignment of '-1' so only when default is * present will we instead dynamically look-up ID from the uniform buffer. */ -SPECIALIZATION_CONSTANT(BOOL, render_pass_diffuse_light_enabled, true) -SPECIALIZATION_CONSTANT(BOOL, render_pass_specular_light_enabled, true) -SPECIALIZATION_CONSTANT(BOOL, render_pass_normal_enabled, true) -SPECIALIZATION_CONSTANT(BOOL, use_radiance_feedback, false) -SPECIALIZATION_CONSTANT(BOOL, use_split_radiance, false) +SPECIALIZATION_CONSTANT(bool, render_pass_diffuse_light_enabled, true) +SPECIALIZATION_CONSTANT(bool, render_pass_specular_light_enabled, true) +SPECIALIZATION_CONSTANT(bool, render_pass_normal_enabled, true) +SPECIALIZATION_CONSTANT(bool, use_radiance_feedback, false) +SPECIALIZATION_CONSTANT(bool, use_split_radiance, false) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() @@ -139,7 +139,7 @@ GPU_SHADER_CREATE_INFO(eevee_deferred_capture_eval) /* Early fragment test is needed to avoid processing fragments without correct GBuffer data. */ EARLY_FRAGMENT_TEST(true) /* Inputs. */ -FRAGMENT_OUT(0, VEC4, out_radiance) +FRAGMENT_OUT(0, float4, out_radiance) DEFINE_VALUE("LIGHT_CLOSURE_EVAL_COUNT", "1") ADDITIONAL_INFO(eevee_shared) ADDITIONAL_INFO(eevee_gbuffer_data) @@ -160,7 +160,7 @@ GPU_SHADER_CREATE_INFO(eevee_deferred_planar_eval) /* Early fragment test is needed to avoid processing fragments without correct GBuffer data. */ EARLY_FRAGMENT_TEST(true) /* Inputs. */ -FRAGMENT_OUT(0, VEC4, out_radiance) +FRAGMENT_OUT(0, float4, out_radiance) DEFINE("SPHERE_PROBE") DEFINE_VALUE("LIGHT_CLOSURE_EVAL_COUNT", "1") ADDITIONAL_INFO(eevee_shared) @@ -188,9 +188,9 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(eevee_debug_gbuffer) DO_STATIC_COMPILATION() -FRAGMENT_OUT_DUAL(0, VEC4, out_color_add, SRC_0) -FRAGMENT_OUT_DUAL(0, VEC4, out_color_mul, SRC_1) -PUSH_CONSTANT(INT, debug_mode) +FRAGMENT_OUT_DUAL(0, float4, out_color_add, SRC_0) +FRAGMENT_OUT_DUAL(0, float4, out_color_mul, SRC_1) +PUSH_CONSTANT(int, debug_mode) FRAGMENT_SOURCE("eevee_debug_gbuffer_frag.glsl") ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_fullscreen) diff --git a/source/blender/draw/engines/eevee/shaders/infos/eevee_depth_of_field_info.hh b/source/blender/draw/engines/eevee/shaders/infos/eevee_depth_of_field_info.hh index ad5ea8062e2..9a8d342fe7a 100644 --- a/source/blender/draw/engines/eevee/shaders/infos/eevee_depth_of_field_info.hh +++ b/source/blender/draw/engines/eevee/shaders/infos/eevee_depth_of_field_info.hh @@ -66,7 +66,7 @@ SAMPLER(1, FLOAT_2D, color_tx) SAMPLER(2, FLOAT_2D, velocity_tx) SAMPLER(3, FLOAT_2D, in_history_tx) SAMPLER(4, DEPTH_2D, depth_tx) -PUSH_CONSTANT(BOOL, u_use_history) +PUSH_CONSTANT(bool, u_use_history) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, out_color_img) IMAGE(1, GPU_R16F, WRITE, FLOAT_2D, out_coc_img) IMAGE(2, GPU_RGBA16F, WRITE, FLOAT_2D, out_history_img) @@ -130,8 +130,8 @@ ADDITIONAL_INFO(eevee_depth_of_field_tiles_common) LOCAL_GROUP_SIZE(DOF_TILES_DILATE_GROUP_SIZE, DOF_TILES_DILATE_GROUP_SIZE) IMAGE(2, GPU_R11F_G11F_B10F, WRITE, FLOAT_2D, out_tiles_fg_img) IMAGE(3, GPU_R11F_G11F_B10F, WRITE, FLOAT_2D, out_tiles_bg_img) -PUSH_CONSTANT(INT, ring_count) -PUSH_CONSTANT(INT, ring_width_multiplier) +PUSH_CONSTANT(int, ring_count) +PUSH_CONSTANT(int, ring_width_multiplier) COMPUTE_SOURCE("eevee_depth_of_field_tiles_dilate_comp.glsl") GPU_SHADER_CREATE_END() @@ -236,20 +236,20 @@ GPU_SHADER_CREATE_END() GPU_SHADER_NAMED_INTERFACE_INFO(eevee_depth_of_field_scatter_flat_iface, interp_flat) /** Colors, weights, and Circle of confusion radii for the 4 pixels to scatter. */ -FLAT(VEC4, color_and_coc1) -FLAT(VEC4, color_and_coc2) -FLAT(VEC4, color_and_coc3) -FLAT(VEC4, color_and_coc4) +FLAT(float4, color_and_coc1) +FLAT(float4, color_and_coc2) +FLAT(float4, color_and_coc3) +FLAT(float4, color_and_coc4) /** Scaling factor for the bokeh distance. */ -FLAT(FLOAT, distance_scale) +FLAT(float, distance_scale) GPU_SHADER_NAMED_INTERFACE_END(interp_flat) GPU_SHADER_NAMED_INTERFACE_INFO(eevee_depth_of_field_scatter_noperspective_iface, interp_noperspective) /** Sprite pixel position with origin at sprite center. In pixels. */ -NO_PERSPECTIVE(VEC2, rect_uv1) -NO_PERSPECTIVE(VEC2, rect_uv2) -NO_PERSPECTIVE(VEC2, rect_uv3) -NO_PERSPECTIVE(VEC2, rect_uv4) +NO_PERSPECTIVE(float2, rect_uv1) +NO_PERSPECTIVE(float2, rect_uv2) +NO_PERSPECTIVE(float2, rect_uv3) +NO_PERSPECTIVE(float2, rect_uv4) GPU_SHADER_NAMED_INTERFACE_END(interp_noperspective) GPU_SHADER_CREATE_INFO(eevee_depth_of_field_scatter) @@ -260,8 +260,8 @@ SAMPLER(0, FLOAT_2D, occlusion_tx) SAMPLER(1, FLOAT_2D, bokeh_lut_tx) UNIFORM_BUF(6, DepthOfFieldData, dof_buf) STORAGE_BUF(0, READ, ScatterRect, scatter_list_buf[]) -FRAGMENT_OUT(0, VEC4, out_color) -PUSH_CONSTANT(BOOL, use_bokeh_lut) +FRAGMENT_OUT(0, float4, out_color) +PUSH_CONSTANT(bool, use_bokeh_lut) VERTEX_OUT(eevee_depth_of_field_scatter_flat_iface) VERTEX_OUT(eevee_depth_of_field_scatter_noperspective_iface) VERTEX_SOURCE("eevee_depth_of_field_scatter_vert.glsl") @@ -277,7 +277,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(eevee_depth_of_field_resolve) DEFINE_VALUE("DOF_RESOLVE_PASS", "true") LOCAL_GROUP_SIZE(DOF_RESOLVE_GROUP_SIZE, DOF_RESOLVE_GROUP_SIZE) -SPECIALIZATION_CONSTANT(BOOL, do_debug_color, false) +SPECIALIZATION_CONSTANT(bool, do_debug_color, false) ADDITIONAL_INFO(eevee_shared) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(eevee_depth_of_field_tiles_common) diff --git a/source/blender/draw/engines/eevee/shaders/infos/eevee_film_info.hh b/source/blender/draw/engines/eevee/shaders/infos/eevee_film_info.hh index 4a84745958d..61acc320db1 100644 --- a/source/blender/draw/engines/eevee/shaders/infos/eevee_film_info.hh +++ b/source/blender/draw/engines/eevee/shaders/infos/eevee_film_info.hh @@ -27,13 +27,13 @@ SAMPLER(5, FLOAT_2D, in_combined_tx) SAMPLER(6, FLOAT_2D, cryptomatte_tx) IMAGE(0, GPU_R32F, READ, FLOAT_2D_ARRAY, in_weight_img) IMAGE(1, GPU_R32F, WRITE, FLOAT_2D_ARRAY, out_weight_img) -SPECIALIZATION_CONSTANT(UINT, enabled_categories, 0) -SPECIALIZATION_CONSTANT(INT, samples_len, 0) -SPECIALIZATION_CONSTANT(BOOL, use_reprojection, false) -SPECIALIZATION_CONSTANT(INT, scaling_factor, 1) -SPECIALIZATION_CONSTANT(INT, combined_id, 0) -SPECIALIZATION_CONSTANT(INT, display_id, -1) -SPECIALIZATION_CONSTANT(INT, normal_id, -1) +SPECIALIZATION_CONSTANT(uint, enabled_categories, 0) +SPECIALIZATION_CONSTANT(int, samples_len, 0) +SPECIALIZATION_CONSTANT(bool, use_reprojection, false) +SPECIALIZATION_CONSTANT(int, scaling_factor, 1) +SPECIALIZATION_CONSTANT(int, combined_id, 0) +SPECIALIZATION_CONSTANT(int, display_id, -1) +SPECIALIZATION_CONSTANT(int, normal_id, -1) ADDITIONAL_INFO(eevee_shared) ADDITIONAL_INFO(eevee_global_ubo) ADDITIONAL_INFO(eevee_velocity_camera) @@ -53,7 +53,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(eevee_film_frag) DO_STATIC_COMPILATION() -FRAGMENT_OUT(0, VEC4, out_color) +FRAGMENT_OUT(0, float4, out_color) FRAGMENT_SOURCE("eevee_film_frag.glsl") ADDITIONAL_INFO(draw_fullscreen) ADDITIONAL_INFO(eevee_film) @@ -70,8 +70,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(eevee_film_cryptomatte_post) DO_STATIC_COMPILATION() IMAGE(0, GPU_RGBA32F, READ_WRITE, FLOAT_2D_ARRAY, cryptomatte_img) -PUSH_CONSTANT(INT, cryptomatte_layer_len) -PUSH_CONSTANT(INT, cryptomatte_samples_per_layer) +PUSH_CONSTANT(int, cryptomatte_layer_len) +PUSH_CONSTANT(int, cryptomatte_samples_per_layer) LOCAL_GROUP_SIZE(FILM_GROUP_SIZE, FILM_GROUP_SIZE) COMPUTE_SOURCE("eevee_film_cryptomatte_post_comp.glsl") ADDITIONAL_INFO(eevee_global_ubo) @@ -86,7 +86,7 @@ IMAGE(5, GPU_RGBA16F, READ, FLOAT_2D_ARRAY, color_accum_img) IMAGE(6, GPU_R16F, READ, FLOAT_2D_ARRAY, value_accum_img) IMAGE(7, GPU_RGBA32F, READ, FLOAT_2D_ARRAY, cryptomatte_img) DEPTH_WRITE(DepthWrite::ANY) -FRAGMENT_OUT(0, VEC4, out_color) +FRAGMENT_OUT(0, float4, out_color) FRAGMENT_SOURCE("eevee_film_copy_frag.glsl") DEFINE("FILM_COPY") ADDITIONAL_INFO(draw_fullscreen) @@ -96,7 +96,7 @@ GPU_SHADER_CREATE_END() /* The combined pass is stored into its own 2D texture with a format of GPU_RGBA16F. */ GPU_SHADER_CREATE_INFO(eevee_film_pass_convert_combined) LOCAL_GROUP_SIZE(FILM_GROUP_SIZE, FILM_GROUP_SIZE) -PUSH_CONSTANT(IVEC2, offset) +PUSH_CONSTANT(int2, offset) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("eevee_film_pass_convert_comp.glsl") @@ -106,7 +106,7 @@ GPU_SHADER_CREATE_END() /* The depth pass is stored into its own 2D texture with a format of GPU_R32F. */ GPU_SHADER_CREATE_INFO(eevee_film_pass_convert_depth) LOCAL_GROUP_SIZE(FILM_GROUP_SIZE, FILM_GROUP_SIZE) -PUSH_CONSTANT(IVEC2, offset) +PUSH_CONSTANT(int2, offset) SAMPLER(0, FLOAT_2D, input_tx) IMAGE(0, GPU_R32F, WRITE, FLOAT_2D, output_img) COMPUTE_SOURCE("eevee_film_pass_convert_comp.glsl") @@ -116,7 +116,7 @@ GPU_SHADER_CREATE_END() /* Value passes are stored in a slice of a 2D texture array with a format of GPU_R16F. */ GPU_SHADER_CREATE_INFO(eevee_film_pass_convert_value) LOCAL_GROUP_SIZE(FILM_GROUP_SIZE, FILM_GROUP_SIZE) -PUSH_CONSTANT(IVEC2, offset) +PUSH_CONSTANT(int2, offset) DEFINE("IS_ARRAY_INPUT") SAMPLER(0, FLOAT_2D_ARRAY, input_tx) IMAGE(0, GPU_R16F, WRITE, FLOAT_2D, output_img) @@ -127,7 +127,7 @@ GPU_SHADER_CREATE_END() /* Color passes are stored in a slice of a 2D texture array with a format of GPU_RGBA16F. */ GPU_SHADER_CREATE_INFO(eevee_film_pass_convert_color) LOCAL_GROUP_SIZE(FILM_GROUP_SIZE, FILM_GROUP_SIZE) -PUSH_CONSTANT(IVEC2, offset) +PUSH_CONSTANT(int2, offset) DEFINE("IS_ARRAY_INPUT") SAMPLER(0, FLOAT_2D_ARRAY, input_tx) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, output_img) @@ -138,7 +138,7 @@ GPU_SHADER_CREATE_END() /* Cryptomatte passes are stored in a slice of a 2D texture array with a format of GPU_RGBA32F. */ GPU_SHADER_CREATE_INFO(eevee_film_pass_convert_cryptomatte) LOCAL_GROUP_SIZE(FILM_GROUP_SIZE, FILM_GROUP_SIZE) -PUSH_CONSTANT(IVEC2, offset) +PUSH_CONSTANT(int2, offset) DEFINE("IS_ARRAY_INPUT") SAMPLER(0, FLOAT_2D_ARRAY, input_tx) IMAGE(0, GPU_RGBA32F, WRITE, FLOAT_2D, output_img) diff --git a/source/blender/draw/engines/eevee/shaders/infos/eevee_hiz_info.hh b/source/blender/draw/engines/eevee/shaders/infos/eevee_hiz_info.hh index ed57393ff0e..6c7a14deb88 100644 --- a/source/blender/draw/engines/eevee/shaders/infos/eevee_hiz_info.hh +++ b/source/blender/draw/engines/eevee/shaders/infos/eevee_hiz_info.hh @@ -24,7 +24,7 @@ IMAGE(3, GPU_R32F, WRITE, FLOAT_2D, out_mip_3) IMAGE(4, GPU_R32F, WRITE, FLOAT_2D, out_mip_4) IMAGE(5, GPU_R32F, READ_WRITE, FLOAT_2D, out_mip_5) IMAGE(6, GPU_R32F, WRITE, FLOAT_2D, out_mip_6) -SPECIALIZATION_CONSTANT(BOOL, update_mip_0, true) +SPECIALIZATION_CONSTANT(bool, update_mip_0, true) COMPUTE_SOURCE("eevee_hiz_update_comp.glsl") GPU_SHADER_CREATE_END() @@ -38,14 +38,14 @@ GPU_SHADER_CREATE_INFO(eevee_hiz_update_layer) DO_STATIC_COMPILATION() DEFINE("HIZ_LAYER") SAMPLER(1, DEPTH_2D_ARRAY, depth_layered_tx) -PUSH_CONSTANT(INT, layer_id) +PUSH_CONSTANT(int, layer_id) ADDITIONAL_INFO(eevee_hiz_update_base) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(eevee_hiz_debug) DO_STATIC_COMPILATION() -FRAGMENT_OUT_DUAL(0, VEC4, out_debug_color_add, SRC_0) -FRAGMENT_OUT_DUAL(0, VEC4, out_debug_color_mul, SRC_1) +FRAGMENT_OUT_DUAL(0, float4, out_debug_color_add, SRC_0) +FRAGMENT_OUT_DUAL(0, float4, out_debug_color_mul, SRC_1) FRAGMENT_SOURCE("eevee_hiz_debug_frag.glsl") ADDITIONAL_INFO(eevee_shared) ADDITIONAL_INFO(eevee_hiz_data) diff --git a/source/blender/draw/engines/eevee/shaders/infos/eevee_light_culling_info.hh b/source/blender/draw/engines/eevee/shaders/infos/eevee_light_culling_info.hh index 354dfad0f0b..64e7a95cc93 100644 --- a/source/blender/draw/engines/eevee/shaders/infos/eevee_light_culling_info.hh +++ b/source/blender/draw/engines/eevee/shaders/infos/eevee_light_culling_info.hh @@ -94,8 +94,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(eevee_light_culling_debug) DO_STATIC_COMPILATION() -FRAGMENT_OUT_DUAL(0, VEC4, out_debug_color_add, SRC_0) -FRAGMENT_OUT_DUAL(0, VEC4, out_debug_color_mul, SRC_1) +FRAGMENT_OUT_DUAL(0, float4, out_debug_color_add, SRC_0) +FRAGMENT_OUT_DUAL(0, float4, out_debug_color_mul, SRC_1) FRAGMENT_SOURCE("eevee_light_culling_debug_frag.glsl") ADDITIONAL_INFO(eevee_shared) ADDITIONAL_INFO(draw_view) diff --git a/source/blender/draw/engines/eevee/shaders/infos/eevee_lightprobe_sphere_info.hh b/source/blender/draw/engines/eevee/shaders/infos/eevee_lightprobe_sphere_info.hh index 89cdc53b396..ccdca617a44 100644 --- a/source/blender/draw/engines/eevee/shaders/infos/eevee_lightprobe_sphere_info.hh +++ b/source/blender/draw/engines/eevee/shaders/infos/eevee_lightprobe_sphere_info.hh @@ -21,11 +21,11 @@ /* Sample cubemap and remap into an octahedral texture. */ GPU_SHADER_CREATE_INFO(eevee_lightprobe_sphere_remap) LOCAL_GROUP_SIZE(SPHERE_PROBE_REMAP_GROUP_SIZE, SPHERE_PROBE_REMAP_GROUP_SIZE) -SPECIALIZATION_CONSTANT(BOOL, extract_sh, true) -SPECIALIZATION_CONSTANT(BOOL, extract_sun, true) -PUSH_CONSTANT(IVEC4, probe_coord_packed) -PUSH_CONSTANT(IVEC4, write_coord_packed) -PUSH_CONSTANT(IVEC4, world_coord_packed) +SPECIALIZATION_CONSTANT(bool, extract_sh, true) +SPECIALIZATION_CONSTANT(bool, extract_sun, true) +PUSH_CONSTANT(int4, probe_coord_packed) +PUSH_CONSTANT(int4, write_coord_packed) +PUSH_CONSTANT(int4, world_coord_packed) SAMPLER(0, FLOAT_CUBE, cubemap_tx) SAMPLER(1, FLOAT_2D_ARRAY, atlas_tx) STORAGE_BUF(0, WRITE, SphereProbeHarmonic, out_sh[]) @@ -39,7 +39,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(eevee_lightprobe_sphere_irradiance) LOCAL_GROUP_SIZE(SPHERE_PROBE_SH_GROUP_SIZE) -PUSH_CONSTANT(IVEC3, probe_remap_dispatch_size) +PUSH_CONSTANT(int3, probe_remap_dispatch_size) STORAGE_BUF(0, READ, SphereProbeHarmonic, in_sh[]) STORAGE_BUF(1, WRITE, SphereProbeHarmonic, out_sh) ADDITIONAL_INFO(eevee_shared) @@ -49,7 +49,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(eevee_lightprobe_sphere_sunlight) LOCAL_GROUP_SIZE(SPHERE_PROBE_SH_GROUP_SIZE) -PUSH_CONSTANT(IVEC3, probe_remap_dispatch_size) +PUSH_CONSTANT(int3, probe_remap_dispatch_size) STORAGE_BUF(0, READ, SphereProbeSunLight, in_sun[]) STORAGE_BUF(1, WRITE, LightData, sunlight_buf) ADDITIONAL_INFO(eevee_shared) @@ -60,7 +60,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(eevee_lightprobe_sphere_select) LOCAL_GROUP_SIZE(SPHERE_PROBE_SELECT_GROUP_SIZE) STORAGE_BUF(0, READ_WRITE, SphereProbeData, lightprobe_sphere_buf[SPHERE_PROBE_MAX]) -PUSH_CONSTANT(INT, lightprobe_sphere_count) +PUSH_CONSTANT(int, lightprobe_sphere_count) ADDITIONAL_INFO(eevee_shared) ADDITIONAL_INFO(eevee_sampling_data) ADDITIONAL_INFO(eevee_global_ubo) @@ -72,10 +72,10 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(eevee_lightprobe_sphere_convolve) LOCAL_GROUP_SIZE(SPHERE_PROBE_GROUP_SIZE, SPHERE_PROBE_GROUP_SIZE) ADDITIONAL_INFO(eevee_shared) -PUSH_CONSTANT(IVEC4, probe_coord_packed) -PUSH_CONSTANT(IVEC4, write_coord_packed) -PUSH_CONSTANT(IVEC4, read_coord_packed) -PUSH_CONSTANT(INT, read_lod) +PUSH_CONSTANT(int4, probe_coord_packed) +PUSH_CONSTANT(int4, write_coord_packed) +PUSH_CONSTANT(int4, read_coord_packed) +PUSH_CONSTANT(int, read_lod) SAMPLER(0, FLOAT_CUBE, cubemap_tx) SAMPLER(1, FLOAT_2D_ARRAY, in_atlas_mip_tx) IMAGE(1, GPU_RGBA16F, WRITE, FLOAT_2D_ARRAY, out_atlas_mip_img) @@ -84,9 +84,9 @@ DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() GPU_SHADER_INTERFACE_INFO(eevee_display_lightprobe_sphere_iface) -SMOOTH(VEC3, P) -SMOOTH(VEC2, lP) -FLAT(INT, probe_index) +SMOOTH(float3, P) +SMOOTH(float2, lP) +FLAT(int, probe_index) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(eevee_display_lightprobe_sphere) @@ -97,17 +97,17 @@ STORAGE_BUF(0, READ, SphereProbeDisplayData, display_data_buf[]) VERTEX_SOURCE("eevee_display_lightprobe_sphere_vert.glsl") VERTEX_OUT(eevee_display_lightprobe_sphere_iface) FRAGMENT_SOURCE("eevee_display_lightprobe_sphere_frag.glsl") -FRAGMENT_OUT(0, VEC4, out_color) +FRAGMENT_OUT(0, float4, out_color) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() GPU_SHADER_INTERFACE_INFO(eevee_display_lightprobe_planar_iface) -FLAT(VEC3, probe_normal) -FLAT(INT, probe_index) +FLAT(float3, probe_normal) +FLAT(int, probe_index) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(eevee_display_lightprobe_planar) -PUSH_CONSTANT(IVEC4, world_coord_packed) +PUSH_CONSTANT(int4, world_coord_packed) ADDITIONAL_INFO(eevee_shared) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(eevee_lightprobe_planar_data) @@ -116,7 +116,7 @@ STORAGE_BUF(0, READ, PlanarProbeDisplayData, display_data_buf[]) VERTEX_SOURCE("eevee_display_lightprobe_planar_vert.glsl") VERTEX_OUT(eevee_display_lightprobe_planar_iface) FRAGMENT_SOURCE("eevee_display_lightprobe_planar_frag.glsl") -FRAGMENT_OUT(0, VEC4, out_color) +FRAGMENT_OUT(0, float4, out_color) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() diff --git a/source/blender/draw/engines/eevee/shaders/infos/eevee_lightprobe_volume_info.hh b/source/blender/draw/engines/eevee/shaders/infos/eevee_lightprobe_volume_info.hh index fad1f07aa0d..c4828e96dc4 100644 --- a/source/blender/draw/engines/eevee/shaders/infos/eevee_lightprobe_volume_info.hh +++ b/source/blender/draw/engines/eevee/shaders/infos/eevee_lightprobe_volume_info.hh @@ -22,8 +22,8 @@ * \{ */ GPU_SHADER_INTERFACE_INFO(eevee_debug_surfel_iface) -SMOOTH(VEC3, P) -FLAT(INT, surfel_index) +SMOOTH(float3, P) +FLAT(int, surfel_index) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(eevee_debug_surfels) @@ -32,34 +32,34 @@ ADDITIONAL_INFO(draw_view) VERTEX_SOURCE("eevee_debug_surfels_vert.glsl") VERTEX_OUT(eevee_debug_surfel_iface) FRAGMENT_SOURCE("eevee_debug_surfels_frag.glsl") -FRAGMENT_OUT(0, VEC4, out_color) +FRAGMENT_OUT(0, float4, out_color) STORAGE_BUF(0, READ, Surfel, surfels_buf[]) -PUSH_CONSTANT(FLOAT, debug_surfel_radius) -PUSH_CONSTANT(INT, debug_mode) +PUSH_CONSTANT(float, debug_surfel_radius) +PUSH_CONSTANT(int, debug_mode) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() GPU_SHADER_INTERFACE_INFO(eevee_debug_irradiance_grid_iface) -SMOOTH(VEC4, interp_color) +SMOOTH(float4, interp_color) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(eevee_debug_irradiance_grid) ADDITIONAL_INFO(eevee_shared) ADDITIONAL_INFO(draw_view) -FRAGMENT_OUT(0, VEC4, out_color) +FRAGMENT_OUT(0, float4, out_color) VERTEX_OUT(eevee_debug_irradiance_grid_iface) SAMPLER(0, FLOAT_3D, debug_data_tx) -PUSH_CONSTANT(MAT4, grid_mat) -PUSH_CONSTANT(INT, debug_mode) -PUSH_CONSTANT(FLOAT, debug_value) +PUSH_CONSTANT(float4x4, grid_mat) +PUSH_CONSTANT(int, debug_mode) +PUSH_CONSTANT(float, debug_value) VERTEX_SOURCE("eevee_debug_irradiance_grid_vert.glsl") FRAGMENT_SOURCE("eevee_debug_irradiance_grid_frag.glsl") DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() GPU_SHADER_INTERFACE_INFO(eevee_display_lightprobe_volume_iface) -SMOOTH(VEC2, lP) -FLAT(IVEC3, cell) +SMOOTH(float2, lP) +FLAT(int3, cell) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(eevee_display_lightprobe_volume) @@ -68,12 +68,12 @@ ADDITIONAL_INFO(draw_view) VERTEX_SOURCE("eevee_display_lightprobe_volume_vert.glsl") VERTEX_OUT(eevee_display_lightprobe_volume_iface) FRAGMENT_SOURCE("eevee_display_lightprobe_volume_frag.glsl") -FRAGMENT_OUT(0, VEC4, out_color) -PUSH_CONSTANT(FLOAT, sphere_radius) -PUSH_CONSTANT(IVEC3, grid_resolution) -PUSH_CONSTANT(MAT4, grid_to_world) -PUSH_CONSTANT(MAT4, world_to_grid) -PUSH_CONSTANT(BOOL, display_validity) +FRAGMENT_OUT(0, float4, out_color) +PUSH_CONSTANT(float, sphere_radius) +PUSH_CONSTANT(int3, grid_resolution) +PUSH_CONSTANT(float4x4, grid_to_world) +PUSH_CONSTANT(float4x4, world_to_grid) +PUSH_CONSTANT(bool, display_validity) SAMPLER(0, FLOAT_3D, irradiance_a_tx) SAMPLER(1, FLOAT_3D, irradiance_b_tx) SAMPLER(2, FLOAT_3D, irradiance_c_tx) @@ -143,8 +143,8 @@ ADDITIONAL_INFO(eevee_shared) ADDITIONAL_INFO(eevee_surfel_common) ADDITIONAL_INFO(eevee_lightprobe_sphere_data) ADDITIONAL_INFO(draw_view) -PUSH_CONSTANT(INT, radiance_src) -PUSH_CONSTANT(INT, radiance_dst) +PUSH_CONSTANT(int, radiance_src) +PUSH_CONSTANT(int, radiance_dst) COMPUTE_SOURCE("eevee_surfel_ray_comp.glsl") DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() @@ -154,7 +154,7 @@ DO_STATIC_COMPILATION() LOCAL_GROUP_SIZE(IRRADIANCE_BOUNDS_GROUP_SIZE) STORAGE_BUF(0, READ_WRITE, CaptureInfoData, capture_info_buf) STORAGE_BUF(1, READ, ObjectBounds, bounds_buf[]) -PUSH_CONSTANT(INT, resource_len) +PUSH_CONSTANT(int, resource_len) TYPEDEF_SOURCE("draw_shader_shared.hh") ADDITIONAL_INFO(eevee_shared) COMPUTE_SOURCE("eevee_lightprobe_volume_bounds_comp.glsl") @@ -168,7 +168,7 @@ ADDITIONAL_INFO(eevee_shared) ADDITIONAL_INFO(eevee_surfel_common) ADDITIONAL_INFO(eevee_lightprobe_sphere_data) ADDITIONAL_INFO(draw_view) -PUSH_CONSTANT(INT, radiance_src) +PUSH_CONSTANT(int, radiance_src) STORAGE_BUF(0, READ, int, list_start_buf[]) STORAGE_BUF(6, READ, SurfelListInfoData, list_info_buf) IMAGE(0, GPU_RGBA32F, READ_WRITE, FLOAT_3D, irradiance_L0_img) @@ -209,7 +209,7 @@ LOCAL_GROUP_SIZE(IRRADIANCE_GRID_BRICK_SIZE, DEFINE("IRRADIANCE_GRID_UPLOAD") ADDITIONAL_INFO(eevee_shared) ADDITIONAL_INFO(eevee_global_ubo) -PUSH_CONSTANT(INT, grid_index) +PUSH_CONSTANT(int, grid_index) STORAGE_BUF(0, READ, uint, bricks_infos_buf[]) STORAGE_BUF(1, READ, SphereProbeHarmonic, harmonic_buf) UNIFORM_BUF(0, VolumeProbeData, grids_infos_buf[IRRADIANCE_GRID_MAX]) @@ -225,13 +225,13 @@ LOCAL_GROUP_SIZE(IRRADIANCE_GRID_BRICK_SIZE, DEFINE("IRRADIANCE_GRID_UPLOAD") ADDITIONAL_INFO(eevee_shared) ADDITIONAL_INFO(eevee_global_ubo) -PUSH_CONSTANT(MAT4, grid_local_to_world) -PUSH_CONSTANT(INT, grid_index) -PUSH_CONSTANT(INT, grid_start_index) -PUSH_CONSTANT(FLOAT, validity_threshold) -PUSH_CONSTANT(FLOAT, dilation_threshold) -PUSH_CONSTANT(FLOAT, dilation_radius) -PUSH_CONSTANT(FLOAT, grid_intensity_factor) +PUSH_CONSTANT(float4x4, grid_local_to_world) +PUSH_CONSTANT(int, grid_index) +PUSH_CONSTANT(int, grid_start_index) +PUSH_CONSTANT(float, validity_threshold) +PUSH_CONSTANT(float, dilation_threshold) +PUSH_CONSTANT(float, dilation_radius) +PUSH_CONSTANT(float, grid_intensity_factor) UNIFORM_BUF(0, VolumeProbeData, grids_infos_buf[IRRADIANCE_GRID_MAX]) STORAGE_BUF(0, READ, uint, bricks_infos_buf[]) SAMPLER(0, FLOAT_3D, irradiance_a_tx) diff --git a/source/blender/draw/engines/eevee/shaders/infos/eevee_lookdev_info.hh b/source/blender/draw/engines/eevee/shaders/infos/eevee_lookdev_info.hh index e34ccf7fe5b..dd0eb9bd9e4 100644 --- a/source/blender/draw/engines/eevee/shaders/infos/eevee_lookdev_info.hh +++ b/source/blender/draw/engines/eevee/shaders/infos/eevee_lookdev_info.hh @@ -15,19 +15,19 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_INTERFACE_INFO(eevee_lookdev_display_iface) -SMOOTH(VEC2, uv_coord) -FLAT(UINT, sphere_id) +SMOOTH(float2, uv_coord) +FLAT(uint, sphere_id) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(eevee_lookdev_display) VERTEX_SOURCE("eevee_lookdev_display_vert.glsl") VERTEX_OUT(eevee_lookdev_display_iface) -PUSH_CONSTANT(VEC2, viewportSize) -PUSH_CONSTANT(VEC2, invertedViewportSize) -PUSH_CONSTANT(IVEC2, anchor) +PUSH_CONSTANT(float2, viewportSize) +PUSH_CONSTANT(float2, invertedViewportSize) +PUSH_CONSTANT(int2, anchor) SAMPLER(0, FLOAT_2D, metallic_tx) SAMPLER(1, FLOAT_2D, diffuse_tx) -FRAGMENT_OUT(0, VEC4, out_color) +FRAGMENT_OUT(0, float4, out_color) FRAGMENT_SOURCE("eevee_lookdev_display_frag.glsl") DEPTH_WRITE(DepthWrite::ANY) DO_STATIC_COMPILATION() diff --git a/source/blender/draw/engines/eevee/shaders/infos/eevee_lut_info.hh b/source/blender/draw/engines/eevee/shaders/infos/eevee_lut_info.hh index 43eea1c33fc..718a1ef4b48 100644 --- a/source/blender/draw/engines/eevee/shaders/infos/eevee_lut_info.hh +++ b/source/blender/draw/engines/eevee/shaders/infos/eevee_lut_info.hh @@ -14,8 +14,8 @@ GPU_SHADER_CREATE_INFO(eevee_lut) LOCAL_GROUP_SIZE(LUT_WORKGROUP_SIZE, LUT_WORKGROUP_SIZE, 1) -PUSH_CONSTANT(INT, table_type) -PUSH_CONSTANT(IVEC3, table_extent) +PUSH_CONSTANT(int, table_type) +PUSH_CONSTANT(int3, table_extent) IMAGE(0, GPU_RGBA32F, READ_WRITE, FLOAT_3D, table_img) ADDITIONAL_INFO(eevee_shared) COMPUTE_SOURCE("eevee_lut_comp.glsl") diff --git a/source/blender/draw/engines/eevee/shaders/infos/eevee_material_info.hh b/source/blender/draw/engines/eevee/shaders/infos/eevee_material_info.hh index 758752d3bae..dc63d5e4c45 100644 --- a/source/blender/draw/engines/eevee/shaders/infos/eevee_material_info.hh +++ b/source/blender/draw/engines/eevee/shaders/infos/eevee_material_info.hh @@ -37,16 +37,16 @@ /* Common interface */ GPU_SHADER_NAMED_INTERFACE_INFO(eevee_surf_iface, interp) /* World Position. */ -SMOOTH(VEC3, P) +SMOOTH(float3, P) /* World Normal. */ -SMOOTH(VEC3, N) +SMOOTH(float3, N) GPU_SHADER_NAMED_INTERFACE_END(interp) GPU_SHADER_CREATE_INFO(eevee_geom_mesh) ADDITIONAL_INFO(eevee_shared) DEFINE("MAT_GEOM_MESH") -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, VEC3, nor) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float3, nor) VERTEX_SOURCE("eevee_geom_mesh_vert.glsl") VERTEX_OUT(eevee_surf_iface) ADDITIONAL_INFO(draw_modelmat) @@ -56,11 +56,11 @@ ADDITIONAL_INFO(draw_view) GPU_SHADER_CREATE_END() GPU_SHADER_NAMED_INTERFACE_INFO(eevee_surf_pointcloud_iface, pointcloud_interp) -SMOOTH(FLOAT, radius) -SMOOTH(VEC3, position) +SMOOTH(float, radius) +SMOOTH(float3, position) GPU_SHADER_NAMED_INTERFACE_END(pointcloud_interp) GPU_SHADER_NAMED_INTERFACE_INFO(eevee_surf_pointcloud_flat_iface, pointcloud_interp_flat) -FLAT(INT, id) +FLAT(int, id) GPU_SHADER_NAMED_INTERFACE_END(pointcloud_interp_flat) GPU_SHADER_CREATE_INFO(eevee_geom_pointcloud) @@ -80,7 +80,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(eevee_geom_volume) ADDITIONAL_INFO(eevee_shared) DEFINE("MAT_GEOM_VOLUME") -VERTEX_IN(0, VEC3, pos) +VERTEX_IN(0, float3, pos) VERTEX_OUT(eevee_surf_iface) VERTEX_SOURCE("eevee_geom_volume_vert.glsl") ADDITIONAL_INFO(draw_modelmat) @@ -103,15 +103,15 @@ ADDITIONAL_INFO(draw_resource_id) GPU_SHADER_CREATE_END() GPU_SHADER_NAMED_INTERFACE_INFO(eevee_surf_curve_iface, curve_interp) -SMOOTH(VEC2, barycentric_coords) -SMOOTH(VEC3, tangent) -SMOOTH(VEC3, binormal) -SMOOTH(FLOAT, time) -SMOOTH(FLOAT, time_width) -SMOOTH(FLOAT, thickness) +SMOOTH(float2, barycentric_coords) +SMOOTH(float3, tangent) +SMOOTH(float3, binormal) +SMOOTH(float, time) +SMOOTH(float, time_width) +SMOOTH(float, thickness) GPU_SHADER_NAMED_INTERFACE_END(curve_interp) GPU_SHADER_NAMED_INTERFACE_INFO(eevee_surf_curve_flat_iface, curve_interp_flat) -FLAT(INT, strand_id) +FLAT(int, strand_id) GPU_SHADER_NAMED_INTERFACE_END(curve_interp_flat) GPU_SHADER_CREATE_INFO(eevee_geom_curves) @@ -158,11 +158,11 @@ DEFINE("GBUFFER_WRITE") /* NOTE: This removes the possibility of using gl_FragDepth. */ EARLY_FRAGMENT_TEST(true) /* Direct output. (Emissive, Holdout) */ -FRAGMENT_OUT(0, VEC4, out_radiance) -FRAGMENT_OUT_ROG(1, UINT, out_gbuf_header, DEFERRED_GBUFFER_ROG_ID) -FRAGMENT_OUT(2, VEC2, out_gbuf_normal) -FRAGMENT_OUT(3, VEC4, out_gbuf_closure1) -FRAGMENT_OUT(4, VEC4, out_gbuf_closure2) +FRAGMENT_OUT(0, float4, out_radiance) +FRAGMENT_OUT_ROG(1, uint, out_gbuf_header, DEFERRED_GBUFFER_ROG_ID) +FRAGMENT_OUT(2, float2, out_gbuf_normal) +FRAGMENT_OUT(3, float4, out_gbuf_closure1) +FRAGMENT_OUT(4, float4, out_gbuf_closure2) /* Everything is stored inside a two layered target, one for each format. This is to fit the * limitation of the number of images we can bind on a single shader. */ IMAGE_FREQ(GBUF_CLOSURE_SLOT, GPU_RGB10_A2, WRITE, FLOAT_2D_ARRAY, out_gbuf_closure_img, PASS) @@ -196,8 +196,8 @@ DEFINE("MAT_FORWARD") /* Early fragment test is needed for render passes support for forward surfaces. */ /* NOTE: This removes the possibility of using gl_FragDepth. */ EARLY_FRAGMENT_TEST(true) -FRAGMENT_OUT_DUAL(0, VEC4, out_radiance, SRC_0) -FRAGMENT_OUT_DUAL(0, VEC4, out_transmittance, SRC_1) +FRAGMENT_OUT_DUAL(0, float4, out_radiance, SRC_0) +FRAGMENT_OUT_DUAL(0, float4, out_transmittance, SRC_1) FRAGMENT_SOURCE("eevee_surf_forward_frag.glsl") /* Optionally added depending on the material. */ // ADDITIONAL_INFO(eevee_render_pass_out) @@ -216,7 +216,7 @@ GPU_SHADER_CREATE_INFO(eevee_surf_capture) DEFINE("MAT_CAPTURE") STORAGE_BUF(SURFEL_BUF_SLOT, WRITE, Surfel, surfel_buf[]) STORAGE_BUF(CAPTURE_BUF_SLOT, READ_WRITE, CaptureInfoData, capture_info_buf) -PUSH_CONSTANT(BOOL, is_double_sided) +PUSH_CONSTANT(bool, is_double_sided) FRAGMENT_SOURCE("eevee_surf_capture_frag.glsl") ADDITIONAL_INFO(eevee_global_ubo) ADDITIONAL_INFO(eevee_utility_texture) @@ -231,11 +231,11 @@ ADDITIONAL_INFO(eevee_utility_texture) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(eevee_surf_world) -PUSH_CONSTANT(FLOAT, world_opacity_fade) -PUSH_CONSTANT(FLOAT, world_background_blur) -PUSH_CONSTANT(IVEC4, world_coord_packed) +PUSH_CONSTANT(float, world_opacity_fade) +PUSH_CONSTANT(float, world_background_blur) +PUSH_CONSTANT(int4, world_coord_packed) EARLY_FRAGMENT_TEST(true) -FRAGMENT_OUT(0, VEC4, out_background) +FRAGMENT_OUT(0, float4, out_background) FRAGMENT_SOURCE("eevee_surf_world_frag.glsl") ADDITIONAL_INFO(eevee_global_ubo) ADDITIONAL_INFO(eevee_lightprobe_sphere_data) @@ -248,7 +248,7 @@ ADDITIONAL_INFO(eevee_utility_texture) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(eevee_renderpass_clear) -FRAGMENT_OUT(0, VEC4, out_background) +FRAGMENT_OUT(0, float4, out_background) FRAGMENT_SOURCE("eevee_renderpass_clear_frag.glsl") ADDITIONAL_INFO(draw_fullscreen) ADDITIONAL_INFO(eevee_global_ubo) @@ -259,12 +259,12 @@ DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() GPU_SHADER_NAMED_INTERFACE_INFO(eevee_surf_shadow_atomic_iface, shadow_iface) -FLAT(INT, shadow_view_id) +FLAT(int, shadow_view_id) GPU_SHADER_NAMED_INTERFACE_END(shadow_iface) GPU_SHADER_NAMED_INTERFACE_INFO(eevee_surf_shadow_clipping_iface, shadow_clip) -SMOOTH(VEC3, position) -SMOOTH(VEC3, vector) +SMOOTH(float3, position) +SMOOTH(float3, vector) GPU_SHADER_NAMED_INTERFACE_END(shadow_clip) GPU_SHADER_CREATE_INFO(eevee_surf_shadow) @@ -296,7 +296,7 @@ BUILTINS(BuiltinBits::LAYER) * ordering after slope bias. */ DEPTH_WRITE(DepthWrite::GREATER) /* F32 color attachment for on-tile depth accumulation without atomics. */ -FRAGMENT_OUT_ROG(0, FLOAT, out_depth, SHADOW_ROG_ID) +FRAGMENT_OUT_ROG(0, float, out_depth, SHADOW_ROG_ID) GPU_SHADER_CREATE_END() #undef image_out @@ -334,7 +334,7 @@ DEFINE("MAT_OCCUPANCY") /* All fragments need to be invoked even if we write to the depth buffer. */ EARLY_FRAGMENT_TEST(false) BUILTINS(BuiltinBits::TEXTURE_ATOMIC) -PUSH_CONSTANT(BOOL, use_fast_method) +PUSH_CONSTANT(bool, use_fast_method) IMAGE(VOLUME_HIT_DEPTH_SLOT, GPU_R32F, WRITE, FLOAT_3D, hit_depth_img) IMAGE(VOLUME_HIT_COUNT_SLOT, GPU_R32UI, READ_WRITE, UINT_2D_ATOMIC, hit_count_img) IMAGE(VOLUME_OCCUPANCY_SLOT, GPU_R32UI, READ_WRITE, UINT_3D_ATOMIC, occupancy_img) diff --git a/source/blender/draw/engines/eevee/shaders/infos/eevee_shadow_info.hh b/source/blender/draw/engines/eevee/shaders/infos/eevee_shadow_info.hh index c38c0b78868..737bef76f0b 100644 --- a/source/blender/draw/engines/eevee/shaders/infos/eevee_shadow_info.hh +++ b/source/blender/draw/engines/eevee/shaders/infos/eevee_shadow_info.hh @@ -28,7 +28,7 @@ GPU_SHADER_CREATE_INFO(eevee_shadow_clipmap_clear) DO_STATIC_COMPILATION() LOCAL_GROUP_SIZE(SHADOW_CLIPMAP_GROUP_SIZE) STORAGE_BUF(0, WRITE, ShadowTileMapClip, tilemaps_clip_buf[]) -PUSH_CONSTANT(INT, tilemaps_clip_buf_len) +PUSH_CONSTANT(int, tilemaps_clip_buf_len) ADDITIONAL_INFO(eevee_shared) COMPUTE_SOURCE("eevee_shadow_clipmap_clear_comp.glsl") GPU_SHADER_CREATE_END() @@ -42,7 +42,7 @@ STORAGE_BUF(4, READ, uint, casters_id_buf[]) STORAGE_BUF(5, READ_WRITE, ShadowTileMapData, tilemaps_buf[]) STORAGE_BUF(6, READ, ObjectBounds, bounds_buf[]) STORAGE_BUF(7, READ_WRITE, ShadowTileMapClip, tilemaps_clip_buf[]) -PUSH_CONSTANT(INT, resource_len) +PUSH_CONSTANT(int, resource_len) TYPEDEF_SOURCE("draw_shader_shared.hh") ADDITIONAL_INFO(eevee_shared) COMPUTE_SOURCE("eevee_shadow_tilemap_bounds_comp.glsl") @@ -77,7 +77,7 @@ DO_STATIC_COMPILATION() LOCAL_GROUP_SIZE(SHADOW_DEPTH_SCAN_GROUP_SIZE, SHADOW_DEPTH_SCAN_GROUP_SIZE) STORAGE_BUF(5, READ_WRITE, ShadowTileMapData, tilemaps_buf[]) STORAGE_BUF(6, READ_WRITE, uint, tiles_buf[]) -PUSH_CONSTANT(IVEC2, input_depth_extent) +PUSH_CONSTANT(int2, input_depth_extent) ADDITIONAL_INFO(eevee_shared) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_view_culling) @@ -91,7 +91,7 @@ DO_STATIC_COMPILATION() LOCAL_GROUP_SIZE(SURFEL_GROUP_SIZE) STORAGE_BUF(6, READ_WRITE, ShadowTileMapData, tilemaps_buf[]) STORAGE_BUF(7, READ_WRITE, uint, tiles_buf[]) -PUSH_CONSTANT(INT, directional_level) +PUSH_CONSTANT(int, directional_level) ADDITIONAL_INFO(eevee_shared) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_view_culling) @@ -102,22 +102,22 @@ COMPUTE_SOURCE("eevee_shadow_tag_usage_surfels_comp.glsl") GPU_SHADER_CREATE_END() GPU_SHADER_NAMED_INTERFACE_INFO(eevee_shadow_tag_transparent_iface, interp) -SMOOTH(VEC3, P) -SMOOTH(VEC3, vP) +SMOOTH(float3, P) +SMOOTH(float3, vP) GPU_SHADER_NAMED_INTERFACE_END(interp) GPU_SHADER_NAMED_INTERFACE_INFO(eevee_shadow_tag_transparent_flat_iface, interp_flat) -FLAT(VEC3, ls_aabb_min) -FLAT(VEC3, ls_aabb_max) +FLAT(float3, ls_aabb_min) +FLAT(float3, ls_aabb_max) GPU_SHADER_NAMED_INTERFACE_END(interp_flat) GPU_SHADER_CREATE_INFO(eevee_shadow_tag_usage_transparent) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC3, pos) +VERTEX_IN(0, float3, pos) STORAGE_BUF(4, READ, ObjectBounds, bounds_buf[]) STORAGE_BUF(5, READ_WRITE, ShadowTileMapData, tilemaps_buf[]) STORAGE_BUF(6, READ_WRITE, uint, tiles_buf[]) -PUSH_CONSTANT(IVEC2, fb_resolution) -PUSH_CONSTANT(INT, fb_lod) +PUSH_CONSTANT(int2, fb_resolution) +PUSH_CONSTANT(int, fb_lod) VERTEX_OUT(eevee_shadow_tag_transparent_iface) VERTEX_OUT(eevee_shadow_tag_transparent_flat_iface) ADDITIONAL_INFO(eevee_shared) @@ -149,7 +149,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(eevee_shadow_page_mask) DO_STATIC_COMPILATION() LOCAL_GROUP_SIZE(SHADOW_TILEMAP_RES, SHADOW_TILEMAP_RES) -PUSH_CONSTANT(INT, max_view_per_tilemap) +PUSH_CONSTANT(int, max_view_per_tilemap) STORAGE_BUF(0, READ_WRITE, ShadowTileMapData, tilemaps_buf[]) STORAGE_BUF(1, READ_WRITE, uint, tiles_buf[]) ADDITIONAL_INFO(eevee_shared) @@ -262,27 +262,23 @@ BUILTINS(BuiltinBits::VIEWPORT_INDEX | BuiltinBits::LAYER) STORAGE_BUF(8, READ, uint, src_coord_buf[SHADOW_RENDER_MAP_SIZE]) VERTEX_SOURCE("eevee_shadow_page_tile_vert.glsl") FRAGMENT_SOURCE("eevee_shadow_page_tile_frag.glsl") -FRAGMENT_OUT_ROG(0, FLOAT, out_tile_depth, SHADOW_ROG_ID) +FRAGMENT_OUT_ROG(0, float, out_tile_depth, SHADOW_ROG_ID) GPU_SHADER_CREATE_END() -#ifdef APPLE -/* Metal supports USHORT which saves a bit of performance here. */ -# define PAGE_Z_TYPE USHORT -#else -# define PAGE_Z_TYPE UINT -#endif - /* Interface for passing precalculated values in accumulation vertex to frag. */ GPU_SHADER_NAMED_INTERFACE_INFO(eevee_shadow_page_tile_store_noperspective_iface, interp_noperspective) -NO_PERSPECTIVE(VEC2, out_texel_xy) +NO_PERSPECTIVE(float2, out_texel_xy) GPU_SHADER_NAMED_INTERFACE_END(interp_noperspective) GPU_SHADER_NAMED_INTERFACE_INFO(eevee_shadow_page_tile_store_flat_iface, interp_flat) -FLAT(PAGE_Z_TYPE, out_page_z) +#ifdef APPLE +/* Metal supports ushort which saves a bit of performance here. */ +FLAT(ushort, out_page_z) +#else +FLAT(uint, out_page_z) +#endif GPU_SHADER_NAMED_INTERFACE_END(interp_flat) -#undef PAGE_Z_TYPE - /* 2nd tile pass to store shadow depths in atlas. */ GPU_SHADER_CREATE_INFO(eevee_shadow_page_tile_store) DO_STATIC_COMPILATION() @@ -291,7 +287,7 @@ ADDITIONAL_INFO(eevee_shared) BUILTINS(BuiltinBits::VIEWPORT_INDEX | BuiltinBits::LAYER) STORAGE_BUF(7, READ, uint, dst_coord_buf[SHADOW_RENDER_MAP_SIZE]) STORAGE_BUF(8, READ, uint, src_coord_buf[SHADOW_RENDER_MAP_SIZE]) -SUBPASS_IN(0, FLOAT, FLOAT_2D_ARRAY, in_tile_depth, SHADOW_ROG_ID) +SUBPASS_IN(0, float, FLOAT_2D_ARRAY, in_tile_depth, SHADOW_ROG_ID) IMAGE(SHADOW_ATLAS_IMG_SLOT, GPU_R32UI, READ_WRITE, UINT_2D_ARRAY, shadow_atlas_img) VERTEX_OUT(eevee_shadow_page_tile_store_noperspective_iface) VERTEX_OUT(eevee_shadow_page_tile_store_flat_iface) @@ -309,9 +305,9 @@ DEFINE_VALUE("DRW_VIEW_LEN", STRINGIFY(DRW_VIEW_MAX)) STORAGE_BUF(0, READ, ObjectBounds, bounds_buf[]) STORAGE_BUF(1, READ_WRITE, uint, visibility_buf[]) STORAGE_BUF(2, READ, ShadowRenderView, render_view_buf[SHADOW_VIEW_MAX]) -PUSH_CONSTANT(INT, resource_len) -PUSH_CONSTANT(INT, view_len) -PUSH_CONSTANT(INT, visibility_word_per_draw) +PUSH_CONSTANT(int, resource_len) +PUSH_CONSTANT(int, view_len) +PUSH_CONSTANT(int, visibility_word_per_draw) COMPUTE_SOURCE("eevee_shadow_visibility_comp.glsl") ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_view_culling) @@ -329,10 +325,10 @@ DO_STATIC_COMPILATION() ADDITIONAL_INFO(eevee_shared) STORAGE_BUF(5, READ, ShadowTileMapData, tilemaps_buf[]) STORAGE_BUF(6, READ, uint, tiles_buf[]) -FRAGMENT_OUT_DUAL(0, VEC4, out_color_add, SRC_0) -FRAGMENT_OUT_DUAL(0, VEC4, out_color_mul, SRC_1) -PUSH_CONSTANT(INT, debug_mode) -PUSH_CONSTANT(INT, debug_tilemap_index) +FRAGMENT_OUT_DUAL(0, float4, out_color_add, SRC_0) +FRAGMENT_OUT_DUAL(0, float4, out_color_mul, SRC_1) +PUSH_CONSTANT(int, debug_mode) +PUSH_CONSTANT(int, debug_tilemap_index) DEPTH_WRITE(DepthWrite::ANY) FRAGMENT_SOURCE("eevee_shadow_debug_frag.glsl") ADDITIONAL_INFO(draw_fullscreen) diff --git a/source/blender/draw/engines/eevee/shaders/infos/eevee_tracing_info.hh b/source/blender/draw/engines/eevee/shaders/infos/eevee_tracing_info.hh index 5ed6239f92d..d6dc25ba9cc 100644 --- a/source/blender/draw/engines/eevee/shaders/infos/eevee_tracing_info.hh +++ b/source/blender/draw/engines/eevee/shaders/infos/eevee_tracing_info.hh @@ -51,8 +51,8 @@ STORAGE_BUF(0, READ_WRITE, DispatchCommand, raytrace_tracing_dispatch_buf) STORAGE_BUF(1, READ_WRITE, DispatchCommand, raytrace_denoise_dispatch_buf) STORAGE_BUF(4, WRITE, uint, raytrace_tracing_tiles_buf[]) STORAGE_BUF(5, WRITE, uint, raytrace_denoise_tiles_buf[]) -SPECIALIZATION_CONSTANT(INT, closure_index, 0) -SPECIALIZATION_CONSTANT(INT, resolution_scale, 2) +SPECIALIZATION_CONSTANT(int, closure_index, 0) +SPECIALIZATION_CONSTANT(int, resolution_scale, 2) COMPUTE_SOURCE("eevee_ray_tile_compact_comp.glsl") GPU_SHADER_CREATE_END() @@ -67,7 +67,7 @@ ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(eevee_utility_texture) IMAGE(0, GPU_RGBA16F, WRITE, FLOAT_2D, out_ray_data_img) STORAGE_BUF(4, READ, uint, tiles_coord_buf[]) -SPECIALIZATION_CONSTANT(INT, closure_index, 0) +SPECIALIZATION_CONSTANT(int, closure_index, 0) COMPUTE_SOURCE("eevee_ray_generate_comp.glsl") GPU_SHADER_CREATE_END() @@ -85,7 +85,7 @@ IMAGE(1, RAYTRACE_RAYTIME_FORMAT, WRITE, FLOAT_2D, ray_time_img) IMAGE(2, RAYTRACE_RADIANCE_FORMAT, WRITE, FLOAT_2D, ray_radiance_img) SAMPLER(1, DEPTH_2D, depth_tx) STORAGE_BUF(5, READ, uint, tiles_coord_buf[]) -SPECIALIZATION_CONSTANT(INT, closure_index, 0) +SPECIALIZATION_CONSTANT(int, closure_index, 0) COMPUTE_SOURCE("eevee_ray_trace_fallback_comp.glsl") GPU_SHADER_CREATE_END() @@ -105,7 +105,7 @@ IMAGE(1, RAYTRACE_RAYTIME_FORMAT, WRITE, FLOAT_2D, ray_time_img) IMAGE(2, RAYTRACE_RADIANCE_FORMAT, WRITE, FLOAT_2D, ray_radiance_img) SAMPLER(2, DEPTH_2D, depth_tx) STORAGE_BUF(5, READ, uint, tiles_coord_buf[]) -SPECIALIZATION_CONSTANT(INT, closure_index, 0) +SPECIALIZATION_CONSTANT(int, closure_index, 0) COMPUTE_SOURCE("eevee_ray_trace_planar_comp.glsl") GPU_SHADER_CREATE_END() @@ -131,8 +131,8 @@ STORAGE_BUF(5, READ, uint, tiles_coord_buf[]) COMPUTE_SOURCE("eevee_ray_trace_screen_comp.glsl") /* Metal: Provide compiler with hint to tune per-thread resource allocation. */ MTL_MAX_TOTAL_THREADS_PER_THREADGROUP(400) -SPECIALIZATION_CONSTANT(BOOL, trace_refraction, true) -SPECIALIZATION_CONSTANT(INT, closure_index, 0) +SPECIALIZATION_CONSTANT(bool, trace_refraction, true) +SPECIALIZATION_CONSTANT(int, closure_index, 0) COMPUTE_SOURCE("eevee_ray_trace_screen_comp.glsl") GPU_SHADER_CREATE_END() @@ -156,9 +156,9 @@ IMAGE(6, RAYTRACE_TILEMASK_FORMAT, READ, UINT_2D_ARRAY, tile_mask_img) STORAGE_BUF(4, READ, uint, tiles_coord_buf[]) /* Metal: Provide compiler with hint to tune per-thread resource allocation. */ MTL_MAX_TOTAL_THREADS_PER_THREADGROUP(316) -SPECIALIZATION_CONSTANT(INT, raytrace_resolution_scale, 2) -SPECIALIZATION_CONSTANT(BOOL, skip_denoise, false) -SPECIALIZATION_CONSTANT(INT, closure_index, 0) +SPECIALIZATION_CONSTANT(int, raytrace_resolution_scale, 2) +SPECIALIZATION_CONSTANT(bool, skip_denoise, false) +SPECIALIZATION_CONSTANT(int, closure_index, 0) COMPUTE_SOURCE("eevee_ray_denoise_spatial_comp.glsl") GPU_SHADER_CREATE_END() @@ -181,7 +181,7 @@ STORAGE_BUF(4, READ, uint, tiles_coord_buf[]) COMPUTE_SOURCE("eevee_ray_denoise_temporal_comp.glsl") /* Metal: Provide compiler with hint to tune per-thread resource allocation. */ MTL_MAX_TOTAL_THREADS_PER_THREADGROUP(512) -SPECIALIZATION_CONSTANT(INT, closure_index, 0) +SPECIALIZATION_CONSTANT(int, closure_index, 0) COMPUTE_SOURCE("eevee_ray_denoise_temporal_comp.glsl") GPU_SHADER_CREATE_END() @@ -199,7 +199,7 @@ IMAGE(2, RAYTRACE_RADIANCE_FORMAT, WRITE, FLOAT_2D, out_radiance_img) IMAGE(3, RAYTRACE_VARIANCE_FORMAT, READ, FLOAT_2D, in_variance_img) IMAGE(6, RAYTRACE_TILEMASK_FORMAT, READ, UINT_2D_ARRAY, tile_mask_img) STORAGE_BUF(4, READ, uint, tiles_coord_buf[]) -SPECIALIZATION_CONSTANT(INT, closure_index, 0) +SPECIALIZATION_CONSTANT(int, closure_index, 0) COMPUTE_SOURCE("eevee_ray_denoise_bilateral_comp.glsl") GPU_SHADER_CREATE_END() @@ -227,9 +227,9 @@ ADDITIONAL_INFO(eevee_sampling_data) ADDITIONAL_INFO(eevee_utility_texture) ADDITIONAL_INFO(eevee_hiz_data) ADDITIONAL_INFO(draw_view) -SPECIALIZATION_CONSTANT(INT, fast_gi_slice_count, 2) -SPECIALIZATION_CONSTANT(INT, fast_gi_step_count, 8) -SPECIALIZATION_CONSTANT(BOOL, fast_gi_ao_only, false) +SPECIALIZATION_CONSTANT(int, fast_gi_slice_count, 2) +SPECIALIZATION_CONSTANT(int, fast_gi_step_count, 8) +SPECIALIZATION_CONSTANT(bool, fast_gi_ao_only, false) SAMPLER(0, FLOAT_2D, screen_radiance_tx) SAMPLER(1, FLOAT_2D, screen_normal_tx) IMAGE(2, GPU_RGBA16F, WRITE, FLOAT_2D, horizon_radiance_0_img) diff --git a/source/blender/draw/engines/eevee/shaders/infos/eevee_velocity_info.hh b/source/blender/draw/engines/eevee/shaders/infos/eevee_velocity_info.hh index 613c62e70a4..831e10f36ff 100644 --- a/source/blender/draw/engines/eevee/shaders/infos/eevee_velocity_info.hh +++ b/source/blender/draw/engines/eevee/shaders/infos/eevee_velocity_info.hh @@ -27,8 +27,8 @@ * This is to make sure that the resulting motion vectors are valid even with displacement. * WARNING: The next value is invalid when rendering the viewport. */ GPU_SHADER_NAMED_INTERFACE_INFO(eevee_velocity_surface_iface, motion) -SMOOTH(VEC3, prev) -SMOOTH(VEC3, next) +SMOOTH(float3, prev) +SMOOTH(float3, next) GPU_SHADER_NAMED_INTERFACE_END(motion) GPU_SHADER_CREATE_INFO(eevee_velocity_camera) @@ -46,7 +46,7 @@ STORAGE_BUF(VELOCITY_GEO_PREV_BUF_SLOT, READ, vec4, velocity_geo_prev_buf[]) STORAGE_BUF(VELOCITY_GEO_NEXT_BUF_SLOT, READ, vec4, velocity_geo_next_buf[]) STORAGE_BUF(VELOCITY_INDIRECTION_BUF_SLOT, READ, VelocityIndex, velocity_indirection_buf[]) VERTEX_OUT(eevee_velocity_surface_iface) -FRAGMENT_OUT(0, VEC4, out_velocity) +FRAGMENT_OUT(0, float4, out_velocity) ADDITIONAL_INFO(eevee_velocity_camera) GPU_SHADER_CREATE_END() @@ -55,9 +55,9 @@ COMPUTE_SOURCE("eevee_vertex_copy_comp.glsl") LOCAL_GROUP_SIZE(VERTEX_COPY_GROUP_SIZE) STORAGE_BUF(0, READ, float, in_buf[]) STORAGE_BUF(1, WRITE, vec4, out_buf[]) -PUSH_CONSTANT(INT, start_offset) -PUSH_CONSTANT(INT, vertex_stride) -PUSH_CONSTANT(INT, vertex_count) +PUSH_CONSTANT(int, start_offset) +PUSH_CONSTANT(int, vertex_stride) +PUSH_CONSTANT(int, vertex_count) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() diff --git a/source/blender/draw/engines/eevee/shaders/infos/eevee_volume_info.hh b/source/blender/draw/engines/eevee/shaders/infos/eevee_volume_info.hh index 329c7bce8b2..212a554b8a1 100644 --- a/source/blender/draw/engines/eevee/shaders/infos/eevee_volume_info.hh +++ b/source/blender/draw/engines/eevee/shaders/infos/eevee_volume_info.hh @@ -92,8 +92,8 @@ ADDITIONAL_INFO(draw_fullscreen) ADDITIONAL_INFO(eevee_render_pass_out) ADDITIONAL_INFO(eevee_hiz_data) FRAGMENT_SOURCE("eevee_volume_resolve_frag.glsl") -FRAGMENT_OUT_DUAL(0, VEC4, out_radiance, SRC_0) -FRAGMENT_OUT_DUAL(0, VEC4, out_transmittance, SRC_1) +FRAGMENT_OUT_DUAL(0, float4, out_radiance, SRC_0) +FRAGMENT_OUT_DUAL(0, float4, out_transmittance, SRC_1) /** TODO(Miguel Pozo): Volume RenderPasses. */ DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() diff --git a/source/blender/draw/engines/gpencil/shaders/infos/gpencil_info.hh b/source/blender/draw/engines/gpencil/shaders/infos/gpencil_info.hh index 8335a5f5fa1..66d75d5e486 100644 --- a/source/blender/draw/engines/gpencil/shaders/infos/gpencil_info.hh +++ b/source/blender/draw/engines/gpencil/shaders/infos/gpencil_info.hh @@ -32,20 +32,20 @@ * \{ */ GPU_SHADER_NAMED_INTERFACE_INFO(gpencil_geometry_iface, gp_interp) -SMOOTH(VEC4, color_mul) -SMOOTH(VEC4, color_add) -SMOOTH(VEC3, pos) -SMOOTH(VEC2, uv) +SMOOTH(float4, color_mul) +SMOOTH(float4, color_add) +SMOOTH(float3, pos) +SMOOTH(float2, uv) GPU_SHADER_NAMED_INTERFACE_END(gp_interp) GPU_SHADER_NAMED_INTERFACE_INFO(gpencil_geometry_flat_iface, gp_interp_flat) -FLAT(VEC2, aspect) -FLAT(VEC4, sspos) -FLAT(UINT, mat_flag) -FLAT(FLOAT, depth) +FLAT(float2, aspect) +FLAT(float4, sspos) +FLAT(uint, mat_flag) +FLAT(float, depth) GPU_SHADER_NAMED_INTERFACE_END(gp_interp_flat) GPU_SHADER_NAMED_INTERFACE_INFO(gpencil_geometry_noperspective_iface, gp_interp_noperspective) -NO_PERSPECTIVE(VEC2, thickness) -NO_PERSPECTIVE(FLOAT, hardness) +NO_PERSPECTIVE(float2, thickness) +NO_PERSPECTIVE(float, hardness) GPU_SHADER_NAMED_INTERFACE_END(gp_interp_noperspective) GPU_SHADER_CREATE_INFO(gpencil_geometry) @@ -58,18 +58,18 @@ SAMPLER(4, DEPTH_2D, gpSceneDepthTexture) SAMPLER(5, FLOAT_2D, gpMaskTexture) UNIFORM_BUF_FREQ(4, gpMaterial, gp_materials[GPENCIL_MATERIAL_BUFFER_LEN], BATCH) UNIFORM_BUF_FREQ(3, gpLight, gp_lights[GPENCIL_LIGHT_BUFFER_LEN], BATCH) -PUSH_CONSTANT(VEC2, viewportSize) +PUSH_CONSTANT(float2, viewportSize) /* Per Object */ -PUSH_CONSTANT(VEC3, gpNormal) -PUSH_CONSTANT(BOOL, gpStrokeOrder3d) -PUSH_CONSTANT(INT, gpMaterialOffset) +PUSH_CONSTANT(float3, gpNormal) +PUSH_CONSTANT(bool, gpStrokeOrder3d) +PUSH_CONSTANT(int, gpMaterialOffset) /* Per Layer */ -PUSH_CONSTANT(FLOAT, gpVertexColorOpacity) -PUSH_CONSTANT(VEC4, gpLayerTint) -PUSH_CONSTANT(FLOAT, gpLayerOpacity) -PUSH_CONSTANT(FLOAT, gpStrokeIndexOffset) -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, revealColor) +PUSH_CONSTANT(float, gpVertexColorOpacity) +PUSH_CONSTANT(float4, gpLayerTint) +PUSH_CONSTANT(float, gpLayerOpacity) +PUSH_CONSTANT(float, gpStrokeIndexOffset) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, revealColor) VERTEX_OUT(gpencil_geometry_iface) VERTEX_OUT(gpencil_geometry_flat_iface) VERTEX_OUT(gpencil_geometry_noperspective_iface) @@ -92,28 +92,28 @@ DO_STATIC_COMPILATION() SAMPLER(0, FLOAT_2D, colorBuf) SAMPLER(1, FLOAT_2D, revealBuf) SAMPLER(2, FLOAT_2D, maskBuf) -PUSH_CONSTANT(INT, blendMode) -PUSH_CONSTANT(FLOAT, blendOpacity) +PUSH_CONSTANT(int, blendMode) +PUSH_CONSTANT(float, blendOpacity) /* Reminder: This is considered SRC color in blend equations. * Same operation on all buffers. */ -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, fragRevealage) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, fragRevealage) FRAGMENT_SOURCE("gpencil_layer_blend_frag.glsl") ADDITIONAL_INFO(draw_fullscreen) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_mask_invert) DO_STATIC_COMPILATION() -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, fragRevealage) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, fragRevealage) FRAGMENT_SOURCE("gpencil_mask_invert_frag.glsl") ADDITIONAL_INFO(draw_fullscreen) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_depth_merge) DO_STATIC_COMPILATION() -PUSH_CONSTANT(MAT4, gpModelMatrix) -PUSH_CONSTANT(BOOL, strokeOrder3d) +PUSH_CONSTANT(float4x4, gpModelMatrix) +PUSH_CONSTANT(bool, strokeOrder3d) SAMPLER(0, DEPTH_2D, depthBuf) VERTEX_SOURCE("gpencil_depth_merge_vert.glsl") FRAGMENT_SOURCE("gpencil_depth_merge_frag.glsl") @@ -128,9 +128,9 @@ GPU_SHADER_CREATE_END() * \{ */ GPU_SHADER_INTERFACE_INFO(gpencil_antialiasing_iface) -SMOOTH(VEC2, uvs) -SMOOTH(VEC2, pixcoord) -SMOOTH(VEC4, offset[3]) +SMOOTH(float2, uvs) +SMOOTH(float2, pixcoord) +SMOOTH(float4, offset[3]) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(gpencil_antialiasing) @@ -140,8 +140,8 @@ DEFINE("SMAA_PRESET_HIGH") DEFINE_VALUE("SMAA_LUMA_WEIGHT", "float4(lumaWeight, lumaWeight, lumaWeight, 0.0f)") DEFINE("SMAA_NO_DISCARD") VERTEX_OUT(gpencil_antialiasing_iface) -PUSH_CONSTANT(VEC4, viewportMetrics) -PUSH_CONSTANT(FLOAT, lumaWeight) +PUSH_CONSTANT(float4, viewportMetrics) +PUSH_CONSTANT(float, lumaWeight) VERTEX_SOURCE("gpencil_antialiasing_vert.glsl") FRAGMENT_SOURCE("gpencil_antialiasing_frag.glsl") GPU_SHADER_CREATE_END() @@ -150,7 +150,7 @@ GPU_SHADER_CREATE_INFO(gpencil_antialiasing_stage_0) DEFINE_VALUE("SMAA_STAGE", "0") SAMPLER(0, FLOAT_2D, colorTex) SAMPLER(1, FLOAT_2D, revealTex) -FRAGMENT_OUT(0, VEC2, out_edges) +FRAGMENT_OUT(0, float2, out_edges) ADDITIONAL_INFO(gpencil_antialiasing) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() @@ -160,7 +160,7 @@ DEFINE_VALUE("SMAA_STAGE", "1") SAMPLER(0, FLOAT_2D, edgesTex) SAMPLER(1, FLOAT_2D, areaTex) SAMPLER(2, FLOAT_2D, searchTex) -FRAGMENT_OUT(0, VEC4, out_weights) +FRAGMENT_OUT(0, float4, out_weights) ADDITIONAL_INFO(gpencil_antialiasing) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() @@ -170,13 +170,13 @@ DEFINE_VALUE("SMAA_STAGE", "2") SAMPLER(0, FLOAT_2D, colorTex) SAMPLER(1, FLOAT_2D, revealTex) SAMPLER(2, FLOAT_2D, blendTex) -PUSH_CONSTANT(FLOAT, mixFactor) -PUSH_CONSTANT(FLOAT, taaAccumulatedWeight) -PUSH_CONSTANT(BOOL, doAntiAliasing) -PUSH_CONSTANT(BOOL, onlyAlpha) +PUSH_CONSTANT(float, mixFactor) +PUSH_CONSTANT(float, taaAccumulatedWeight) +PUSH_CONSTANT(bool, doAntiAliasing) +PUSH_CONSTANT(bool, onlyAlpha) /* Reminder: Blending func is `fragRevealage * DST + fragColor`. */ -FRAGMENT_OUT_DUAL(0, VEC4, out_color, SRC_0) -FRAGMENT_OUT_DUAL(0, VEC4, out_reveal, SRC_1) +FRAGMENT_OUT_DUAL(0, float4, out_color, SRC_0) +FRAGMENT_OUT_DUAL(0, float4, out_reveal, SRC_1) ADDITIONAL_INFO(gpencil_antialiasing) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() @@ -184,8 +184,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_antialiasing_accumulation) IMAGE(0, GPENCIL_RENDER_FORMAT, READ, FLOAT_2D, src_img) IMAGE(1, GPENCIL_ACCUM_FORMAT, READ_WRITE, FLOAT_2D, dst_img) -PUSH_CONSTANT(FLOAT, weight_src) -PUSH_CONSTANT(FLOAT, weight_dst) +PUSH_CONSTANT(float, weight_src) +PUSH_CONSTANT(float, weight_dst) FRAGMENT_SOURCE("gpencil_antialiasing_accumulation_frag.glsl") ADDITIONAL_INFO(draw_fullscreen) DO_STATIC_COMPILATION() diff --git a/source/blender/draw/engines/gpencil/shaders/infos/gpencil_vfx_info.hh b/source/blender/draw/engines/gpencil/shaders/infos/gpencil_vfx_info.hh index 5c896a52d39..2e712a84d26 100644 --- a/source/blender/draw/engines/gpencil/shaders/infos/gpencil_vfx_info.hh +++ b/source/blender/draw/engines/gpencil/shaders/infos/gpencil_vfx_info.hh @@ -22,15 +22,15 @@ SAMPLER(0, FLOAT_2D, colorBuf) SAMPLER(1, FLOAT_2D, revealBuf) /* Reminder: This is considered SRC color in blend equations. * Same operation on all buffers. */ -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, fragRevealage) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, fragRevealage) FRAGMENT_SOURCE("gpencil_vfx_frag.glsl") GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_fx_composite) DO_STATIC_COMPILATION() DEFINE("COMPOSITE") -PUSH_CONSTANT(BOOL, isFirstPass) +PUSH_CONSTANT(bool, isFirstPass) ADDITIONAL_INFO(gpencil_fx_common) ADDITIONAL_INFO(draw_fullscreen) GPU_SHADER_CREATE_END() @@ -38,10 +38,10 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_fx_colorize) DO_STATIC_COMPILATION() DEFINE("COLORIZE") -PUSH_CONSTANT(VEC3, lowColor) -PUSH_CONSTANT(VEC3, highColor) -PUSH_CONSTANT(FLOAT, factor) -PUSH_CONSTANT(INT, mode) +PUSH_CONSTANT(float3, lowColor) +PUSH_CONSTANT(float3, highColor) +PUSH_CONSTANT(float, factor) +PUSH_CONSTANT(int, mode) ADDITIONAL_INFO(gpencil_fx_common) ADDITIONAL_INFO(draw_fullscreen) GPU_SHADER_CREATE_END() @@ -49,8 +49,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_fx_blur) DO_STATIC_COMPILATION() DEFINE("BLUR") -PUSH_CONSTANT(VEC2, offset) -PUSH_CONSTANT(INT, sampCount) +PUSH_CONSTANT(float2, offset) +PUSH_CONSTANT(int, sampCount) ADDITIONAL_INFO(gpencil_fx_common) ADDITIONAL_INFO(draw_fullscreen) GPU_SHADER_CREATE_END() @@ -58,13 +58,13 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_fx_transform) DO_STATIC_COMPILATION() DEFINE("TRANSFORM") -PUSH_CONSTANT(VEC2, axisFlip) -PUSH_CONSTANT(VEC2, waveDir) -PUSH_CONSTANT(VEC2, waveOffset) -PUSH_CONSTANT(FLOAT, wavePhase) -PUSH_CONSTANT(VEC2, swirlCenter) -PUSH_CONSTANT(FLOAT, swirlAngle) -PUSH_CONSTANT(FLOAT, swirlRadius) +PUSH_CONSTANT(float2, axisFlip) +PUSH_CONSTANT(float2, waveDir) +PUSH_CONSTANT(float2, waveOffset) +PUSH_CONSTANT(float, wavePhase) +PUSH_CONSTANT(float2, swirlCenter) +PUSH_CONSTANT(float, swirlAngle) +PUSH_CONSTANT(float, swirlRadius) ADDITIONAL_INFO(gpencil_fx_common) ADDITIONAL_INFO(draw_fullscreen) GPU_SHADER_CREATE_END() @@ -72,13 +72,13 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_fx_glow) DO_STATIC_COMPILATION() DEFINE("GLOW") -PUSH_CONSTANT(VEC4, glowColor) -PUSH_CONSTANT(VEC2, offset) -PUSH_CONSTANT(INT, sampCount) -PUSH_CONSTANT(VEC4, threshold) -PUSH_CONSTANT(BOOL, firstPass) -PUSH_CONSTANT(BOOL, glowUnder) -PUSH_CONSTANT(INT, blendMode) +PUSH_CONSTANT(float4, glowColor) +PUSH_CONSTANT(float2, offset) +PUSH_CONSTANT(int, sampCount) +PUSH_CONSTANT(float4, threshold) +PUSH_CONSTANT(bool, firstPass) +PUSH_CONSTANT(bool, glowUnder) +PUSH_CONSTANT(int, blendMode) ADDITIONAL_INFO(gpencil_fx_common) ADDITIONAL_INFO(draw_fullscreen) GPU_SHADER_CREATE_END() @@ -86,13 +86,13 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_fx_rim) DO_STATIC_COMPILATION() DEFINE("RIM") -PUSH_CONSTANT(VEC2, blurDir) -PUSH_CONSTANT(VEC2, uvOffset) -PUSH_CONSTANT(VEC3, rimColor) -PUSH_CONSTANT(VEC3, maskColor) -PUSH_CONSTANT(INT, sampCount) -PUSH_CONSTANT(INT, blendMode) -PUSH_CONSTANT(BOOL, isFirstPass) +PUSH_CONSTANT(float2, blurDir) +PUSH_CONSTANT(float2, uvOffset) +PUSH_CONSTANT(float3, rimColor) +PUSH_CONSTANT(float3, maskColor) +PUSH_CONSTANT(int, sampCount) +PUSH_CONSTANT(int, blendMode) +PUSH_CONSTANT(bool, isFirstPass) ADDITIONAL_INFO(gpencil_fx_common) ADDITIONAL_INFO(draw_fullscreen) GPU_SHADER_CREATE_END() @@ -100,16 +100,16 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_fx_shadow) DO_STATIC_COMPILATION() DEFINE("SHADOW") -PUSH_CONSTANT(VEC4, shadowColor) -PUSH_CONSTANT(VEC2, uvRotX) -PUSH_CONSTANT(VEC2, uvRotY) -PUSH_CONSTANT(VEC2, uvOffset) -PUSH_CONSTANT(VEC2, blurDir) -PUSH_CONSTANT(VEC2, waveDir) -PUSH_CONSTANT(VEC2, waveOffset) -PUSH_CONSTANT(FLOAT, wavePhase) -PUSH_CONSTANT(INT, sampCount) -PUSH_CONSTANT(BOOL, isFirstPass) +PUSH_CONSTANT(float4, shadowColor) +PUSH_CONSTANT(float2, uvRotX) +PUSH_CONSTANT(float2, uvRotY) +PUSH_CONSTANT(float2, uvOffset) +PUSH_CONSTANT(float2, blurDir) +PUSH_CONSTANT(float2, waveDir) +PUSH_CONSTANT(float2, waveOffset) +PUSH_CONSTANT(float, wavePhase) +PUSH_CONSTANT(int, sampCount) +PUSH_CONSTANT(bool, isFirstPass) ADDITIONAL_INFO(gpencil_fx_common) ADDITIONAL_INFO(draw_fullscreen) GPU_SHADER_CREATE_END() @@ -117,10 +117,10 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpencil_fx_pixelize) DO_STATIC_COMPILATION() DEFINE("PIXELIZE") -PUSH_CONSTANT(VEC2, targetPixelSize) -PUSH_CONSTANT(VEC2, targetPixelOffset) -PUSH_CONSTANT(VEC2, accumOffset) -PUSH_CONSTANT(INT, sampCount) +PUSH_CONSTANT(float2, targetPixelSize) +PUSH_CONSTANT(float2, targetPixelOffset) +PUSH_CONSTANT(float2, accumOffset) +PUSH_CONSTANT(int, sampCount) ADDITIONAL_INFO(gpencil_fx_common) ADDITIONAL_INFO(draw_fullscreen) GPU_SHADER_CREATE_END() diff --git a/source/blender/draw/engines/image/shaders/infos/engine_image_info.hh b/source/blender/draw/engines/image/shaders/infos/engine_image_info.hh index a70c1f4f4a4..88914e5bbbb 100644 --- a/source/blender/draw/engines/image/shaders/infos/engine_image_info.hh +++ b/source/blender/draw/engines/image/shaders/infos/engine_image_info.hh @@ -5,18 +5,18 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_INTERFACE_INFO(image_engine_color_iface) -SMOOTH(VEC2, uv_screen) +SMOOTH(float2, uv_screen) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(image_engine_color_shader) -VERTEX_IN(0, IVEC2, pos) +VERTEX_IN(0, int2, pos) VERTEX_OUT(image_engine_color_iface) -FRAGMENT_OUT(0, VEC4, out_color) -PUSH_CONSTANT(VEC4, shuffle) -PUSH_CONSTANT(VEC2, far_near_distances) -PUSH_CONSTANT(IVEC2, offset) -PUSH_CONSTANT(INT, draw_flags) -PUSH_CONSTANT(BOOL, is_image_premultiplied) +FRAGMENT_OUT(0, float4, out_color) +PUSH_CONSTANT(float4, shuffle) +PUSH_CONSTANT(float2, far_near_distances) +PUSH_CONSTANT(int2, offset) +PUSH_CONSTANT(int, draw_flags) +PUSH_CONSTANT(bool, is_image_premultiplied) SAMPLER(0, FLOAT_2D, image_tx) SAMPLER(1, DEPTH_2D, depth_tx) VERTEX_SOURCE("image_engine_color_vert.glsl") @@ -27,14 +27,14 @@ DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() GPU_SHADER_INTERFACE_INFO(image_engine_depth_iface) -SMOOTH(VEC2, uv_image) +SMOOTH(float2, uv_image) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(image_engine_depth_shader) -VERTEX_IN(0, IVEC2, pos) -VERTEX_IN(1, VEC2, uv) +VERTEX_IN(0, int2, pos) +VERTEX_IN(1, float2, uv) VERTEX_OUT(image_engine_depth_iface) -PUSH_CONSTANT(VEC4, min_max_uv) +PUSH_CONSTANT(float4, min_max_uv) VERTEX_SOURCE("image_engine_depth_vert.glsl") FRAGMENT_SOURCE("image_engine_depth_frag.glsl") ADDITIONAL_INFO(draw_view) diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_antialiasing_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_antialiasing_info.hh index 97040e2f393..12d536ca414 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_antialiasing_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_antialiasing_info.hh @@ -16,8 +16,8 @@ DO_STATIC_COMPILATION() SAMPLER(0, DEPTH_2D, depthTex) SAMPLER(1, FLOAT_2D, colorTex) SAMPLER(2, FLOAT_2D, lineTex) -PUSH_CONSTANT(BOOL, doSmoothLines) -FRAGMENT_OUT(0, VEC4, fragColor) +PUSH_CONSTANT(bool, doSmoothLines) +FRAGMENT_OUT(0, float4, fragColor) FRAGMENT_SOURCE("overlay_antialiasing_frag.glsl") ADDITIONAL_INFO(draw_fullscreen) ADDITIONAL_INFO(draw_globals) @@ -27,8 +27,8 @@ GPU_SHADER_CREATE_INFO(overlay_xray_fade) DO_STATIC_COMPILATION() SAMPLER(0, DEPTH_2D, depthTex) SAMPLER(1, DEPTH_2D, xrayDepthTex) -PUSH_CONSTANT(FLOAT, opacity) -FRAGMENT_OUT(0, VEC4, fragColor) +PUSH_CONSTANT(float, opacity) +FRAGMENT_OUT(0, float4, fragColor) FRAGMENT_SOURCE("overlay_xray_fade_frag.glsl") ADDITIONAL_INFO(draw_fullscreen) SAMPLER(2, DEPTH_2D, xrayDepthTexInfront) diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_armature_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_armature_info.hh index 6f65c53392d..7bc8546cbc9 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_armature_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_armature_info.hh @@ -19,18 +19,18 @@ #include "overlay_common_info.hh" GPU_SHADER_CREATE_INFO(overlay_frag_output) -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) GPU_SHADER_CREATE_END() GPU_SHADER_INTERFACE_INFO(overlay_armature_wire_iface) -FLAT(VEC4, finalColor) -FLAT(VEC2, edgeStart) -NO_PERSPECTIVE(VEC2, edgePos) +FLAT(float4, finalColor) +FLAT(float2, edgeStart) +NO_PERSPECTIVE(float2, edgePos) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_armature_common) -PUSH_CONSTANT(FLOAT, alpha) +PUSH_CONSTANT(float, alpha) ADDITIONAL_INFO(draw_view) GPU_SHADER_CREATE_END() @@ -40,7 +40,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(overlay_armature_sphere_outline) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC2, pos) +VERTEX_IN(0, float2, pos) VERTEX_OUT(overlay_armature_wire_iface) VERTEX_SOURCE("overlay_armature_sphere_outline_vert.glsl") FRAGMENT_SOURCE("overlay_armature_wire_frag.glsl") @@ -53,17 +53,17 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_VARIATIONS(overlay_armature_sphere_outline) GPU_SHADER_INTERFACE_INFO(overlay_armature_sphere_solid_iface) -FLAT(VEC3, finalStateColor) -FLAT(VEC3, finalBoneColor) -FLAT(MAT4, sphereMatrix) -SMOOTH(VEC3, viewPosition) +FLAT(float3, finalStateColor) +FLAT(float3, finalBoneColor) +FLAT(float4x4, sphereMatrix) +SMOOTH(float3, viewPosition) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_armature_sphere_solid) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC2, pos) +VERTEX_IN(0, float2, pos) /* Per instance. */ -VERTEX_IN(1, VEC4, color) +VERTEX_IN(1, float4, color) DEPTH_WRITE(DepthWrite::GREATER) VERTEX_OUT(overlay_armature_sphere_solid_iface) VERTEX_SOURCE("overlay_armature_sphere_solid_vert.glsl") @@ -83,26 +83,26 @@ OVERLAY_INFO_VARIATIONS(overlay_armature_sphere_solid) * \{ */ GPU_SHADER_NAMED_INTERFACE_INFO(overlay_armature_shape_outline_iface, geom_in) -SMOOTH(VEC4, pPos) -SMOOTH(VEC3, vPos) -SMOOTH(VEC2, ssPos) -SMOOTH(VEC4, vColSize) +SMOOTH(float4, pPos) +SMOOTH(float3, vPos) +SMOOTH(float2, ssPos) +SMOOTH(float4, vColSize) GPU_SHADER_NAMED_INTERFACE_END(geom_in) GPU_SHADER_NAMED_INTERFACE_INFO(overlay_armature_shape_outline_flat_iface, geom_flat_in) -FLAT(INT, inverted) +FLAT(int, inverted) GPU_SHADER_NAMED_INTERFACE_END(geom_flat_in) GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_outline_no_geom_iface) -FLAT(VEC4, finalColor) -FLAT(VEC2, edgeStart) -NO_PERSPECTIVE(VEC2, edgePos) +FLAT(float4, finalColor) +FLAT(float2, edgeStart) +NO_PERSPECTIVE(float2, edgePos) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_armature_shape_outline) DO_STATIC_COMPILATION() STORAGE_BUF_FREQ(0, READ, float, pos[], GEOMETRY) STORAGE_BUF(1, READ, mat4, data_buf[]) -PUSH_CONSTANT(IVEC2, gpu_attr_0) +PUSH_CONSTANT(int2, gpu_attr_0) VERTEX_OUT(overlay_armature_shape_outline_no_geom_iface) VERTEX_SOURCE("overlay_armature_shape_outline_vert.glsl") FRAGMENT_SOURCE("overlay_armature_wire_frag.glsl") @@ -115,14 +115,14 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_VARIATIONS(overlay_armature_shape_outline) GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_solid_iface) -SMOOTH(VEC4, finalColor) -FLAT(INT, inverted) +SMOOTH(float4, finalColor) +FLAT(int, inverted) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_armature_shape_solid) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, VEC3, nor) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float3, nor) /* Per instance. */ DEPTH_WRITE(DepthWrite::GREATER) VERTEX_OUT(overlay_armature_shape_solid_iface) @@ -137,18 +137,18 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_VARIATIONS(overlay_armature_shape_solid) GPU_SHADER_INTERFACE_INFO(overlay_armature_shape_wire_iface) -FLAT(VEC4, finalColor) -FLAT(FLOAT, wire_width) -NO_PERSPECTIVE(FLOAT, edgeCoord) +FLAT(float4, finalColor) +FLAT(float, wire_width) +NO_PERSPECTIVE(float, edgeCoord) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_armature_shape_wire) DO_STATIC_COMPILATION() -PUSH_CONSTANT(BOOL, do_smooth_wire) +PUSH_CONSTANT(bool, do_smooth_wire) STORAGE_BUF_FREQ(0, READ, float, pos[], GEOMETRY) STORAGE_BUF(1, READ, mat4, data_buf[]) -PUSH_CONSTANT(IVEC2, gpu_attr_0) -PUSH_CONSTANT(BOOL, use_arrow_drawing) +PUSH_CONSTANT(int2, gpu_attr_0) +PUSH_CONSTANT(bool, use_arrow_drawing) VERTEX_OUT(overlay_armature_shape_wire_iface) VERTEX_SOURCE("overlay_armature_shape_wire_vert.glsl") FRAGMENT_SOURCE("overlay_armature_shape_wire_frag.glsl") @@ -178,9 +178,9 @@ OVERLAY_INFO_VARIATIONS(overlay_armature_shape_wire_strip) GPU_SHADER_CREATE_INFO(overlay_armature_envelope_outline) DO_STATIC_COMPILATION() TYPEDEF_SOURCE("overlay_shader_shared.h") -VERTEX_IN(0, VEC2, pos0) -VERTEX_IN(1, VEC2, pos1) -VERTEX_IN(2, VEC2, pos2) +VERTEX_IN(0, float2, pos0) +VERTEX_IN(1, float2, pos1) +VERTEX_IN(2, float2, pos2) VERTEX_OUT(overlay_armature_wire_iface) VERTEX_SOURCE("overlay_armature_envelope_outline_vert.glsl") FRAGMENT_SOURCE("overlay_armature_wire_frag.glsl") @@ -193,17 +193,17 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_VARIATIONS(overlay_armature_envelope_outline) GPU_SHADER_INTERFACE_INFO(overlay_armature_envelope_solid_iface) -FLAT(VEC3, finalStateColor) -FLAT(VEC3, finalBoneColor) -SMOOTH(VEC3, normalView) +FLAT(float3, finalStateColor) +FLAT(float3, finalBoneColor) +SMOOTH(float3, normalView) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_armature_envelope_solid) DO_STATIC_COMPILATION() TYPEDEF_SOURCE("overlay_shader_shared.h") -VERTEX_IN(0, VEC3, pos) +VERTEX_IN(0, float3, pos) VERTEX_OUT(overlay_armature_envelope_solid_iface) -PUSH_CONSTANT(BOOL, isDistance) +PUSH_CONSTANT(bool, isDistance) VERTEX_SOURCE("overlay_armature_envelope_solid_vert.glsl") FRAGMENT_SOURCE("overlay_armature_envelope_solid_frag.glsl") ADDITIONAL_INFO(overlay_frag_output) @@ -221,16 +221,16 @@ OVERLAY_INFO_VARIATIONS(overlay_armature_envelope_solid) * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_armature_stick_iface) -NO_PERSPECTIVE(FLOAT, colorFac) -FLAT(VEC4, finalWireColor) -FLAT(VEC4, finalInnerColor) +NO_PERSPECTIVE(float, colorFac) +FLAT(float4, finalWireColor) +FLAT(float4, finalInnerColor) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_armature_stick_base) TYPEDEF_SOURCE("overlay_shader_shared.h") /* Bone aligned screen space. */ -VERTEX_IN(0, VEC2, pos) -VERTEX_IN(1, INT, vclass) +VERTEX_IN(0, float2, pos) +VERTEX_IN(1, int, vclass) VERTEX_OUT(overlay_armature_stick_iface) VERTEX_SOURCE("overlay_armature_stick_vert.glsl") FRAGMENT_SOURCE("overlay_armature_stick_frag.glsl") @@ -251,7 +251,7 @@ OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_armature_stick, overlay_armature_stick_ GPU_SHADER_CREATE_INFO(overlay_armature_dof) DO_STATIC_COMPILATION() TYPEDEF_SOURCE("overlay_shader_shared.h") -VERTEX_IN(0, VEC2, pos) +VERTEX_IN(0, float2, pos) VERTEX_OUT(overlay_armature_wire_iface) VERTEX_SOURCE("overlay_armature_dof_vert.glsl") FRAGMENT_SOURCE("overlay_armature_dof_solid_frag.glsl") @@ -271,7 +271,7 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_armature_dof) GPU_SHADER_CREATE_INFO(overlay_armature_wire_base) TYPEDEF_SOURCE("overlay_shader_shared.h") -PUSH_CONSTANT(FLOAT, alpha) +PUSH_CONSTANT(float, alpha) VERTEX_OUT(overlay_armature_wire_iface) VERTEX_SOURCE("overlay_armature_wire_vert.glsl") FRAGMENT_SOURCE("overlay_armature_wire_frag.glsl") diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_background_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_background_info.hh index 5fd14412cb4..0a7d8356e57 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_background_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_background_info.hh @@ -21,20 +21,20 @@ DO_STATIC_COMPILATION() TYPEDEF_SOURCE("overlay_shader_shared.h") SAMPLER(0, FLOAT_2D, colorBuffer) SAMPLER(1, DEPTH_2D, depthBuffer) -PUSH_CONSTANT(INT, bgType) -PUSH_CONSTANT(VEC4, colorOverride) +PUSH_CONSTANT(int, bgType) +PUSH_CONSTANT(float4, colorOverride) FRAGMENT_SOURCE("overlay_background_frag.glsl") -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) ADDITIONAL_INFO(draw_fullscreen) ADDITIONAL_INFO(draw_globals) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(overlay_clipbound) DO_STATIC_COMPILATION() -PUSH_CONSTANT(VEC4, ucolor) -PUSH_CONSTANT_ARRAY(VEC3, boundbox, 8) +PUSH_CONSTANT(float4, ucolor) +PUSH_CONSTANT_ARRAY(float3, boundbox, 8) VERTEX_SOURCE("overlay_clipbound_vert.glsl") -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) FRAGMENT_SOURCE("overlay_uniform_color_frag.glsl") ADDITIONAL_INFO(draw_view) GPU_SHADER_CREATE_END() diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_common_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_common_info.hh index 2de38c56946..ceddb828712 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_common_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_common_info.hh @@ -22,7 +22,7 @@ UNIFORM_BUF_FREQ(OVERLAY_GLOBALS_SLOT, GlobalsUboStorage, globalsBlock, PASS) GPU_SHADER_CREATE_END() GPU_SHADER_INTERFACE_INFO(select_id_patch_iface) -FLAT(UINT, select_id) +FLAT(uint, select_id) GPU_SHADER_INTERFACE_END() /* Used to patch overlay shaders. */ diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh index 047e54534f4..0a541aa0466 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_edit_mode_info.hh @@ -24,13 +24,13 @@ #include "overlay_common_info.hh" GPU_SHADER_INTERFACE_INFO(overlay_edit_flat_color_iface) -FLAT(VEC4, finalColor) +FLAT(float4, finalColor) GPU_SHADER_INTERFACE_END() GPU_SHADER_INTERFACE_INFO(overlay_edit_smooth_color_iface) -SMOOTH(VEC4, finalColor) +SMOOTH(float4, finalColor) GPU_SHADER_INTERFACE_END() GPU_SHADER_INTERFACE_INFO(overlay_edit_nopersp_color_iface) -NO_PERSPECTIVE(VEC4, finalColor) +NO_PERSPECTIVE(float4, finalColor) GPU_SHADER_INTERFACE_END() /* -------------------------------------------------------------------- */ @@ -41,25 +41,25 @@ GPU_SHADER_CREATE_INFO(overlay_edit_mesh_common) DEFINE_VALUE("blender_srgb_to_framebuffer_space(a)", "a") SAMPLER(0, DEPTH_2D, depthTex) DEFINE("LINE_OUTPUT") -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) /* Per view factor. */ -PUSH_CONSTANT(FLOAT, ndc_offset_factor) +PUSH_CONSTANT(float, ndc_offset_factor) /* Per pass factor. */ -PUSH_CONSTANT(FLOAT, ndc_offset) -PUSH_CONSTANT(BOOL, wireShading) -PUSH_CONSTANT(BOOL, selectFace) -PUSH_CONSTANT(BOOL, selectEdge) -PUSH_CONSTANT(FLOAT, alpha) -PUSH_CONSTANT(FLOAT, retopologyOffset) -PUSH_CONSTANT(IVEC4, dataMask) +PUSH_CONSTANT(float, ndc_offset) +PUSH_CONSTANT(bool, wireShading) +PUSH_CONSTANT(bool, selectFace) +PUSH_CONSTANT(bool, selectEdge) +PUSH_CONSTANT(float, alpha) +PUSH_CONSTANT(float, retopologyOffset) +PUSH_CONSTANT(int4, dataMask) ADDITIONAL_INFO(draw_globals) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(overlay_edit_mesh_depth) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC3, pos) -PUSH_CONSTANT(FLOAT, retopologyOffset) +VERTEX_IN(0, float3, pos) +PUSH_CONSTANT(float, retopologyOffset) VERTEX_SOURCE("overlay_edit_mesh_depth_vert.glsl") FRAGMENT_SOURCE("overlay_depth_only_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -70,17 +70,17 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_CLIP_VARIATION(overlay_edit_mesh_depth) GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_vert_iface) -SMOOTH(VEC4, finalColor) -SMOOTH(FLOAT, vertexCrease) +SMOOTH(float4, finalColor) +SMOOTH(float, vertexCrease) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_edit_mesh_vert) DO_STATIC_COMPILATION() BUILTINS(BuiltinBits::POINT_SIZE) DEFINE("VERT") -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, UVEC4, data) -VERTEX_IN(2, VEC3, vnor) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, uint4, data) +VERTEX_IN(2, float3, vnor) VERTEX_SOURCE("overlay_edit_mesh_vert.glsl") VERTEX_OUT(overlay_edit_mesh_vert_iface) FRAGMENT_SOURCE("overlay_point_varying_color_frag.glsl") @@ -93,14 +93,14 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_CLIP_VARIATION(overlay_edit_mesh_vert) GPU_SHADER_NAMED_INTERFACE_INFO(overlay_edit_mesh_edge_geom_iface, geometry_out) -SMOOTH(VEC4, finalColor) +SMOOTH(float4, finalColor) GPU_SHADER_NAMED_INTERFACE_END(geometry_out) GPU_SHADER_NAMED_INTERFACE_INFO(overlay_edit_mesh_edge_geom_flat_iface, geometry_flat_out) -FLAT(VEC4, finalColorOuter) +FLAT(float4, finalColorOuter) GPU_SHADER_NAMED_INTERFACE_END(geometry_flat_out) GPU_SHADER_NAMED_INTERFACE_INFO(overlay_edit_mesh_edge_geom_noperspective_iface, geometry_noperspective_out) -NO_PERSPECTIVE(FLOAT, edgeCoord) +NO_PERSPECTIVE(float, edgeCoord) GPU_SHADER_NAMED_INTERFACE_END(geometry_noperspective_out) GPU_SHADER_CREATE_INFO(overlay_edit_mesh_edge) @@ -109,11 +109,11 @@ DEFINE("EDGE") STORAGE_BUF_FREQ(0, READ, float, pos[], GEOMETRY) STORAGE_BUF_FREQ(1, READ, uint, vnor[], GEOMETRY) STORAGE_BUF_FREQ(2, READ, uint, data[], GEOMETRY) -PUSH_CONSTANT(IVEC2, gpu_attr_0) -PUSH_CONSTANT(IVEC2, gpu_attr_1) -PUSH_CONSTANT(IVEC2, gpu_attr_2) -PUSH_CONSTANT(BOOL, do_smooth_wire) -PUSH_CONSTANT(BOOL, use_vertex_selection) +PUSH_CONSTANT(int2, gpu_attr_0) +PUSH_CONSTANT(int2, gpu_attr_1) +PUSH_CONSTANT(int2, gpu_attr_2) +PUSH_CONSTANT(bool, do_smooth_wire) +PUSH_CONSTANT(bool, use_vertex_selection) VERTEX_OUT(overlay_edit_mesh_edge_geom_iface) VERTEX_OUT(overlay_edit_mesh_edge_geom_flat_iface) VERTEX_OUT(overlay_edit_mesh_edge_geom_noperspective_iface) @@ -130,8 +130,8 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_edit_mesh_edge) GPU_SHADER_CREATE_INFO(overlay_edit_mesh_face) DO_STATIC_COMPILATION() DEFINE("FACE") -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, UVEC4, data) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, uint4, data) VERTEX_SOURCE("overlay_edit_mesh_vert.glsl") VERTEX_OUT(overlay_edit_flat_color_iface) FRAGMENT_SOURCE("overlay_varying_color.glsl") @@ -146,9 +146,9 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_edit_mesh_face) GPU_SHADER_CREATE_INFO(overlay_edit_mesh_facedot) DO_STATIC_COMPILATION() DEFINE("FACEDOT") -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, UVEC4, data) -VERTEX_IN(2, VEC4, norAndFlag) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, uint4, data) +VERTEX_IN(2, float4, norAndFlag) VERTEX_SOURCE("overlay_edit_mesh_facedot_vert.glsl") VERTEX_OUT(overlay_edit_flat_color_iface) FRAGMENT_SOURCE("overlay_point_varying_color_frag.glsl") @@ -160,17 +160,17 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_CLIP_VARIATION(overlay_edit_mesh_facedot) GPU_SHADER_CREATE_INFO(overlay_edit_mesh_normal) -PUSH_CONSTANT(IVEC2, gpu_attr_0) -PUSH_CONSTANT(IVEC2, gpu_attr_1) +PUSH_CONSTANT(int2, gpu_attr_0) +PUSH_CONSTANT(int2, gpu_attr_1) SAMPLER(0, DEPTH_2D, depthTex) -PUSH_CONSTANT(FLOAT, normalSize) -PUSH_CONSTANT(FLOAT, normalScreenSize) -PUSH_CONSTANT(FLOAT, alpha) -PUSH_CONSTANT(BOOL, isConstantScreenSizeNormals) +PUSH_CONSTANT(float, normalSize) +PUSH_CONSTANT(float, normalScreenSize) +PUSH_CONSTANT(float, alpha) +PUSH_CONSTANT(bool, isConstantScreenSizeNormals) VERTEX_OUT(overlay_edit_flat_color_iface) DEFINE("LINE_OUTPUT") -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) VERTEX_SOURCE("overlay_edit_mesh_normal_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") GPU_SHADER_CREATE_END() @@ -184,7 +184,7 @@ ADDITIONAL_INFO(draw_globals) ADDITIONAL_INFO(gpu_index_buffer_load) STORAGE_BUF_FREQ(1, READ, float, pos[], GEOMETRY) DEFINE("FACE_NORMAL") -PUSH_CONSTANT(BOOL, hq_normals) +PUSH_CONSTANT(bool, hq_normals) STORAGE_BUF_FREQ(0, READ, uint, norAndFlag[], GEOMETRY) GPU_SHADER_CREATE_END() @@ -214,7 +214,7 @@ ADDITIONAL_INFO(draw_globals) ADDITIONAL_INFO(gpu_index_buffer_load) STORAGE_BUF_FREQ(1, READ, float, pos[], GEOMETRY) DEFINE("LOOP_NORMAL") -PUSH_CONSTANT(BOOL, hq_normals) +PUSH_CONSTANT(bool, hq_normals) STORAGE_BUF_FREQ(0, READ, uint, lnor[], GEOMETRY) GPU_SHADER_CREATE_END() @@ -265,16 +265,16 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_CLIP_VARIATION(overlay_mesh_vert_normal_subdiv) GPU_SHADER_INTERFACE_INFO(overlay_edit_mesh_analysis_iface) -SMOOTH(VEC4, weightColor) +SMOOTH(float4, weightColor) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_edit_mesh_analysis) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, FLOAT, weight) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float, weight) SAMPLER(0, FLOAT_1D, weightTex) -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) VERTEX_OUT(overlay_edit_mesh_analysis_iface) VERTEX_SOURCE("overlay_edit_mesh_analysis_vert.glsl") FRAGMENT_SOURCE("overlay_edit_mesh_analysis_frag.glsl") @@ -288,7 +288,7 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_edit_mesh_analysis) GPU_SHADER_CREATE_INFO(overlay_edit_mesh_skin_root) DO_STATIC_COMPILATION() VERTEX_OUT(overlay_edit_flat_color_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_edit_mesh_skin_root_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") ADDITIONAL_INFO(draw_view) @@ -308,25 +308,25 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_edit_mesh_skin_root) * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_edit_uv_iface) -SMOOTH(FLOAT, selectionFac) -FLAT(VEC2, stippleStart) -NO_PERSPECTIVE(FLOAT, edgeCoord) -NO_PERSPECTIVE(VEC2, stipplePos) +SMOOTH(float, selectionFac) +FLAT(float2, stippleStart) +NO_PERSPECTIVE(float, edgeCoord) +NO_PERSPECTIVE(float2, stipplePos) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_edit_uv_edges) DO_STATIC_COMPILATION() STORAGE_BUF_FREQ(0, READ, float, au[], GEOMETRY) STORAGE_BUF_FREQ(1, READ, uint, data[], GEOMETRY) -PUSH_CONSTANT(IVEC2, gpu_attr_0) -PUSH_CONSTANT(IVEC2, gpu_attr_1) -PUSH_CONSTANT(INT, lineStyle) -PUSH_CONSTANT(BOOL, doSmoothWire) -PUSH_CONSTANT(FLOAT, alpha) -PUSH_CONSTANT(FLOAT, dashLength) -SPECIALIZATION_CONSTANT(BOOL, use_edge_select, false) +PUSH_CONSTANT(int2, gpu_attr_0) +PUSH_CONSTANT(int2, gpu_attr_1) +PUSH_CONSTANT(int, lineStyle) +PUSH_CONSTANT(bool, doSmoothWire) +PUSH_CONSTANT(float, alpha) +PUSH_CONSTANT(float, dashLength) +SPECIALIZATION_CONSTANT(bool, use_edge_select, false) VERTEX_OUT(overlay_edit_uv_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_edit_uv_edges_vert.glsl") FRAGMENT_SOURCE("overlay_edit_uv_edges_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -339,11 +339,11 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(overlay_edit_uv_faces) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC2, au) -VERTEX_IN(1, UINT, flag) -PUSH_CONSTANT(FLOAT, uvOpacity) +VERTEX_IN(0, float2, au) +VERTEX_IN(1, uint, flag) +PUSH_CONSTANT(float, uvOpacity) VERTEX_OUT(overlay_edit_flat_color_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_edit_uv_faces_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") ADDITIONAL_INFO(draw_view) @@ -355,11 +355,11 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(overlay_edit_uv_face_dots) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC2, au) -VERTEX_IN(1, UINT, flag) -PUSH_CONSTANT(FLOAT, pointSize) +VERTEX_IN(0, float2, au) +VERTEX_IN(1, uint, flag) +PUSH_CONSTANT(float, pointSize) VERTEX_OUT(overlay_edit_flat_color_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_edit_uv_face_dots_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") ADDITIONAL_INFO(draw_view) @@ -368,20 +368,20 @@ ADDITIONAL_INFO(draw_globals) GPU_SHADER_CREATE_END() GPU_SHADER_INTERFACE_INFO(overlay_edit_uv_vert_iface) -SMOOTH(VEC4, fillColor) -SMOOTH(VEC4, outlineColor) -SMOOTH(VEC4, radii) +SMOOTH(float4, fillColor) +SMOOTH(float4, outlineColor) +SMOOTH(float4, radii) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_edit_uv_verts) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC2, au) -VERTEX_IN(1, UINT, flag) -PUSH_CONSTANT(FLOAT, pointSize) -PUSH_CONSTANT(FLOAT, outlineWidth) -PUSH_CONSTANT(VEC4, color) +VERTEX_IN(0, float2, au) +VERTEX_IN(1, uint, flag) +PUSH_CONSTANT(float, pointSize) +PUSH_CONSTANT(float, outlineWidth) +PUSH_CONSTANT(float4, color) VERTEX_OUT(overlay_edit_uv_vert_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_edit_uv_verts_vert.glsl") FRAGMENT_SOURCE("overlay_edit_uv_verts_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -391,48 +391,48 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(overlay_edit_uv_tiled_image_borders) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC3, pos) -PUSH_CONSTANT(VEC4, ucolor) -FRAGMENT_OUT(0, VEC4, fragColor) +VERTEX_IN(0, float3, pos) +PUSH_CONSTANT(float4, ucolor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_edit_uv_tiled_image_borders_vert.glsl") FRAGMENT_SOURCE("overlay_uniform_color_frag.glsl") -PUSH_CONSTANT(VEC3, tile_pos) +PUSH_CONSTANT(float3, tile_pos) DEFINE_VALUE("tile_scale", "vec3(1.0f)") ADDITIONAL_INFO(draw_view) GPU_SHADER_CREATE_END() GPU_SHADER_INTERFACE_INFO(edit_uv_image_iface) -SMOOTH(VEC2, uvs) +SMOOTH(float2, uvs) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_edit_uv_stencil_image) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC3, pos) +VERTEX_IN(0, float3, pos) VERTEX_OUT(edit_uv_image_iface) VERTEX_SOURCE("overlay_edit_uv_image_vert.glsl") SAMPLER(0, FLOAT_2D, imgTexture) -PUSH_CONSTANT(BOOL, imgPremultiplied) -PUSH_CONSTANT(BOOL, imgAlphaBlend) -PUSH_CONSTANT(VEC4, ucolor) -FRAGMENT_OUT(0, VEC4, fragColor) +PUSH_CONSTANT(bool, imgPremultiplied) +PUSH_CONSTANT(bool, imgAlphaBlend) +PUSH_CONSTANT(float4, ucolor) +FRAGMENT_OUT(0, float4, fragColor) FRAGMENT_SOURCE("overlay_image_frag.glsl") -PUSH_CONSTANT(VEC2, brush_offset) -PUSH_CONSTANT(VEC2, brush_scale) +PUSH_CONSTANT(float2, brush_offset) +PUSH_CONSTANT(float2, brush_scale) ADDITIONAL_INFO(draw_view); GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(overlay_edit_uv_mask_image) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC3, pos) +VERTEX_IN(0, float3, pos) VERTEX_OUT(edit_uv_image_iface) SAMPLER(0, FLOAT_2D, imgTexture) -PUSH_CONSTANT(VEC4, color) -PUSH_CONSTANT(FLOAT, opacity) -FRAGMENT_OUT(0, VEC4, fragColor) +PUSH_CONSTANT(float4, color) +PUSH_CONSTANT(float, opacity) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_edit_uv_image_vert.glsl") FRAGMENT_SOURCE("overlay_edit_uv_image_mask_frag.glsl") -PUSH_CONSTANT(VEC2, brush_offset) -PUSH_CONSTANT(VEC2, brush_scale) +PUSH_CONSTANT(float2, brush_offset) +PUSH_CONSTANT(float2, brush_scale) ADDITIONAL_INFO(draw_view) GPU_SHADER_CREATE_END() @@ -443,19 +443,19 @@ GPU_SHADER_CREATE_END() * \{ */ GPU_SHADER_CREATE_INFO(overlay_edit_uv_stretching) -VERTEX_IN(0, VEC2, pos) -PUSH_CONSTANT(VEC2, aspect) -PUSH_CONSTANT(FLOAT, stretch_opacity) +VERTEX_IN(0, float2, pos) +PUSH_CONSTANT(float2, aspect) +PUSH_CONSTANT(float, stretch_opacity) VERTEX_OUT(overlay_edit_nopersp_color_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_edit_uv_stretching_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(overlay_edit_uv_stretching_area) DO_STATIC_COMPILATION() -VERTEX_IN(1, FLOAT, ratio) -PUSH_CONSTANT(FLOAT, totalAreaRatio) +VERTEX_IN(1, float, ratio) +PUSH_CONSTANT(float, totalAreaRatio) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_modelmat) ADDITIONAL_INFO(draw_globals) @@ -465,8 +465,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(overlay_edit_uv_stretching_angle) DO_STATIC_COMPILATION() DEFINE("STRETCH_ANGLE") -VERTEX_IN(1, VEC2, uv_angles) -VERTEX_IN(2, FLOAT, angle) +VERTEX_IN(1, float2, uv_angles) +VERTEX_IN(2, float, angle) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_modelmat) ADDITIONAL_INFO(draw_globals) @@ -484,15 +484,15 @@ DO_STATIC_COMPILATION() TYPEDEF_SOURCE("overlay_shader_shared.h") STORAGE_BUF_FREQ(0, READ, float, pos[], GEOMETRY) STORAGE_BUF_FREQ(1, READ, uint, data[], GEOMETRY) -PUSH_CONSTANT(IVEC2, gpu_attr_0) -PUSH_CONSTANT(IVEC2, gpu_attr_1) +PUSH_CONSTANT(int2, gpu_attr_0) +PUSH_CONSTANT(int2, gpu_attr_1) VERTEX_OUT(overlay_edit_smooth_color_iface) -PUSH_CONSTANT(BOOL, showCurveHandles) -PUSH_CONSTANT(INT, curveHandleDisplay) -PUSH_CONSTANT(FLOAT, alpha) +PUSH_CONSTANT(bool, showCurveHandles) +PUSH_CONSTANT(int, curveHandleDisplay) +PUSH_CONSTANT(float, alpha) DEFINE("LINE_OUTPUT") -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) VERTEX_SOURCE("overlay_edit_curve_handle_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") ADDITIONAL_INFO(draw_view) @@ -506,12 +506,12 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_edit_curve_handle) GPU_SHADER_CREATE_INFO(overlay_edit_curve_point) DO_STATIC_COMPILATION() TYPEDEF_SOURCE("overlay_shader_shared.h") -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, UINT, data) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, uint, data) VERTEX_OUT(overlay_edit_flat_color_iface) -PUSH_CONSTANT(BOOL, showCurveHandles) -PUSH_CONSTANT(INT, curveHandleDisplay) -FRAGMENT_OUT(0, VEC4, fragColor) +PUSH_CONSTANT(bool, showCurveHandles) +PUSH_CONSTANT(int, curveHandleDisplay) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_edit_curve_point_vert.glsl") FRAGMENT_SOURCE("overlay_point_varying_color_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -523,13 +523,13 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_edit_curve_point) GPU_SHADER_CREATE_INFO(overlay_edit_curve_wire) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, VEC3, nor) -VERTEX_IN(2, VEC3, tangent) -VERTEX_IN(3, FLOAT, rad) -PUSH_CONSTANT(FLOAT, normalSize) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float3, nor) +VERTEX_IN(2, float3, tangent) +VERTEX_IN(3, float, rad) +PUSH_CONSTANT(float, normalSize) VERTEX_OUT(overlay_edit_flat_color_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_edit_curve_wire_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") ADDITIONAL_INFO(draw_view) @@ -545,14 +545,14 @@ STORAGE_BUF_FREQ(0, READ, float, pos[], GEOMETRY) STORAGE_BUF_FREQ(1, READ, float, rad[], GEOMETRY) STORAGE_BUF_FREQ(2, READ, uint, nor[], GEOMETRY) STORAGE_BUF_FREQ(3, READ, uint, tangent[], GEOMETRY) -PUSH_CONSTANT(IVEC2, gpu_attr_0) -PUSH_CONSTANT(IVEC2, gpu_attr_1) -PUSH_CONSTANT(IVEC2, gpu_attr_2) -PUSH_CONSTANT(IVEC2, gpu_attr_3) -PUSH_CONSTANT(FLOAT, normalSize) -PUSH_CONSTANT(BOOL, use_hq_normals) +PUSH_CONSTANT(int2, gpu_attr_0) +PUSH_CONSTANT(int2, gpu_attr_1) +PUSH_CONSTANT(int2, gpu_attr_2) +PUSH_CONSTANT(int2, gpu_attr_3) +PUSH_CONSTANT(float, normalSize) +PUSH_CONSTANT(bool, use_hq_normals) VERTEX_OUT(overlay_edit_flat_color_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_edit_curve_normals_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") ADDITIONAL_INFO(draw_view) @@ -575,12 +575,12 @@ TYPEDEF_SOURCE("overlay_shader_shared.h") STORAGE_BUF_FREQ(0, READ, float, pos[], GEOMETRY) STORAGE_BUF_FREQ(1, READ, uint, data[], GEOMETRY) STORAGE_BUF_FREQ(2, READ, float, selection[], GEOMETRY) -PUSH_CONSTANT(IVEC2, gpu_attr_0) -PUSH_CONSTANT(IVEC2, gpu_attr_1) -PUSH_CONSTANT(IVEC2, gpu_attr_2) +PUSH_CONSTANT(int2, gpu_attr_0) +PUSH_CONSTANT(int2, gpu_attr_1) +PUSH_CONSTANT(int2, gpu_attr_2) VERTEX_OUT(overlay_edit_smooth_color_iface) -PUSH_CONSTANT(INT, curveHandleDisplay) -FRAGMENT_OUT(0, VEC4, fragColor) +PUSH_CONSTANT(int, curveHandleDisplay) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_edit_curves_handle_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") ADDITIONAL_INFO(draw_view) @@ -595,20 +595,20 @@ GPU_SHADER_CREATE_INFO(overlay_edit_curves_point) DO_STATIC_COMPILATION() TYPEDEF_SOURCE("overlay_shader_shared.h") DEFINE("CURVES_POINT") -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, UINT, data) -VERTEX_IN(2, FLOAT, selection) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, uint, data) +VERTEX_IN(2, float, selection) #if 1 /* TODO(fclem): Required for legacy gpencil overlay. To be moved to specialized shader. */ TYPEDEF_SOURCE("gpencil_shader_shared.h") -VERTEX_IN(3, UINT, vflag) -PUSH_CONSTANT(BOOL, doStrokeEndpoints) +VERTEX_IN(3, uint, vflag) +PUSH_CONSTANT(bool, doStrokeEndpoints) #endif VERTEX_OUT(overlay_edit_flat_color_iface) SAMPLER(0, FLOAT_1D, weightTex) -PUSH_CONSTANT(BOOL, useWeight) -PUSH_CONSTANT(BOOL, useGreasePencil) -PUSH_CONSTANT(INT, curveHandleDisplay) -FRAGMENT_OUT(0, VEC4, fragColor) +PUSH_CONSTANT(bool, useWeight) +PUSH_CONSTANT(bool, useGreasePencil) +PUSH_CONSTANT(int, curveHandleDisplay) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_edit_particle_point_vert.glsl") FRAGMENT_SOURCE("overlay_point_varying_color_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -625,12 +625,12 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_edit_curves_point) * \{ */ GPU_SHADER_CREATE_INFO(overlay_edit_lattice_point_base) -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, UINT, data) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, uint, data) VERTEX_OUT(overlay_edit_flat_color_iface) DEFINE("LINE_OUTPUT") -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) VERTEX_SOURCE("overlay_edit_lattice_point_vert.glsl") FRAGMENT_SOURCE("overlay_point_varying_color_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -640,13 +640,13 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_edit_lattice_point, overlay_edit_lattice_point_base) GPU_SHADER_CREATE_INFO(overlay_edit_lattice_wire_base) -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, FLOAT, weight) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float, weight) SAMPLER(0, FLOAT_1D, weightTex) VERTEX_OUT(overlay_edit_smooth_color_iface) DEFINE("LINE_OUTPUT") -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) VERTEX_SOURCE("overlay_edit_lattice_wire_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") ADDITIONAL_INFO(draw_view) @@ -663,13 +663,13 @@ OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_edit_lattice_wire, overlay_edit_lattice GPU_SHADER_CREATE_INFO(overlay_edit_particle_strand) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, FLOAT, selection) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float, selection) SAMPLER(0, FLOAT_1D, weightTex) -PUSH_CONSTANT(BOOL, useWeight) -PUSH_CONSTANT(BOOL, useGreasePencil) +PUSH_CONSTANT(bool, useWeight) +PUSH_CONSTANT(bool, useGreasePencil) VERTEX_OUT(overlay_edit_smooth_color_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_edit_particle_strand_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") ADDITIONAL_INFO(draw_view) @@ -681,18 +681,18 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_edit_particle_strand) GPU_SHADER_CREATE_INFO(overlay_edit_particle_point) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, FLOAT, selection) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float, selection) VERTEX_OUT(overlay_edit_flat_color_iface) SAMPLER(0, FLOAT_1D, weightTex) -PUSH_CONSTANT(BOOL, useWeight) -PUSH_CONSTANT(BOOL, useGreasePencil) -FRAGMENT_OUT(0, VEC4, fragColor) +PUSH_CONSTANT(bool, useWeight) +PUSH_CONSTANT(bool, useGreasePencil) +FRAGMENT_OUT(0, float4, fragColor) #if 1 /* TODO(fclem): Required for legacy gpencil overlay. To be moved to specialized shader. */ TYPEDEF_SOURCE("gpencil_shader_shared.h") TYPEDEF_SOURCE("overlay_shader_shared.h") -VERTEX_IN(3, UINT, vflag) -PUSH_CONSTANT(BOOL, doStrokeEndpoints) +VERTEX_IN(3, uint, vflag) +PUSH_CONSTANT(bool, doStrokeEndpoints) #endif VERTEX_SOURCE("overlay_edit_particle_point_vert.glsl") FRAGMENT_SOURCE("overlay_point_varying_color_frag.glsl") @@ -710,11 +710,11 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_edit_particle_point) * \{ */ GPU_SHADER_CREATE_INFO(overlay_edit_pointcloud_base) -VERTEX_IN(0, VEC4, pos_rad) +VERTEX_IN(0, float4, pos_rad) VERTEX_OUT(overlay_edit_flat_color_iface) DEFINE("LINE_OUTPUT") -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) VERTEX_SOURCE("overlay_edit_pointcloud_vert.glsl") FRAGMENT_SOURCE("overlay_point_varying_color_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -732,7 +732,7 @@ OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_edit_pointcloud, overlay_edit_pointclou * \{ */ GPU_SHADER_CREATE_INFO(overlay_depth_mesh_base) -VERTEX_IN(0, VEC3, pos) +VERTEX_IN(0, float3, pos) VERTEX_SOURCE("overlay_depth_only_vert.glsl") FRAGMENT_SOURCE("overlay_depth_only_frag.glsl") ADDITIONAL_INFO(draw_globals) @@ -743,7 +743,7 @@ OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_depth_mesh, overlay_depth_mesh_base) GPU_SHADER_CREATE_INFO(overlay_depth_mesh_conservative_base) STORAGE_BUF_FREQ(0, READ, float, pos[], GEOMETRY) -PUSH_CONSTANT(IVEC2, gpu_attr_0) +PUSH_CONSTANT(int2, gpu_attr_0) VERTEX_SOURCE("overlay_depth_only_mesh_conservative_vert.glsl") FRAGMENT_SOURCE("overlay_depth_only_frag.glsl") ADDITIONAL_INFO(draw_globals) @@ -755,13 +755,13 @@ OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_depth_mesh_conservative, overlay_depth_mesh_conservative_base) GPU_SHADER_NAMED_INTERFACE_INFO(overlay_depth_only_gpencil_flat_iface, gp_interp_flat) -FLAT(VEC2, aspect) -FLAT(VEC4, sspos) +FLAT(float2, aspect) +FLAT(float4, sspos) GPU_SHADER_NAMED_INTERFACE_END(gp_interp_flat) GPU_SHADER_NAMED_INTERFACE_INFO(overlay_depth_only_gpencil_noperspective_iface, gp_interp_noperspective) -NO_PERSPECTIVE(VEC2, thickness) -NO_PERSPECTIVE(FLOAT, hardness) +NO_PERSPECTIVE(float2, thickness) +NO_PERSPECTIVE(float, hardness) GPU_SHADER_NAMED_INTERFACE_END(gp_interp_noperspective) GPU_SHADER_CREATE_INFO(overlay_depth_gpencil_base) @@ -771,8 +771,8 @@ VERTEX_OUT(overlay_depth_only_gpencil_noperspective_iface) VERTEX_SOURCE("overlay_depth_only_gpencil_vert.glsl") FRAGMENT_SOURCE("overlay_depth_only_gpencil_frag.glsl") DEPTH_WRITE(DepthWrite::ANY) -PUSH_CONSTANT(BOOL, gpStrokeOrder3d) /* TODO(fclem): Move to a GPencil object UBO. */ -PUSH_CONSTANT(VEC4, gpDepthPlane) /* TODO(fclem): Move to a GPencil object UBO. */ +PUSH_CONSTANT(bool, gpStrokeOrder3d) /* TODO(fclem): Move to a GPencil object UBO. */ +PUSH_CONSTANT(float4, gpDepthPlane) /* TODO(fclem): Move to a GPencil object UBO. */ ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_globals) ADDITIONAL_INFO(draw_gpencil) @@ -809,11 +809,11 @@ OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_depth_curves, overlay_depth_curves_base GPU_SHADER_CREATE_INFO(overlay_uniform_color) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC3, pos) -PUSH_CONSTANT(VEC4, ucolor) +VERTEX_IN(0, float3, pos) +PUSH_CONSTANT(float4, ucolor) DEFINE("LINE_OUTPUT") -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) VERTEX_SOURCE("overlay_depth_only_vert.glsl") FRAGMENT_SOURCE("overlay_uniform_color_frag.glsl") ADDITIONAL_INFO(draw_view) diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh index e2c1e34ee42..613876f4c0b 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh @@ -22,19 +22,19 @@ * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_extra_iface) -NO_PERSPECTIVE(VEC2, edgePos) -FLAT(VEC2, edgeStart) -FLAT(VEC4, finalColor) +NO_PERSPECTIVE(float2, edgePos) +FLAT(float2, edgeStart) +FLAT(float4, finalColor) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_extra) DO_STATIC_COMPILATION() TYPEDEF_SOURCE("overlay_shader_shared.h") -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, INT, vclass) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, int, vclass) VERTEX_OUT(overlay_extra_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) VERTEX_SOURCE("overlay_extra_vert.glsl") FRAGMENT_SOURCE("overlay_extra_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -59,15 +59,15 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_extra_spot_cone) * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_extra_grid_iface) -FLAT(VEC4, finalColor) +FLAT(float4, finalColor) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_extra_grid_base) SAMPLER(0, DEPTH_2D, depthBuffer) -PUSH_CONSTANT(MAT4, gridModelMatrix) -PUSH_CONSTANT(BOOL, isTransform) +PUSH_CONSTANT(float4x4, gridModelMatrix) +PUSH_CONSTANT(bool, isTransform) VERTEX_OUT(overlay_extra_grid_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_extra_lightprobe_grid_vert.glsl") FRAGMENT_SOURCE("overlay_point_varying_color_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -84,11 +84,11 @@ OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_extra_grid, overlay_extra_grid_base) GPU_SHADER_CREATE_INFO(overlay_extra_groundline) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC3, pos) +VERTEX_IN(0, float3, pos) /* Instance attributes. */ VERTEX_OUT(overlay_extra_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) VERTEX_SOURCE("overlay_extra_groundline_vert.glsl") FRAGMENT_SOURCE("overlay_extra_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -105,20 +105,20 @@ OVERLAY_INFO_VARIATIONS(overlay_extra_groundline) * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_extra_wire_iface) -NO_PERSPECTIVE(VEC2, stipple_coord) -FLAT(VEC2, stipple_start) -FLAT(VEC4, finalColor) +NO_PERSPECTIVE(float2, stipple_coord) +FLAT(float2, stipple_start) +FLAT(float4, finalColor) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_extra_wire_base) VERTEX_OUT(overlay_extra_wire_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) VERTEX_SOURCE("overlay_extra_wire_vert.glsl") FRAGMENT_SOURCE("overlay_extra_wire_frag.glsl") TYPEDEF_SOURCE("overlay_shader_shared.h") STORAGE_BUF(0, READ, VertexData, data_buf[]) -PUSH_CONSTANT(INT, colorid) +PUSH_CONSTANT(int, colorid) DEFINE_VALUE("pos", "data_buf[gl_VertexID].pos_.xyz") DEFINE_VALUE("color", "data_buf[gl_VertexID].color_") ADDITIONAL_INFO(draw_view) @@ -128,13 +128,13 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_extra_wire, overlay_extra_wire_base) GPU_SHADER_CREATE_INFO(overlay_extra_wire_object_base) -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, VEC4, color) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float4, color) /* If colorid is equal to 0 (i.e: Not specified) use color attribute and stippling. */ -VERTEX_IN(2, INT, colorid) +VERTEX_IN(2, int, colorid) VERTEX_OUT(overlay_extra_wire_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) VERTEX_SOURCE("overlay_extra_wire_vert.glsl") FRAGMENT_SOURCE("overlay_extra_wire_frag.glsl") DEFINE("OBJECT_WIRE") @@ -151,16 +151,16 @@ OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_extra_wire_object, overlay_extra_wire_o * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_extra_point_iface) -FLAT(VEC4, radii) -FLAT(VEC4, fillColor) -FLAT(VEC4, outlineColor) +FLAT(float4, radii) +FLAT(float4, fillColor) +FLAT(float4, outlineColor) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_extra_point_base) /* TODO(fclem): Move the vertex shader to Overlay engine and remove this bypass. */ DEFINE_VALUE("blender_srgb_to_framebuffer_space(a)", "a") VERTEX_OUT(overlay_extra_point_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_extra_point_vert.glsl") FRAGMENT_SOURCE("overlay_point_varying_color_varying_outline_aa_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -172,13 +172,13 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_extra_point, overlay_extra_point_base) GPU_SHADER_INTERFACE_INFO(overlay_extra_loose_point_iface) -SMOOTH(VEC4, finalColor) +SMOOTH(float4, finalColor) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_extra_loose_point_base) VERTEX_OUT(overlay_extra_loose_point_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) VERTEX_SOURCE("overlay_extra_loose_point_vert.glsl") FRAGMENT_SOURCE("overlay_extra_loose_point_frag.glsl") TYPEDEF_SOURCE("overlay_shader_shared.h") @@ -196,21 +196,21 @@ OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_extra_loose_point, overlay_extra_loose_ * \{ */ GPU_SHADER_NAMED_INTERFACE_INFO(overlay_motion_path_line_iface, interp) -SMOOTH(VEC4, color) +SMOOTH(float4, color) GPU_SHADER_NAMED_INTERFACE_END(interp) GPU_SHADER_CREATE_INFO(overlay_motion_path_line) DO_STATIC_COMPILATION() STORAGE_BUF_FREQ(0, READ, float, pos[], GEOMETRY) -PUSH_CONSTANT(IVEC2, gpu_attr_0) -PUSH_CONSTANT(IVEC4, mpathLineSettings) -PUSH_CONSTANT(BOOL, selected) -PUSH_CONSTANT(VEC3, customColorPre) -PUSH_CONSTANT(VEC3, customColorPost) -PUSH_CONSTANT(INT, lineThickness) /* In pixels. */ -PUSH_CONSTANT(MAT4, camera_space_matrix) +PUSH_CONSTANT(int2, gpu_attr_0) +PUSH_CONSTANT(int4, mpathLineSettings) +PUSH_CONSTANT(bool, selected) +PUSH_CONSTANT(float3, customColorPre) +PUSH_CONSTANT(float3, customColorPost) +PUSH_CONSTANT(int, lineThickness) /* In pixels. */ +PUSH_CONSTANT(float4x4, camera_space_matrix) VERTEX_OUT(overlay_motion_path_line_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_motion_path_line_vert.glsl") FRAGMENT_SOURCE("overlay_motion_path_line_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -221,21 +221,21 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_CLIP_VARIATION(overlay_motion_path_line) GPU_SHADER_INTERFACE_INFO(overlay_motion_path_point_iface) -FLAT(VEC4, finalColor) +FLAT(float4, finalColor) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_motion_path_point) DO_STATIC_COMPILATION() TYPEDEF_SOURCE("overlay_shader_shared.h") -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, INT, flag) -PUSH_CONSTANT(IVEC4, mpathPointSettings) -PUSH_CONSTANT(BOOL, showKeyFrames) -PUSH_CONSTANT(VEC3, customColorPre) -PUSH_CONSTANT(VEC3, customColorPost) -PUSH_CONSTANT(MAT4, camera_space_matrix) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, int, flag) +PUSH_CONSTANT(int4, mpathPointSettings) +PUSH_CONSTANT(bool, showKeyFrames) +PUSH_CONSTANT(float3, customColorPre) +PUSH_CONSTANT(float3, customColorPost) +PUSH_CONSTANT(float4x4, camera_space_matrix) VERTEX_OUT(overlay_motion_path_point_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_motion_path_point_vert.glsl") FRAGMENT_SOURCE("overlay_point_varying_color_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -251,19 +251,19 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_motion_path_point) * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_image_iface) -SMOOTH(VEC2, uvs) +SMOOTH(float2, uvs) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_image_base) -PUSH_CONSTANT(BOOL, depthSet) -PUSH_CONSTANT(BOOL, isCameraBackground) -PUSH_CONSTANT(BOOL, imgPremultiplied) -PUSH_CONSTANT(BOOL, imgAlphaBlend) -PUSH_CONSTANT(VEC4, ucolor) -VERTEX_IN(0, VEC3, pos) +PUSH_CONSTANT(bool, depthSet) +PUSH_CONSTANT(bool, isCameraBackground) +PUSH_CONSTANT(bool, imgPremultiplied) +PUSH_CONSTANT(bool, imgAlphaBlend) +PUSH_CONSTANT(float4, ucolor) +VERTEX_IN(0, float3, pos) VERTEX_OUT(overlay_image_iface) SAMPLER(0, FLOAT_2D, imgTexture) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_image_vert.glsl") FRAGMENT_SOURCE("overlay_image_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -275,7 +275,7 @@ OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_image, overlay_image_base) GPU_SHADER_CREATE_INFO(overlay_image_depth_bias_base) ADDITIONAL_INFO(overlay_image_base) DEFINE("DEPTH_BIAS") -PUSH_CONSTANT(MAT4, depth_bias_winmat) +PUSH_CONSTANT(float4x4, depth_bias_winmat) GPU_SHADER_CREATE_END() OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_image_depth_bias, overlay_image_depth_bias_base) @@ -289,13 +289,13 @@ OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_image_depth_bias, overlay_image_depth_b GPU_SHADER_CREATE_INFO(overlay_gpencil_canvas) DO_STATIC_COMPILATION() VERTEX_OUT(overlay_extra_iface) -PUSH_CONSTANT(VEC4, color) -PUSH_CONSTANT(VEC3, xAxis) -PUSH_CONSTANT(VEC3, yAxis) -PUSH_CONSTANT(VEC3, origin) -PUSH_CONSTANT(INT, halfLineCount) -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +PUSH_CONSTANT(float4, color) +PUSH_CONSTANT(float3, xAxis) +PUSH_CONSTANT(float3, yAxis) +PUSH_CONSTANT(float3, origin) +PUSH_CONSTANT(int, halfLineCount) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) VERTEX_SOURCE("overlay_edit_gpencil_canvas_vert.glsl") FRAGMENT_SOURCE("overlay_extra_frag.glsl") ADDITIONAL_INFO(draw_mesh) @@ -312,18 +312,18 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_gpencil_canvas) * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_particle_iface) -FLAT(VEC4, finalColor) +FLAT(float4, finalColor) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_particle_dot_base) SAMPLER(0, FLOAT_1D, weightTex) -PUSH_CONSTANT(VEC4, ucolor) /* Draw-size packed in alpha. */ -VERTEX_IN(0, VEC3, part_pos) -VERTEX_IN(1, VEC4, part_rot) -VERTEX_IN(2, FLOAT, part_val) +PUSH_CONSTANT(float4, ucolor) /* Draw-size packed in alpha. */ +VERTEX_IN(0, float3, part_pos) +VERTEX_IN(1, float4, part_rot) +VERTEX_IN(2, float, part_val) VERTEX_OUT(overlay_particle_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) VERTEX_SOURCE("overlay_particle_vert.glsl") FRAGMENT_SOURCE("overlay_particle_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -335,13 +335,13 @@ OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_particle_dot, overlay_particle_dot_base GPU_SHADER_CREATE_INFO(overlay_particle_shape_base) TYPEDEF_SOURCE("overlay_shader_shared.h") SAMPLER(0, FLOAT_1D, weightTex) -PUSH_CONSTANT(VEC4, ucolor) /* Draw-size packed in alpha. */ -PUSH_CONSTANT(INT, shape_type) +PUSH_CONSTANT(float4, ucolor) /* Draw-size packed in alpha. */ +PUSH_CONSTANT(int, shape_type) /* Use first attribute to only bind one buffer. */ STORAGE_BUF_FREQ(0, READ, ParticlePointData, part_pos[], GEOMETRY) VERTEX_OUT(overlay_extra_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) VERTEX_SOURCE("overlay_particle_shape_vert.glsl") FRAGMENT_SOURCE("overlay_particle_shape_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -352,14 +352,14 @@ OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_particle_shape, overlay_particle_shape_ GPU_SHADER_CREATE_INFO(overlay_particle_hair_base) TYPEDEF_SOURCE("overlay_shader_shared.h") -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, VEC3, nor) -PUSH_CONSTANT(INT, colorType) -PUSH_CONSTANT(BOOL, isTransform) -PUSH_CONSTANT(BOOL, useColoring) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float3, nor) +PUSH_CONSTANT(int, colorType) +PUSH_CONSTANT(bool, isTransform) +PUSH_CONSTANT(bool, useColoring) VERTEX_OUT(overlay_extra_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) VERTEX_SOURCE("overlay_particle_hair_vert.glsl") FRAGMENT_SOURCE("overlay_particle_shape_frag.glsl") ADDITIONAL_INFO(draw_view) diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_facing_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_facing_info.hh index 568d8f0c778..c0a2774292e 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_facing_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_facing_info.hh @@ -14,10 +14,10 @@ #include "overlay_common_info.hh" GPU_SHADER_CREATE_INFO(overlay_facing_base) -VERTEX_IN(0, VEC3, pos) +VERTEX_IN(0, float3, pos) VERTEX_SOURCE("overlay_facing_vert.glsl") FRAGMENT_SOURCE("overlay_facing_frag.glsl") -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_globals) GPU_SHADER_CREATE_END() diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_grid_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_grid_info.hh index 26ddd8f91df..a1e20ef206e 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_grid_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_grid_info.hh @@ -16,20 +16,20 @@ /* We use the normalized local position to avoid precision loss during interpolation. */ GPU_SHADER_INTERFACE_INFO(overlay_grid_iface) -SMOOTH(VEC3, local_pos) +SMOOTH(float3, local_pos) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_grid_next) DO_STATIC_COMPILATION() TYPEDEF_SOURCE("overlay_shader_shared.h") -VERTEX_IN(0, VEC3, pos) +VERTEX_IN(0, float3, pos) VERTEX_OUT(overlay_grid_iface) -FRAGMENT_OUT(0, VEC4, out_color) +FRAGMENT_OUT(0, float4, out_color) SAMPLER(0, DEPTH_2D, depth_tx) SAMPLER(1, DEPTH_2D, depth_infront_tx) UNIFORM_BUF(3, OVERLAY_GridData, grid_buf) -PUSH_CONSTANT(VEC3, plane_axes) -PUSH_CONSTANT(INT, grid_flag) +PUSH_CONSTANT(float3, plane_axes) +PUSH_CONSTANT(int, grid_flag) VERTEX_SOURCE("overlay_grid_vert.glsl") FRAGMENT_SOURCE("overlay_grid_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -38,24 +38,24 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(overlay_grid_background) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC3, pos) +VERTEX_IN(0, float3, pos) SAMPLER(0, DEPTH_2D, depthBuffer) -PUSH_CONSTANT(VEC4, ucolor) -FRAGMENT_OUT(0, VEC4, fragColor) +PUSH_CONSTANT(float4, ucolor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_edit_uv_tiled_image_borders_vert.glsl") FRAGMENT_SOURCE("overlay_grid_background_frag.glsl") ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_modelmat) ADDITIONAL_INFO(draw_globals) DEFINE_VALUE("tile_pos", "vec3(0.0f)") -PUSH_CONSTANT(VEC3, tile_scale) +PUSH_CONSTANT(float3, tile_scale) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(overlay_grid_image) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC3, pos) -PUSH_CONSTANT(VEC4, ucolor) -FRAGMENT_OUT(0, VEC4, fragColor) +VERTEX_IN(0, float3, pos) +PUSH_CONSTANT(float4, ucolor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_edit_uv_tiled_image_borders_vert.glsl") FRAGMENT_SOURCE("overlay_uniform_color_frag.glsl") ADDITIONAL_INFO(draw_view) diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_outline_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_outline_info.hh index 04e129f109c..fcd1432775a 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_outline_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_outline_info.hh @@ -28,21 +28,21 @@ * \{ */ GPU_SHADER_NAMED_INTERFACE_INFO(overlay_outline_prepass_iface, interp) -FLAT(UINT, ob_id) +FLAT(uint, ob_id) GPU_SHADER_NAMED_INTERFACE_END(interp) GPU_SHADER_CREATE_INFO(overlay_outline_prepass) -PUSH_CONSTANT(BOOL, isTransform) +PUSH_CONSTANT(bool, isTransform) VERTEX_OUT(overlay_outline_prepass_iface) /* Using uint because 16bit uint can contain more ids than int. */ -FRAGMENT_OUT(0, UINT, out_object_id) +FRAGMENT_OUT(0, uint, out_object_id) FRAGMENT_SOURCE("overlay_outline_prepass_frag.glsl") ADDITIONAL_INFO(draw_globals) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(overlay_outline_prepass_mesh) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC3, pos) +VERTEX_IN(0, float3, pos) VERTEX_SOURCE("overlay_outline_prepass_vert.glsl") ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_modelmat) @@ -54,7 +54,7 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_CLIP_VARIATION(overlay_outline_prepass_mesh) GPU_SHADER_NAMED_INTERFACE_INFO(overlay_outline_prepass_wire_iface, vert) -FLAT(VEC3, pos) +FLAT(float3, pos) GPU_SHADER_NAMED_INTERFACE_END(vert) GPU_SHADER_CREATE_INFO(overlay_outline_prepass_curves) @@ -78,33 +78,33 @@ ADDITIONAL_INFO(draw_mesh) ADDITIONAL_INFO(draw_object_infos) ADDITIONAL_INFO(gpu_index_buffer_load) STORAGE_BUF_FREQ(0, READ, float, pos[], GEOMETRY) -PUSH_CONSTANT(IVEC2, gpu_attr_0) +PUSH_CONSTANT(int2, gpu_attr_0) VERTEX_SOURCE("overlay_outline_prepass_wire_vert.glsl") GPU_SHADER_CREATE_END() OVERLAY_INFO_CLIP_VARIATION(overlay_outline_prepass_wire) GPU_SHADER_NAMED_INTERFACE_INFO(overlay_outline_prepass_gpencil_flat_iface, gp_interp_flat) -FLAT(VEC2, aspect) -FLAT(VEC4, sspos) +FLAT(float2, aspect) +FLAT(float4, sspos) GPU_SHADER_NAMED_INTERFACE_END(gp_interp_flat) GPU_SHADER_NAMED_INTERFACE_INFO(overlay_outline_prepass_gpencil_noperspective_iface, gp_interp_noperspective) -NO_PERSPECTIVE(VEC2, thickness) -NO_PERSPECTIVE(FLOAT, hardness) +NO_PERSPECTIVE(float2, thickness) +NO_PERSPECTIVE(float, hardness) GPU_SHADER_NAMED_INTERFACE_END(gp_interp_noperspective) GPU_SHADER_CREATE_INFO(overlay_outline_prepass_gpencil) DO_STATIC_COMPILATION() -PUSH_CONSTANT(BOOL, isTransform) +PUSH_CONSTANT(bool, isTransform) VERTEX_OUT(overlay_outline_prepass_iface) VERTEX_OUT(overlay_outline_prepass_gpencil_flat_iface) VERTEX_OUT(overlay_outline_prepass_gpencil_noperspective_iface) VERTEX_SOURCE("overlay_outline_prepass_gpencil_vert.glsl") -PUSH_CONSTANT(BOOL, gpStrokeOrder3d) /* TODO(fclem): Move to a GPencil object UBO. */ -PUSH_CONSTANT(VEC4, gpDepthPlane) /* TODO(fclem): Move to a GPencil object UBO. */ +PUSH_CONSTANT(bool, gpStrokeOrder3d) /* TODO(fclem): Move to a GPencil object UBO. */ +PUSH_CONSTANT(float4, gpDepthPlane) /* TODO(fclem): Move to a GPencil object UBO. */ /* Using uint because 16bit uint can contain more ids than int. */ -FRAGMENT_OUT(0, UINT, out_object_id) +FRAGMENT_OUT(0, uint, out_object_id) FRAGMENT_SOURCE("overlay_outline_prepass_gpencil_frag.glsl") DEPTH_WRITE(DepthWrite::ANY) ADDITIONAL_INFO(draw_view) @@ -137,15 +137,15 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_outline_prepass_pointcloud) GPU_SHADER_CREATE_INFO(overlay_outline_detect) DO_STATIC_COMPILATION() -PUSH_CONSTANT(FLOAT, alphaOcclu) -PUSH_CONSTANT(BOOL, isXrayWires) -PUSH_CONSTANT(BOOL, doAntiAliasing) -PUSH_CONSTANT(BOOL, doThickOutlines) +PUSH_CONSTANT(float, alphaOcclu) +PUSH_CONSTANT(bool, isXrayWires) +PUSH_CONSTANT(bool, doAntiAliasing) +PUSH_CONSTANT(bool, doThickOutlines) SAMPLER(0, UINT_2D, outlineId) SAMPLER(1, DEPTH_2D, outlineDepth) SAMPLER(2, DEPTH_2D, sceneDepth) -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) FRAGMENT_SOURCE("overlay_outline_detect_frag.glsl") ADDITIONAL_INFO(draw_fullscreen) ADDITIONAL_INFO(draw_view) diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_paint_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_paint_info.hh index 75980686fcc..2feff457311 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_paint_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_paint_info.hh @@ -21,10 +21,10 @@ GPU_SHADER_CREATE_INFO(overlay_paint_face) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, VEC4, nor) /* Select flag on the 4th component. */ -PUSH_CONSTANT(VEC4, ucolor) -FRAGMENT_OUT(0, VEC4, fragColor) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float4, nor) /* Select flag on the 4th component. */ +PUSH_CONSTANT(float4, ucolor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_paint_face_vert.glsl") FRAGMENT_SOURCE("overlay_uniform_color_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -43,15 +43,15 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_paint_face) * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_overlay_paint_point_iface) -SMOOTH(VEC4, finalColor) +SMOOTH(float4, finalColor) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_paint_point) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, VEC4, nor) /* Select flag on the 4th component. */ +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float4, nor) /* Select flag on the 4th component. */ VERTEX_OUT(overlay_overlay_paint_point_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_paint_point_vert.glsl") FRAGMENT_SOURCE("overlay_point_varying_color_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -70,20 +70,20 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_paint_point) * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_paint_texture_iface) -SMOOTH(VEC2, uv_interp) +SMOOTH(float2, uv_interp) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_paint_texture) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, VEC2, mu) /* Masking uv map. */ +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float2, mu) /* Masking uv map. */ VERTEX_OUT(overlay_paint_texture_iface) SAMPLER(0, FLOAT_2D, maskImage) -PUSH_CONSTANT(VEC3, maskColor) -PUSH_CONSTANT(FLOAT, opacity) /* `1.0f` by default. */ -PUSH_CONSTANT(BOOL, maskInvertStencil) -PUSH_CONSTANT(BOOL, maskImagePremultiplied) -FRAGMENT_OUT(0, VEC4, fragColor) +PUSH_CONSTANT(float3, maskColor) +PUSH_CONSTANT(float, opacity) /* `1.0f` by default. */ +PUSH_CONSTANT(bool, maskInvertStencil) +PUSH_CONSTANT(bool, maskImagePremultiplied) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_paint_texture_vert.glsl") FRAGMENT_SOURCE("overlay_paint_texture_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -103,21 +103,21 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_paint_texture) * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_paint_weight_iface) -SMOOTH(VEC2, weight_interp) /* (weight, alert) */ -SMOOTH(FLOAT, color_fac) +SMOOTH(float2, weight_interp) /* (weight, alert) */ +SMOOTH(float, color_fac) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_paint_weight) DO_STATIC_COMPILATION() -VERTEX_IN(0, FLOAT, weight) -VERTEX_IN(1, VEC3, pos) -VERTEX_IN(2, VEC3, nor) +VERTEX_IN(0, float, weight) +VERTEX_IN(1, float3, pos) +VERTEX_IN(2, float3, nor) VERTEX_OUT(overlay_paint_weight_iface) SAMPLER(0, FLOAT_1D, colorramp) -PUSH_CONSTANT(FLOAT, opacity) /* `1.0f` by default. */ -PUSH_CONSTANT(BOOL, drawContours) /* `false` by default. */ -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +PUSH_CONSTANT(float, opacity) /* `1.0f` by default. */ +PUSH_CONSTANT(bool, drawContours) /* `false` by default. */ +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) VERTEX_SOURCE("overlay_paint_weight_vert.glsl") FRAGMENT_SOURCE("overlay_paint_weight_frag.glsl") ADDITIONAL_INFO(draw_view) @@ -131,7 +131,7 @@ GPU_SHADER_CREATE_INFO(overlay_paint_weight_fake_shading) DO_STATIC_COMPILATION() ADDITIONAL_INFO(overlay_paint_weight) DEFINE("FAKE_SHADING") -PUSH_CONSTANT(VEC3, light_dir) +PUSH_CONSTANT(float3, light_dir) GPU_SHADER_CREATE_END() OVERLAY_INFO_CLIP_VARIATION(overlay_paint_weight_fake_shading) @@ -146,16 +146,16 @@ OVERLAY_INFO_CLIP_VARIATION(overlay_paint_weight_fake_shading) * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_paint_wire_iface) -FLAT(VEC4, finalColor) +FLAT(float4, finalColor) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_paint_wire) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, VEC4, nor) /* flag stored in w */ +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float4, nor) /* flag stored in w */ VERTEX_OUT(overlay_paint_wire_iface) -PUSH_CONSTANT(BOOL, useSelect) -FRAGMENT_OUT(0, VEC4, fragColor) +PUSH_CONSTANT(bool, useSelect) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_paint_wire_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") ADDITIONAL_INFO(draw_view) diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_sculpt_curves_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_sculpt_curves_info.hh index 806c1f6d9d6..7416dd845b7 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_sculpt_curves_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_sculpt_curves_info.hh @@ -17,18 +17,18 @@ #include "overlay_common_info.hh" GPU_SHADER_INTERFACE_INFO(overlay_sculpt_curves_selection_iface) -SMOOTH(FLOAT, mask_weight) +SMOOTH(float, mask_weight) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_sculpt_curves_selection) DO_STATIC_COMPILATION() -PUSH_CONSTANT(BOOL, is_point_domain) -PUSH_CONSTANT(FLOAT, selection_opacity) +PUSH_CONSTANT(bool, is_point_domain) +PUSH_CONSTANT(float, selection_opacity) SAMPLER(1, FLOAT_BUFFER, selection_tx) VERTEX_OUT(overlay_sculpt_curves_selection_iface) VERTEX_SOURCE("overlay_sculpt_curves_selection_vert.glsl") FRAGMENT_SOURCE("overlay_sculpt_curves_selection_frag.glsl") -FRAGMENT_OUT(0, VEC4, out_color) +FRAGMENT_OUT(0, float4, out_color) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_modelmat) ADDITIONAL_INFO(draw_globals) @@ -38,19 +38,19 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_CLIP_VARIATION(overlay_sculpt_curves_selection) GPU_SHADER_INTERFACE_INFO(overlay_sculpt_curves_cage_iface) -NO_PERSPECTIVE(VEC2, edgePos) -FLAT(VEC2, edgeStart) -SMOOTH(VEC4, finalColor) +NO_PERSPECTIVE(float2, edgePos) +FLAT(float2, edgeStart) +SMOOTH(float4, finalColor) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_sculpt_curves_cage) DO_STATIC_COMPILATION() -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, FLOAT, selection) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float, selection) VERTEX_OUT(overlay_sculpt_curves_cage_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) -PUSH_CONSTANT(FLOAT, opacity) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) +PUSH_CONSTANT(float, opacity) VERTEX_SOURCE("overlay_sculpt_curves_cage_vert.glsl") FRAGMENT_SOURCE("overlay_extra_frag.glsl") ADDITIONAL_INFO(draw_view) diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_sculpt_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_sculpt_info.hh index f05519fdfad..f6e6cd295ed 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_sculpt_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_sculpt_info.hh @@ -14,22 +14,22 @@ #include "overlay_common_info.hh" GPU_SHADER_INTERFACE_INFO(overlay_sculpt_mask_iface) -FLAT(VEC3, faceset_color) -SMOOTH(FLOAT, mask_color) -SMOOTH(VEC4, finalColor) +FLAT(float3, faceset_color) +SMOOTH(float, mask_color) +SMOOTH(float4, finalColor) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_sculpt_mask) DO_STATIC_COMPILATION() -PUSH_CONSTANT(FLOAT, maskOpacity) -PUSH_CONSTANT(FLOAT, faceSetsOpacity) -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, VEC3, fset) -VERTEX_IN(2, FLOAT, msk) +PUSH_CONSTANT(float, maskOpacity) +PUSH_CONSTANT(float, faceSetsOpacity) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float3, fset) +VERTEX_IN(2, float, msk) VERTEX_OUT(overlay_sculpt_mask_iface) VERTEX_SOURCE("overlay_sculpt_mask_vert.glsl") FRAGMENT_SOURCE("overlay_sculpt_mask_frag.glsl") -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_modelmat) ADDITIONAL_INFO(draw_globals) diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_viewer_attribute_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_viewer_attribute_info.hh index b568f880b7d..0ccc42517e3 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_viewer_attribute_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_viewer_attribute_info.hh @@ -21,21 +21,21 @@ #include "overlay_common_info.hh" GPU_SHADER_INTERFACE_INFO(overlay_viewer_attribute_iface) -SMOOTH(VEC4, finalColor) +SMOOTH(float4, finalColor) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_viewer_attribute_common) -PUSH_CONSTANT(FLOAT, opacity) +PUSH_CONSTANT(float, opacity) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(overlay_viewer_attribute_mesh) DO_STATIC_COMPILATION() VERTEX_SOURCE("overlay_viewer_attribute_mesh_vert.glsl") FRAGMENT_SOURCE("overlay_viewer_attribute_frag.glsl") -FRAGMENT_OUT(0, VEC4, out_color) -FRAGMENT_OUT(1, VEC4, lineOutput) -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, VEC4, attribute_value) +FRAGMENT_OUT(0, float4, out_color) +FRAGMENT_OUT(1, float4, lineOutput) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float4, attribute_value) VERTEX_OUT(overlay_viewer_attribute_iface) ADDITIONAL_INFO(overlay_viewer_attribute_common) ADDITIONAL_INFO(draw_view) @@ -49,8 +49,8 @@ GPU_SHADER_CREATE_INFO(overlay_viewer_attribute_pointcloud) DO_STATIC_COMPILATION() VERTEX_SOURCE("overlay_viewer_attribute_pointcloud_vert.glsl") FRAGMENT_SOURCE("overlay_viewer_attribute_frag.glsl") -FRAGMENT_OUT(0, VEC4, out_color) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, out_color) +FRAGMENT_OUT(1, float4, lineOutput) SAMPLER(3, FLOAT_BUFFER, attribute_tx) VERTEX_OUT(overlay_viewer_attribute_iface) ADDITIONAL_INFO(overlay_viewer_attribute_common) @@ -66,10 +66,10 @@ GPU_SHADER_CREATE_INFO(overlay_viewer_attribute_curve) DO_STATIC_COMPILATION() VERTEX_SOURCE("overlay_viewer_attribute_curve_vert.glsl") FRAGMENT_SOURCE("overlay_viewer_attribute_frag.glsl") -FRAGMENT_OUT(0, VEC4, out_color) -FRAGMENT_OUT(1, VEC4, lineOutput) -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, VEC4, attribute_value) +FRAGMENT_OUT(0, float4, out_color) +FRAGMENT_OUT(1, float4, lineOutput) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float4, attribute_value) VERTEX_OUT(overlay_viewer_attribute_iface) ADDITIONAL_INFO(overlay_viewer_attribute_common) ADDITIONAL_INFO(draw_view) @@ -83,10 +83,10 @@ GPU_SHADER_CREATE_INFO(overlay_viewer_attribute_curves) DO_STATIC_COMPILATION() VERTEX_SOURCE("overlay_viewer_attribute_curves_vert.glsl") FRAGMENT_SOURCE("overlay_viewer_attribute_frag.glsl") -FRAGMENT_OUT(0, VEC4, out_color) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, out_color) +FRAGMENT_OUT(1, float4, lineOutput) SAMPLER(1, FLOAT_BUFFER, color_tx) -PUSH_CONSTANT(BOOL, is_point_domain) +PUSH_CONSTANT(bool, is_point_domain) VERTEX_OUT(overlay_viewer_attribute_iface) ADDITIONAL_INFO(overlay_viewer_attribute_common) ADDITIONAL_INFO(draw_hair) diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_volume_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_volume_info.hh index 16d44451343..c120f88534e 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_volume_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_volume_info.hh @@ -22,27 +22,27 @@ * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_volume_velocity_iface) -SMOOTH(VEC4, finalColor) +SMOOTH(float4, finalColor) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_volume_velocity) SAMPLER(0, FLOAT_3D, velocityX) SAMPLER(1, FLOAT_3D, velocityY) SAMPLER(2, FLOAT_3D, velocityZ) -PUSH_CONSTANT(FLOAT, displaySize) -PUSH_CONSTANT(FLOAT, slicePosition) -PUSH_CONSTANT(INT, sliceAxis) -PUSH_CONSTANT(BOOL, scaleWithMagnitude) -PUSH_CONSTANT(BOOL, isCellCentered) +PUSH_CONSTANT(float, displaySize) +PUSH_CONSTANT(float, slicePosition) +PUSH_CONSTANT(int, sliceAxis) +PUSH_CONSTANT(bool, scaleWithMagnitude) +PUSH_CONSTANT(bool, isCellCentered) /* FluidDomainSettings.cell_size */ -PUSH_CONSTANT(VEC3, cellSize) +PUSH_CONSTANT(float3, cellSize) /* FluidDomainSettings.p0 */ -PUSH_CONSTANT(VEC3, domainOriginOffset) +PUSH_CONSTANT(float3, domainOriginOffset) /* FluidDomainSettings.res_min */ -PUSH_CONSTANT(IVEC3, adaptiveCellOffset) -PUSH_CONSTANT(INT, in_select_id) +PUSH_CONSTANT(int3, adaptiveCellOffset) +PUSH_CONSTANT(int, in_select_id) VERTEX_OUT(overlay_volume_velocity_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_volume_velocity_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") GPU_SHADER_CREATE_END() @@ -59,9 +59,9 @@ OVERLAY_INFO_SELECT_VARIATION(overlay_volume_velocity_streamline) GPU_SHADER_CREATE_INFO(overlay_volume_velocity_mac) DO_STATIC_COMPILATION() DEFINE("USE_MAC") -PUSH_CONSTANT(BOOL, drawMACX) -PUSH_CONSTANT(BOOL, drawMACY) -PUSH_CONSTANT(BOOL, drawMACZ) +PUSH_CONSTANT(bool, drawMACX) +PUSH_CONSTANT(bool, drawMACY) +PUSH_CONSTANT(bool, drawMACZ) ADDITIONAL_INFO(draw_volume) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(overlay_volume_velocity) @@ -86,23 +86,23 @@ OVERLAY_INFO_SELECT_VARIATION(overlay_volume_velocity_needle) * \{ */ GPU_SHADER_INTERFACE_INFO(overlay_volume_gridlines_iface) -FLAT(VEC4, finalColor) +FLAT(float4, finalColor) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_volume_gridlines) -PUSH_CONSTANT(FLOAT, slicePosition) -PUSH_CONSTANT(INT, sliceAxis) +PUSH_CONSTANT(float, slicePosition) +PUSH_CONSTANT(int, sliceAxis) /* FluidDomainSettings.res */ -PUSH_CONSTANT(IVEC3, volumeSize) +PUSH_CONSTANT(int3, volumeSize) /* FluidDomainSettings.cell_size */ -PUSH_CONSTANT(VEC3, cellSize) +PUSH_CONSTANT(float3, cellSize) /* FluidDomainSettings.p0 */ -PUSH_CONSTANT(VEC3, domainOriginOffset) +PUSH_CONSTANT(float3, domainOriginOffset) /* FluidDomainSettings.res_min */ -PUSH_CONSTANT(IVEC3, adaptiveCellOffset) -PUSH_CONSTANT(INT, in_select_id) +PUSH_CONSTANT(int3, adaptiveCellOffset) +PUSH_CONSTANT(int, in_select_id) VERTEX_OUT(overlay_volume_gridlines_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("overlay_volume_gridlines_vert.glsl") FRAGMENT_SOURCE("overlay_varying_color.glsl") GPU_SHADER_CREATE_END() @@ -130,10 +130,10 @@ OVERLAY_INFO_SELECT_VARIATION(overlay_volume_gridlines_flags) GPU_SHADER_CREATE_INFO(overlay_volume_gridlines_range) DO_STATIC_COMPILATION() DEFINE("SHOW_RANGE") -PUSH_CONSTANT(FLOAT, lowerBound) -PUSH_CONSTANT(FLOAT, upperBound) -PUSH_CONSTANT(VEC4, rangeColor) -PUSH_CONSTANT(INT, cellFilter) +PUSH_CONSTANT(float, lowerBound) +PUSH_CONSTANT(float, upperBound) +PUSH_CONSTANT(float4, rangeColor) +PUSH_CONSTANT(int, cellFilter) SAMPLER(0, UINT_3D, flagTexture) SAMPLER(1, FLOAT_3D, fieldTexture) ADDITIONAL_INFO(draw_volume) diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_wireframe_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_wireframe_info.hh index b8af1d15173..a95c67ea830 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_wireframe_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_wireframe_info.hh @@ -18,32 +18,32 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_INTERFACE_INFO(overlay_wireframe_iface) -SMOOTH(VEC4, finalColor) -FLAT(VEC2, edgeStart) -NO_PERSPECTIVE(VEC2, edgePos) +SMOOTH(float4, finalColor) +FLAT(float2, edgeStart) +NO_PERSPECTIVE(float2, edgePos) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_wireframe_base) -PUSH_CONSTANT(FLOAT, ndc_offset_factor) -PUSH_CONSTANT(FLOAT, wireStepParam) -PUSH_CONSTANT(FLOAT, wireOpacity) -PUSH_CONSTANT(BOOL, useColoring) -PUSH_CONSTANT(BOOL, isTransform) -PUSH_CONSTANT(INT, colorType) -PUSH_CONSTANT(BOOL, isHair) -PUSH_CONSTANT(MAT4, hairDupliMatrix) +PUSH_CONSTANT(float, ndc_offset_factor) +PUSH_CONSTANT(float, wireStepParam) +PUSH_CONSTANT(float, wireOpacity) +PUSH_CONSTANT(bool, useColoring) +PUSH_CONSTANT(bool, isTransform) +PUSH_CONSTANT(int, colorType) +PUSH_CONSTANT(bool, isHair) +PUSH_CONSTANT(float4x4, hairDupliMatrix) /* Scene Depth texture copy for manual depth test. */ SAMPLER(0, DEPTH_2D, depthTex) -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, VEC3, nor) -VERTEX_IN(2, FLOAT, wd) /* wire-data. */ +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float3, nor) +VERTEX_IN(2, float, wd) /* wire-data. */ VERTEX_OUT(overlay_wireframe_iface) VERTEX_SOURCE("overlay_wireframe_vert.glsl") FRAGMENT_SOURCE("overlay_wireframe_frag.glsl") -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) DEPTH_WRITE(DepthWrite::ANY) -SPECIALIZATION_CONSTANT(BOOL, use_custom_depth_bias, true) +SPECIALIZATION_CONSTANT(bool, use_custom_depth_bias, true) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_object_infos) ADDITIONAL_INFO(draw_globals) @@ -53,17 +53,17 @@ OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_wireframe, overlay_wireframe_base) GPU_SHADER_CREATE_INFO(overlay_wireframe_curve_base) DEFINE("CURVES") -PUSH_CONSTANT(FLOAT, ndc_offset_factor) -PUSH_CONSTANT(FLOAT, wireOpacity) -PUSH_CONSTANT(BOOL, useColoring) -PUSH_CONSTANT(BOOL, isTransform) -PUSH_CONSTANT(INT, colorType) -VERTEX_IN(0, VEC3, pos) +PUSH_CONSTANT(float, ndc_offset_factor) +PUSH_CONSTANT(float, wireOpacity) +PUSH_CONSTANT(bool, useColoring) +PUSH_CONSTANT(bool, isTransform) +PUSH_CONSTANT(int, colorType) +VERTEX_IN(0, float3, pos) VERTEX_OUT(overlay_wireframe_iface) VERTEX_SOURCE("overlay_wireframe_vert.glsl") FRAGMENT_SOURCE("overlay_wireframe_frag.glsl") -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_object_infos) ADDITIONAL_INFO(draw_globals) @@ -72,22 +72,22 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_wireframe_curve, overlay_wireframe_curve_base) GPU_SHADER_INTERFACE_INFO(overlay_wireframe_points_iface) -FLAT(VEC4, finalColor) -FLAT(VEC4, finalColorInner) +FLAT(float4, finalColor) +FLAT(float4, finalColorInner) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_wireframe_points_base) DEFINE("POINTS") -PUSH_CONSTANT(FLOAT, ndc_offset_factor) -PUSH_CONSTANT(BOOL, useColoring) -PUSH_CONSTANT(BOOL, isTransform) -PUSH_CONSTANT(INT, colorType) -VERTEX_IN(0, VEC3, pos) +PUSH_CONSTANT(float, ndc_offset_factor) +PUSH_CONSTANT(bool, useColoring) +PUSH_CONSTANT(bool, isTransform) +PUSH_CONSTANT(int, colorType) +VERTEX_IN(0, float3, pos) VERTEX_OUT(overlay_wireframe_points_iface) VERTEX_SOURCE("overlay_wireframe_vert.glsl") FRAGMENT_SOURCE("overlay_wireframe_frag.glsl") -FRAGMENT_OUT(0, VEC4, fragColor) -FRAGMENT_OUT(1, VEC4, lineOutput) +FRAGMENT_OUT(0, float4, fragColor) +FRAGMENT_OUT(1, float4, lineOutput) ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_object_infos) ADDITIONAL_INFO(draw_globals) @@ -96,24 +96,24 @@ GPU_SHADER_CREATE_END() OVERLAY_INFO_VARIATIONS_MODELMAT(overlay_wireframe_points, overlay_wireframe_points_base) GPU_SHADER_INTERFACE_INFO(overlay_edit_uv_iface_wireframe) -SMOOTH(FLOAT, selectionFac) -FLAT(VEC2, stippleStart) -NO_PERSPECTIVE(FLOAT, edgeCoord) -NO_PERSPECTIVE(VEC2, stipplePos) +SMOOTH(float, selectionFac) +FLAT(float2, stippleStart) +NO_PERSPECTIVE(float, edgeCoord) +NO_PERSPECTIVE(float2, stipplePos) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(overlay_wireframe_uv) DO_STATIC_COMPILATION() DEFINE("WIREFRAME") STORAGE_BUF_FREQ(0, READ, float, au[], GEOMETRY) -PUSH_CONSTANT(IVEC2, gpu_attr_0) +PUSH_CONSTANT(int2, gpu_attr_0) DEFINE_VALUE("lineStyle", "4" /* OVERLAY_UV_LINE_STYLE_SHADOW */) DEFINE_VALUE("dashLength", "1" /* Not used by this line style */) DEFINE_VALUE("use_edge_select", "false") -PUSH_CONSTANT(BOOL, doSmoothWire) -PUSH_CONSTANT(FLOAT, alpha) +PUSH_CONSTANT(bool, doSmoothWire) +PUSH_CONSTANT(float, alpha) VERTEX_OUT(overlay_edit_uv_iface_wireframe) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) /* Note: Reuse edit mode shader as it is mostly the same. */ VERTEX_SOURCE("overlay_edit_uv_edges_vert.glsl") FRAGMENT_SOURCE("overlay_edit_uv_edges_frag.glsl") diff --git a/source/blender/draw/engines/select/shaders/infos/select_id_info.hh b/source/blender/draw/engines/select/shaders/infos/select_id_info.hh index 9b2c74df9c8..a8c9567fc7a 100644 --- a/source/blender/draw/engines/select/shaders/infos/select_id_info.hh +++ b/source/blender/draw/engines/select/shaders/infos/select_id_info.hh @@ -10,17 +10,17 @@ * \{ */ GPU_SHADER_INTERFACE_INFO(select_id_iface) -FLAT(INT, select_id) +FLAT(int, select_id) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(select_id_flat) -PUSH_CONSTANT(FLOAT, vertex_size) -PUSH_CONSTANT(INT, offset) -PUSH_CONSTANT(FLOAT, retopologyOffset) -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, INT, index) +PUSH_CONSTANT(float, vertex_size) +PUSH_CONSTANT(int, offset) +PUSH_CONSTANT(float, retopologyOffset) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, int, index) VERTEX_OUT(select_id_iface) -FRAGMENT_OUT(0, UINT, fragColor) +FRAGMENT_OUT(0, uint, fragColor) VERTEX_SOURCE("select_id_vert.glsl") FRAGMENT_SOURCE("select_id_frag.glsl") ADDITIONAL_INFO(draw_modelmat) @@ -30,11 +30,11 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(select_id_uniform) DEFINE("UNIFORM_ID") -PUSH_CONSTANT(FLOAT, vertex_size) -PUSH_CONSTANT(INT, select_id) -PUSH_CONSTANT(FLOAT, retopologyOffset) -VERTEX_IN(0, VEC3, pos) -FRAGMENT_OUT(0, UINT, fragColor) +PUSH_CONSTANT(float, vertex_size) +PUSH_CONSTANT(int, select_id) +PUSH_CONSTANT(float, retopologyOffset) +VERTEX_IN(0, float3, pos) +FRAGMENT_OUT(0, uint, fragColor) VERTEX_SOURCE("select_id_vert.glsl") FRAGMENT_SOURCE("select_id_frag.glsl") ADDITIONAL_INFO(draw_modelmat) @@ -64,6 +64,6 @@ GPU_SHADER_CREATE_INFO(select_debug_fullscreen) ADDITIONAL_INFO(draw_fullscreen) FRAGMENT_SOURCE("select_debug_frag.glsl") SAMPLER(0, UINT_2D, image) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh index 6e6bef850f9..5d38ee712d8 100644 --- a/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh +++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_composite_info.hh @@ -34,8 +34,8 @@ SAMPLER(4, FLOAT_2D, normal_tx) SAMPLER(5, FLOAT_2D, material_tx) UNIFORM_BUF(WB_WORLD_SLOT, WorldData, world_data) TYPEDEF_SOURCE("workbench_shader_shared.h") -PUSH_CONSTANT(BOOL, forceShadowing) -FRAGMENT_OUT(0, VEC4, fragColor) +PUSH_CONSTANT(bool, forceShadowing) +FRAGMENT_OUT(0, float4, fragColor) FRAGMENT_SOURCE("workbench_composite_frag.glsl") ADDITIONAL_INFO(draw_fullscreen) ADDITIONAL_INFO(draw_view) diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_depth_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_depth_info.hh index 0c6bad66c33..2889ed8a85b 100644 --- a/source/blender/draw/engines/workbench/shaders/infos/workbench_depth_info.hh +++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_depth_info.hh @@ -27,7 +27,7 @@ DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_extract_stencil) -FRAGMENT_OUT(0, UINT, out_stencil_value) +FRAGMENT_OUT(0, uint, out_stencil_value) FRAGMENT_SOURCE("workbench_extract_stencil.glsl") ADDITIONAL_INFO(draw_fullscreen) DO_STATIC_COMPILATION() diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh index f597c5cb9a7..b92205ccca6 100644 --- a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh +++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_antialiasing_info.hh @@ -24,8 +24,8 @@ GPU_SHADER_CREATE_INFO(workbench_taa) SAMPLER(0, FLOAT_2D, colorBuffer) -PUSH_CONSTANT_ARRAY(FLOAT, samplesWeights, 9) -FRAGMENT_OUT(0, VEC4, fragColor) +PUSH_CONSTANT_ARRAY(float, samplesWeights, 9) +FRAGMENT_OUT(0, float4, fragColor) FRAGMENT_SOURCE("workbench_effect_taa_frag.glsl") ADDITIONAL_INFO(draw_fullscreen) DO_STATIC_COMPILATION() @@ -38,9 +38,9 @@ GPU_SHADER_CREATE_END() * \{ */ GPU_SHADER_INTERFACE_INFO(workbench_smaa_iface) -SMOOTH(VEC2, uvs) -SMOOTH(VEC2, pixcoord) -SMOOTH(VEC4, offset[3]) +SMOOTH(float2, uvs) +SMOOTH(float2, pixcoord) +SMOOTH(float4, offset[3]) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(workbench_smaa) @@ -50,7 +50,7 @@ DEFINE("SMAA_PRESET_HIGH") DEFINE_VALUE("SMAA_LUMA_WEIGHT", "float4(1.0f, 1.0f, 1.0f, 1.0f)") DEFINE("SMAA_NO_DISCARD") VERTEX_OUT(workbench_smaa_iface) -PUSH_CONSTANT(VEC4, viewportMetrics) +PUSH_CONSTANT(float4, viewportMetrics) VERTEX_SOURCE("workbench_effect_smaa_vert.glsl") FRAGMENT_SOURCE("workbench_effect_smaa_frag.glsl") GPU_SHADER_CREATE_END() @@ -58,7 +58,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_smaa_stage_0) DEFINE_VALUE("SMAA_STAGE", "0") SAMPLER(0, FLOAT_2D, colorTex) -FRAGMENT_OUT(0, VEC2, out_edges) +FRAGMENT_OUT(0, float2, out_edges) ADDITIONAL_INFO(workbench_smaa) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() @@ -68,7 +68,7 @@ DEFINE_VALUE("SMAA_STAGE", "1") SAMPLER(0, FLOAT_2D, edgesTex) SAMPLER(1, FLOAT_2D, areaTex) SAMPLER(2, FLOAT_2D, searchTex) -FRAGMENT_OUT(0, VEC4, out_weights) +FRAGMENT_OUT(0, float4, out_weights) ADDITIONAL_INFO(workbench_smaa) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() @@ -77,9 +77,9 @@ GPU_SHADER_CREATE_INFO(workbench_smaa_stage_2) DEFINE_VALUE("SMAA_STAGE", "2") SAMPLER(0, FLOAT_2D, colorTex) SAMPLER(1, FLOAT_2D, blendTex) -PUSH_CONSTANT(FLOAT, mixFactor) -PUSH_CONSTANT(FLOAT, taaAccumulatedWeight) -FRAGMENT_OUT(0, VEC4, out_color) +PUSH_CONSTANT(float, mixFactor) +PUSH_CONSTANT(float, taaAccumulatedWeight) +FRAGMENT_OUT(0, float4, out_color) ADDITIONAL_INFO(workbench_smaa) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_dof_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_dof_info.hh index a352ae6b366..85d4ce9c8c4 100644 --- a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_dof_info.hh +++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_dof_info.hh @@ -33,10 +33,10 @@ */ GPU_SHADER_CREATE_INFO(workbench_effect_dof) -PUSH_CONSTANT(VEC2, invertedViewportSize) -PUSH_CONSTANT(VEC2, nearFar) -PUSH_CONSTANT(VEC3, dofParams) -PUSH_CONSTANT(FLOAT, noiseOffset) +PUSH_CONSTANT(float2, invertedViewportSize) +PUSH_CONSTANT(float2, nearFar) +PUSH_CONSTANT(float3, dofParams) +PUSH_CONSTANT(float, noiseOffset) ADDITIONAL_INFO(draw_fullscreen) ADDITIONAL_INFO(draw_view) GPU_SHADER_CREATE_END() @@ -44,8 +44,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_effect_dof_prepare) SAMPLER(1, FLOAT_2D, sceneColorTex) SAMPLER(2, FLOAT_2D, sceneDepthTex) -FRAGMENT_OUT(0, VEC4, halfResColor) -FRAGMENT_OUT(1, VEC2, normalizedCoc) +FRAGMENT_OUT(0, float4, halfResColor) +FRAGMENT_OUT(1, float2, normalizedCoc) FRAGMENT_SOURCE("workbench_effect_dof_prepare_frag.glsl") ADDITIONAL_INFO(workbench_effect_dof) DO_STATIC_COMPILATION() @@ -54,8 +54,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_effect_dof_downsample) SAMPLER(0, FLOAT_2D, inputCocTex) SAMPLER(1, FLOAT_2D, sceneColorTex) -FRAGMENT_OUT(0, VEC4, outColor) -FRAGMENT_OUT(1, VEC2, outCocs) +FRAGMENT_OUT(0, float4, outColor) +FRAGMENT_OUT(1, float2, outCocs) FRAGMENT_SOURCE("workbench_effect_dof_downsample_frag.glsl") ADDITIONAL_INFO(workbench_effect_dof) DO_STATIC_COMPILATION() @@ -67,7 +67,7 @@ SAMPLER(0, FLOAT_2D, inputCocTex) SAMPLER(3, FLOAT_2D, halfResColorTex) SAMPLER(5, FLOAT_2D, noiseTex) UNIFORM_BUF(1, vec4, samples[49]) -FRAGMENT_OUT(0, VEC4, blurColor) +FRAGMENT_OUT(0, float4, blurColor) FRAGMENT_SOURCE("workbench_effect_dof_blur1_frag.glsl") ADDITIONAL_INFO(workbench_effect_dof) DO_STATIC_COMPILATION() @@ -76,7 +76,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_effect_dof_blur2) SAMPLER(0, FLOAT_2D, inputCocTex) SAMPLER(4, FLOAT_2D, blurTex) -FRAGMENT_OUT(0, VEC4, finalColor) +FRAGMENT_OUT(0, float4, finalColor) FRAGMENT_SOURCE("workbench_effect_dof_blur2_frag.glsl") ADDITIONAL_INFO(workbench_effect_dof) DO_STATIC_COMPILATION() @@ -86,8 +86,8 @@ GPU_SHADER_CREATE_INFO(workbench_effect_dof_resolve) SAMPLER(1, FLOAT_2D, sceneColorTex) SAMPLER(2, FLOAT_2D, sceneDepthTex) SAMPLER(3, FLOAT_2D, halfResColorTex) -FRAGMENT_OUT_DUAL(0, VEC4, finalColorAdd, SRC_0) -FRAGMENT_OUT_DUAL(0, VEC4, finalColorMul, SRC_1) +FRAGMENT_OUT_DUAL(0, float4, finalColorAdd, SRC_0) +FRAGMENT_OUT_DUAL(0, float4, finalColorMul, SRC_1) FRAGMENT_SOURCE("workbench_effect_dof_resolve_frag.glsl") ADDITIONAL_INFO(workbench_effect_dof) DO_STATIC_COMPILATION() diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_outline_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_outline_info.hh index b8a9650668d..64e80b79ae0 100644 --- a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_outline_info.hh +++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_outline_info.hh @@ -18,7 +18,7 @@ TYPEDEF_SOURCE("workbench_shader_shared.h") FRAGMENT_SOURCE("workbench_effect_outline_frag.glsl") SAMPLER(0, UINT_2D, objectIdBuffer) UNIFORM_BUF(WB_WORLD_SLOT, WorldData, world_data) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) ADDITIONAL_INFO(draw_fullscreen) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh index 347b04b1d0c..6657b22b2f6 100644 --- a/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh +++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_prepass_info.hh @@ -35,10 +35,10 @@ * \{ */ GPU_SHADER_CREATE_INFO(workbench_mesh) -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, VEC3, nor) -VERTEX_IN(2, VEC4, ac) -VERTEX_IN(3, VEC2, au) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float3, nor) +VERTEX_IN(2, float4, ac) +VERTEX_IN(3, float2, au) VERTEX_SOURCE("workbench_prepass_vert.glsl") ADDITIONAL_INFO(draw_modelmat_with_custom_id) GPU_SHADER_CREATE_END() @@ -46,7 +46,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_curves) SAMPLER_FREQ(WB_CURVES_COLOR_SLOT, FLOAT_BUFFER, ac, BATCH) SAMPLER_FREQ(WB_CURVES_UV_SLOT, FLOAT_BUFFER, au, BATCH) -PUSH_CONSTANT(INT, emitter_object_id) +PUSH_CONSTANT(int, emitter_object_id) VERTEX_SOURCE("workbench_prepass_hair_vert.glsl") ADDITIONAL_INFO(draw_modelmat_with_custom_id) ADDITIONAL_INFO(draw_hair) @@ -82,13 +82,13 @@ GPU_SHADER_CREATE_END() * \{ */ GPU_SHADER_INTERFACE_INFO(workbench_material_iface) -SMOOTH(VEC3, normal_interp) -SMOOTH(VEC3, color_interp) -SMOOTH(FLOAT, alpha_interp) -SMOOTH(VEC2, uv_interp) -FLAT(INT, object_id) -FLAT(FLOAT, _roughness) -FLAT(FLOAT, metallic) +SMOOTH(float3, normal_interp) +SMOOTH(float3, color_interp) +SMOOTH(float, alpha_interp) +SMOOTH(float2, uv_interp) +FLAT(int, object_id) +FLAT(float, _roughness) +FLAT(float, metallic) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(workbench_color_material) @@ -104,9 +104,9 @@ STORAGE_BUF(WB_MATERIAL_SLOT, READ, vec4, materials_data[]) SAMPLER_FREQ(WB_TEXTURE_SLOT, FLOAT_2D, imageTexture, BATCH) SAMPLER_FREQ(WB_TILE_ARRAY_SLOT, FLOAT_2D_ARRAY, imageTileArray, BATCH) SAMPLER_FREQ(WB_TILE_DATA_SLOT, FLOAT_1D_ARRAY, imageTileData, BATCH) -PUSH_CONSTANT(BOOL, isImageTile) -PUSH_CONSTANT(BOOL, imagePremult) -PUSH_CONSTANT(FLOAT, imageTransparencyCutoff) +PUSH_CONSTANT(bool, isImageTile) +PUSH_CONSTANT(bool, imagePremult) +PUSH_CONSTANT(float, imageTransparencyCutoff) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_color_vertex) @@ -128,18 +128,18 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_transparent_accum) /* NOTE: Blending will be skipped on objectId because output is a * non-normalized integer buffer. */ -FRAGMENT_OUT(0, VEC4, out_transparent_accum) -FRAGMENT_OUT(1, VEC4, out_revealage_accum) -FRAGMENT_OUT(2, UINT, out_object_id) -PUSH_CONSTANT(BOOL, forceShadowing) +FRAGMENT_OUT(0, float4, out_transparent_accum) +FRAGMENT_OUT(1, float4, out_revealage_accum) +FRAGMENT_OUT(2, uint, out_object_id) +PUSH_CONSTANT(bool, forceShadowing) TYPEDEF_SOURCE("workbench_shader_shared.h") FRAGMENT_SOURCE("workbench_transparent_accum_frag.glsl") GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_opaque) -FRAGMENT_OUT(0, VEC4, out_material) -FRAGMENT_OUT(1, VEC2, out_normal) -FRAGMENT_OUT(2, UINT, out_object_id) +FRAGMENT_OUT(0, float4, out_material) +FRAGMENT_OUT(1, float2, out_normal) +FRAGMENT_OUT(2, uint, out_object_id) TYPEDEF_SOURCE("workbench_shader_shared.h") FRAGMENT_SOURCE("workbench_prepass_frag.glsl") GPU_SHADER_CREATE_END() diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh index 0585fc7a86d..4e0addfceee 100644 --- a/source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh +++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh @@ -31,7 +31,7 @@ GPU_SHADER_CREATE_INFO(workbench_shadow_common) STORAGE_BUF_FREQ(3, READ, float, pos[], GEOMETRY) /* WORKAROUND: Needed to support OpenSubdiv vertex format. Should be removed. */ -PUSH_CONSTANT(IVEC2, gpu_attr_3) +PUSH_CONSTANT(int2, gpu_attr_3) UNIFORM_BUF(1, ShadowPassData, pass_data) TYPEDEF_SOURCE("workbench_shader_shared.h") ADDITIONAL_INFO(gpu_index_buffer_load) @@ -44,11 +44,11 @@ LOCAL_GROUP_SIZE(DRW_VISIBILITY_GROUP_SIZE) DEFINE_VALUE("DRW_VIEW_LEN", "64") STORAGE_BUF(0, READ, ObjectBounds, bounds_buf[]) UNIFORM_BUF(2, ExtrudedFrustum, extruded_frustum) -PUSH_CONSTANT(INT, resource_len) -PUSH_CONSTANT(INT, view_len) -PUSH_CONSTANT(INT, visibility_word_per_draw) -PUSH_CONSTANT(BOOL, force_fail_method) -PUSH_CONSTANT(VEC3, shadow_direction) +PUSH_CONSTANT(int, resource_len) +PUSH_CONSTANT(int, view_len) +PUSH_CONSTANT(int, visibility_word_per_draw) +PUSH_CONSTANT(bool, force_fail_method) +PUSH_CONSTANT(float3, shadow_direction) TYPEDEF_SOURCE("workbench_shader_shared.h") COMPUTE_SOURCE("workbench_shadow_visibility_comp.glsl") ADDITIONAL_INFO(draw_view) @@ -80,7 +80,7 @@ FRAGMENT_SOURCE("gpu_shader_depth_only_frag.glsl") GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_shadow_debug) -FRAGMENT_OUT(0, VEC4, out_debug_color) +FRAGMENT_OUT(0, float4, out_debug_color) FRAGMENT_SOURCE("workbench_shadow_debug_frag.glsl") GPU_SHADER_CREATE_END() diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_transparent_resolve_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_transparent_resolve_info.hh index a03b95fbc63..8915f5b54ed 100644 --- a/source/blender/draw/engines/workbench/shaders/infos/workbench_transparent_resolve_info.hh +++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_transparent_resolve_info.hh @@ -12,7 +12,7 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(workbench_transparent_resolve) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) SAMPLER(0, FLOAT_2D, transparentAccum) SAMPLER(1, FLOAT_2D, transparentRevealage) FRAGMENT_SOURCE("workbench_transparent_resolve_frag.glsl") diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_volume_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_volume_info.hh index 47a419b4a28..418abf338f0 100644 --- a/source/blender/draw/engines/workbench/shaders/infos/workbench_volume_info.hh +++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_volume_info.hh @@ -27,15 +27,15 @@ * \{ */ GPU_SHADER_CREATE_INFO(workbench_volume_common) -VERTEX_IN(0, VEC3, pos) -FRAGMENT_OUT(0, VEC4, fragColor) +VERTEX_IN(0, float3, pos) +FRAGMENT_OUT(0, float4, fragColor) SAMPLER(0, DEPTH_2D, depthBuffer) SAMPLER(1, FLOAT_3D, densityTexture) -PUSH_CONSTANT(INT, samplesLen) -PUSH_CONSTANT(FLOAT, noiseOfs) -PUSH_CONSTANT(FLOAT, stepLength) -PUSH_CONSTANT(FLOAT, densityScale) -PUSH_CONSTANT(BOOL, do_depth_test) +PUSH_CONSTANT(int, samplesLen) +PUSH_CONSTANT(float, noiseOfs) +PUSH_CONSTANT(float, stepLength) +PUSH_CONSTANT(float, densityScale) +PUSH_CONSTANT(bool, do_depth_test) VERTEX_SOURCE("workbench_volume_vert.glsl") FRAGMENT_SOURCE("workbench_volume_frag.glsl") GPU_SHADER_CREATE_END() @@ -61,9 +61,9 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_volume_object_common) DEFINE("VOLUME_OBJECT") -PUSH_CONSTANT(MAT4, volumeTextureToObject) +PUSH_CONSTANT(float4x4, volumeTextureToObject) /* FIXME(fclem): This overflow the push_constant limit. */ -PUSH_CONSTANT(MAT4, volumeObjectToTexture) +PUSH_CONSTANT(float4x4, volumeObjectToTexture) ADDITIONAL_INFO(draw_resource_id_varying) GPU_SHADER_CREATE_END() @@ -87,15 +87,15 @@ GPU_SHADER_CREATE_INFO(workbench_volume_coba) DEFINE("USE_COBA") SAMPLER(4, UINT_3D, flagTexture) SAMPLER(5, FLOAT_1D, transferTexture) -PUSH_CONSTANT(BOOL, showPhi) -PUSH_CONSTANT(BOOL, showFlags) -PUSH_CONSTANT(BOOL, showPressure) -PUSH_CONSTANT(FLOAT, gridScale) +PUSH_CONSTANT(bool, showPhi) +PUSH_CONSTANT(bool, showFlags) +PUSH_CONSTANT(bool, showPressure) +PUSH_CONSTANT(float, gridScale) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(workbench_volume_no_coba) SAMPLER(4, FLOAT_3D, shadowTexture) -PUSH_CONSTANT(VEC3, activeColor) +PUSH_CONSTANT(float3, activeColor) GPU_SHADER_CREATE_END() /** \} */ @@ -121,15 +121,15 @@ GPU_SHADER_CREATE_END() * \{ */ GPU_SHADER_INTERFACE_INFO(workbench_volume_iface) -SMOOTH(VEC3, localPos) +SMOOTH(float3, localPos) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(workbench_volume_slice) DEFINE("VOLUME_SLICE") -VERTEX_IN(1, VEC3, uvs) +VERTEX_IN(1, float3, uvs) VERTEX_OUT(workbench_volume_iface) -PUSH_CONSTANT(INT, sliceAxis) /* -1 is no slice. */ -PUSH_CONSTANT(FLOAT, slicePosition) +PUSH_CONSTANT(int, sliceAxis) /* -1 is no slice. */ +PUSH_CONSTANT(float, slicePosition) GPU_SHADER_CREATE_END() /** \} */ diff --git a/source/blender/draw/intern/shaders/draw_debug_info.hh b/source/blender/draw/intern/shaders/draw_debug_info.hh index 404f22cd300..b34314b802c 100644 --- a/source/blender/draw/intern/shaders/draw_debug_info.hh +++ b/source/blender/draw/intern/shaders/draw_debug_info.hh @@ -26,9 +26,9 @@ STORAGE_BUF(DRW_DEBUG_DRAW_SLOT, READ_WRITE, DRWDebugVertPair, drw_debug_lines_b GPU_SHADER_CREATE_END() GPU_SHADER_INTERFACE_INFO(draw_debug_draw_display_iface) -NO_PERSPECTIVE(VEC2, edge_pos) -FLAT(VEC2, edge_start) -FLAT(VEC4, final_color) +NO_PERSPECTIVE(float2, edge_pos) +FLAT(float2, edge_start) +FLAT(float4, final_color) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(draw_debug_draw_display) @@ -37,10 +37,10 @@ TYPEDEF_SOURCE("draw_shader_shared.hh") STORAGE_BUF(DRW_DEBUG_DRAW_SLOT, READ, DRWDebugVertPair, in_debug_lines_buf[]) STORAGE_BUF(DRW_DEBUG_DRAW_FEEDBACK_SLOT, READ_WRITE, DRWDebugVertPair, out_debug_lines_buf[]) VERTEX_OUT(draw_debug_draw_display_iface) -FRAGMENT_OUT(0, VEC4, out_color) -FRAGMENT_OUT(1, VEC4, out_line_data) -PUSH_CONSTANT(MAT4, persmat) -PUSH_CONSTANT(VEC2, size_viewport) +FRAGMENT_OUT(0, float4, out_color) +FRAGMENT_OUT(1, float4, out_line_data) +PUSH_CONSTANT(float4x4, persmat) +PUSH_CONSTANT(float2, size_viewport) VERTEX_SOURCE("draw_debug_draw_display_vert.glsl") FRAGMENT_SOURCE("draw_debug_draw_display_frag.glsl") GPU_SHADER_CREATE_END() diff --git a/source/blender/draw/intern/shaders/draw_fullscreen_info.hh b/source/blender/draw/intern/shaders/draw_fullscreen_info.hh index 07ebbce3da0..7caf32c0b00 100644 --- a/source/blender/draw/intern/shaders/draw_fullscreen_info.hh +++ b/source/blender/draw/intern/shaders/draw_fullscreen_info.hh @@ -10,7 +10,7 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_INTERFACE_INFO(fullscreen_iface) -SMOOTH(VEC4, uvcoordsvar) +SMOOTH(float4, uvcoordsvar) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(draw_fullscreen) diff --git a/source/blender/draw/intern/shaders/draw_object_infos_info.hh b/source/blender/draw/intern/shaders/draw_object_infos_info.hh index dce5e84fc6e..77dccd27129 100644 --- a/source/blender/draw/intern/shaders/draw_object_infos_info.hh +++ b/source/blender/draw/intern/shaders/draw_object_infos_info.hh @@ -70,22 +70,22 @@ SAMPLER(0, FLOAT_BUFFER, hairPointBuffer) /* hairStrandsRes: Number of points per hair strand. * 2 - no subdivision * 3+ - 1 or more interpolated points per hair. */ -PUSH_CONSTANT(INT, hairStrandsRes) +PUSH_CONSTANT(int, hairStrandsRes) /* hairThicknessRes : Subdivide around the hair. * 1 - Wire Hair: Only one pixel thick, independent of view distance. * 2 - Poly-strip Hair: Correct width, flat if camera is parallel. * 3+ - Cylinder Hair: Massive calculation but potentially perfect. Still need proper support. */ -PUSH_CONSTANT(INT, hairThicknessRes) +PUSH_CONSTANT(int, hairThicknessRes) /* Hair thickness shape. */ -PUSH_CONSTANT(FLOAT, hairRadRoot) -PUSH_CONSTANT(FLOAT, hairRadTip) -PUSH_CONSTANT(FLOAT, hairRadShape) -PUSH_CONSTANT(BOOL, hairCloseTip) +PUSH_CONSTANT(float, hairRadRoot) +PUSH_CONSTANT(float, hairRadTip) +PUSH_CONSTANT(float, hairRadShape) +PUSH_CONSTANT(bool, hairCloseTip) /* Strand batch offset when used in compute shaders. */ -PUSH_CONSTANT(INT, hairStrandOffset) +PUSH_CONSTANT(int, hairStrandOffset) /* Hair particles are stored in world space coordinate. * This matrix convert to the instance "world space". */ -PUSH_CONSTANT(MAT4, hairDupliMatrix) +PUSH_CONSTANT(float4x4, hairDupliMatrix) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(draw_pointcloud) diff --git a/source/blender/draw/intern/shaders/draw_view_info.hh b/source/blender/draw/intern/shaders/draw_view_info.hh index 91e197ef3fc..26ec9a00e04 100644 --- a/source/blender/draw/intern/shaders/draw_view_info.hh +++ b/source/blender/draw/intern/shaders/draw_view_info.hh @@ -32,7 +32,7 @@ * IMPORTANT: Vertex shader need to write `drw_ResourceID_iface.resource_index` in main(). */ GPU_SHADER_NAMED_INTERFACE_INFO(draw_resource_id_iface, drw_ResourceID_iface) -FLAT(UINT, resource_index) +FLAT(uint, resource_index) GPU_SHADER_NAMED_INTERFACE_END(drw_ResourceID_iface) GPU_SHADER_CREATE_INFO(draw_resource_id_varying) @@ -54,13 +54,13 @@ GPU_SHADER_CREATE_END() */ GPU_SHADER_CREATE_INFO(draw_resource_id_fallback) DEFINE("RESOURCE_ID_FALLBACK") -VERTEX_IN(15, UINT, in_resource_id) +VERTEX_IN(15, uint, in_resource_id) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(draw_resource_with_custom_id_fallback) DEFINE("RESOURCE_ID_FALLBACK") DEFINE("WITH_CUSTOM_IDS") -VERTEX_IN(15, UVEC2, in_resource_id) +VERTEX_IN(15, uint2, in_resource_id) GPU_SHADER_CREATE_END() /** \} */ @@ -129,7 +129,7 @@ LOCAL_GROUP_SIZE(DRW_FINALIZE_GROUP_SIZE) STORAGE_BUF(0, READ, ObjectMatrices, matrix_buf[]) STORAGE_BUF(1, READ_WRITE, ObjectBounds, bounds_buf[]) STORAGE_BUF(2, READ_WRITE, ObjectInfos, infos_buf[]) -PUSH_CONSTANT(INT, resource_len) +PUSH_CONSTANT(int, resource_len) COMPUTE_SOURCE("draw_resource_finalize_comp.glsl") GPU_SHADER_CREATE_END() @@ -148,9 +148,9 @@ LOCAL_GROUP_SIZE(DRW_VISIBILITY_GROUP_SIZE) DEFINE_VALUE("DRW_VIEW_LEN", STRINGIFY(DRW_VIEW_MAX)) STORAGE_BUF(0, READ, ObjectBounds, bounds_buf[]) STORAGE_BUF(1, READ_WRITE, uint, visibility_buf[]) -PUSH_CONSTANT(INT, resource_len) -PUSH_CONSTANT(INT, view_len) -PUSH_CONSTANT(INT, visibility_word_per_draw) +PUSH_CONSTANT(int, resource_len) +PUSH_CONSTANT(int, view_len) +PUSH_CONSTANT(int, visibility_word_per_draw) COMPUTE_SOURCE("draw_visibility_comp.glsl") ADDITIONAL_INFO(draw_view) ADDITIONAL_INFO(draw_view_culling) @@ -166,11 +166,11 @@ STORAGE_BUF(1, READ, uint, visibility_buf[]) STORAGE_BUF(2, READ, DrawPrototype, prototype_buf[]) STORAGE_BUF(3, WRITE, DrawCommand, command_buf[]) STORAGE_BUF(DRW_RESOURCE_ID_SLOT, WRITE, uint, resource_id_buf[]) -PUSH_CONSTANT(INT, prototype_len) -PUSH_CONSTANT(INT, visibility_word_per_draw) -PUSH_CONSTANT(INT, view_shift) -PUSH_CONSTANT(INT, view_len) -PUSH_CONSTANT(BOOL, use_custom_ids) +PUSH_CONSTANT(int, prototype_len) +PUSH_CONSTANT(int, visibility_word_per_draw) +PUSH_CONSTANT(int, view_shift) +PUSH_CONSTANT(int, view_len) +PUSH_CONSTANT(bool, use_custom_ids) COMPUTE_SOURCE("draw_command_generate_comp.glsl") GPU_SHADER_CREATE_END() diff --git a/source/blender/gpu/GPU_common_types.hh b/source/blender/gpu/GPU_common_types.hh index 004b8287465..0391a0da9b2 100644 --- a/source/blender/gpu/GPU_common_types.hh +++ b/source/blender/gpu/GPU_common_types.hh @@ -77,96 +77,92 @@ namespace blender::gpu::shader { enum class Type { /* Types supported natively across all GPU back-ends. */ - FLOAT = 0, - VEC2, - VEC3, - VEC4, - MAT3, - MAT4, - UINT, - UVEC2, - UVEC3, - UVEC4, - INT, - IVEC2, - IVEC3, - IVEC4, - BOOL, + float_t = 0, + float2_t, + float3_t, + float4_t, + float3x3_t, + float4x4_t, + uint_t, + uint2_t, + uint3_t, + uint4_t, + int_t, + int2_t, + int3_t, + int4_t, + bool_t, /* Additionally supported types to enable data optimization and native * support in some GPU back-ends. * NOTE: These types must be representable in all APIs. E.g. `VEC3_101010I2` is aliased as vec3 * in the GL back-end, as implicit type conversions from packed normal attribute data to vec3 is * supported. UCHAR/CHAR types are natively supported in Metal and can be used to avoid * additional data conversions for `GPU_COMP_U8` vertex attributes. */ - VEC3_101010I2, - UCHAR, - UCHAR2, - UCHAR3, - UCHAR4, - CHAR, - CHAR2, - CHAR3, - CHAR4, - USHORT, - USHORT2, - USHORT3, - USHORT4, - SHORT, - SHORT2, - SHORT3, - SHORT4 + float3_10_10_10_2_t, + uchar_t, + uchar2_t, + uchar3_t, + uchar4_t, + char_t, + char2_t, + char3_t, + char4_t, + ushort_t, + ushort2_t, + ushort3_t, + ushort4_t, + short_t, + short2_t, + short3_t, + short4_t }; BLI_INLINE int to_component_count(const Type &type) { switch (type) { - case Type::FLOAT: - case Type::UINT: - case Type::INT: - case Type::BOOL: + case Type::float_t: + case Type::uint_t: + case Type::int_t: + case Type::bool_t: return 1; - case Type::VEC2: - case Type::UVEC2: - case Type::IVEC2: + case Type::float2_t: + case Type::uint2_t: + case Type::int2_t: return 2; - case Type::VEC3: - case Type::UVEC3: - case Type::IVEC3: + case Type::float3_t: + case Type::uint3_t: + case Type::int3_t: return 3; - case Type::VEC4: - case Type::UVEC4: - case Type::IVEC4: + case Type::float4_t: + case Type::uint4_t: + case Type::int4_t: return 4; - case Type::MAT3: + case Type::float3x3_t: return 9; - case Type::MAT4: + case Type::float4x4_t: return 16; /* Alias special types. */ - case Type::UCHAR: - case Type::USHORT: + case Type::uchar_t: + case Type::ushort_t: + case Type::char_t: + case Type::short_t: return 1; - case Type::UCHAR2: - case Type::USHORT2: + case Type::uchar2_t: + case Type::ushort2_t: + case Type::char2_t: + case Type::short2_t: return 2; - case Type::UCHAR3: - case Type::USHORT3: + case Type::uchar3_t: + case Type::ushort3_t: + case Type::char3_t: + case Type::short3_t: return 3; - case Type::UCHAR4: - case Type::USHORT4: + case Type::uchar4_t: + case Type::ushort4_t: + case Type::char4_t: + case Type::short4_t: return 4; - case Type::CHAR: - case Type::SHORT: - return 1; - case Type::CHAR2: - case Type::SHORT2: - return 2; - case Type::CHAR3: - case Type::SHORT3: - return 3; - case Type::CHAR4: - case Type::SHORT4: - return 4; - case Type::VEC3_101010I2: + case Type::float3_10_10_10_2_t: return 3; } BLI_assert_unreachable(); @@ -193,22 +189,22 @@ struct SpecializationConstant { SpecializationConstant() = default; - SpecializationConstant(const char *name, uint32_t value) : type(Type::UINT), name(name) + SpecializationConstant(const char *name, uint32_t value) : type(Type::uint_t), name(name) { this->value.u = value; } - SpecializationConstant(const char *name, int value) : type(Type::INT), name(name) + SpecializationConstant(const char *name, int value) : type(Type::int_t), name(name) { this->value.i = value; } - SpecializationConstant(const char *name, float value) : type(Type::FLOAT), name(name) + SpecializationConstant(const char *name, float value) : type(Type::float_t), name(name) { this->value.f = value; } - SpecializationConstant(const char *name, bool value) : type(Type::BOOL), name(name) + SpecializationConstant(const char *name, bool value) : type(Type::bool_t), name(name) { this->value.u = value ? 1 : 0; } diff --git a/source/blender/gpu/intern/gpu_shader.cc b/source/blender/gpu/intern/gpu_shader.cc index ded6840e8d2..4c09f17940c 100644 --- a/source/blender/gpu/intern/gpu_shader.cc +++ b/source/blender/gpu/intern/gpu_shader.cc @@ -501,25 +501,25 @@ void Shader::specialization_constants_init(const shader::ShaderCreateInfo &info) void GPU_shader_constant_int_ex(GPUShader *sh, int location, int value) { Shader &shader = *unwrap(sh); - BLI_assert(shader.constants.types[location] == gpu::shader::Type::INT); + BLI_assert(shader.constants.types[location] == gpu::shader::Type::int_t); shader.constants.is_dirty |= assign_if_different(shader.constants.values[location].i, value); } void GPU_shader_constant_uint_ex(GPUShader *sh, int location, uint value) { Shader &shader = *unwrap(sh); - BLI_assert(shader.constants.types[location] == gpu::shader::Type::UINT); + BLI_assert(shader.constants.types[location] == gpu::shader::Type::uint_t); shader.constants.is_dirty |= assign_if_different(shader.constants.values[location].u, value); } void GPU_shader_constant_float_ex(GPUShader *sh, int location, float value) { Shader &shader = *unwrap(sh); - BLI_assert(shader.constants.types[location] == gpu::shader::Type::FLOAT); + BLI_assert(shader.constants.types[location] == gpu::shader::Type::float_t); shader.constants.is_dirty |= assign_if_different(shader.constants.values[location].f, value); } void GPU_shader_constant_bool_ex(GPUShader *sh, int location, bool value) { Shader &shader = *unwrap(sh); - BLI_assert(shader.constants.types[location] == gpu::shader::Type::BOOL); + BLI_assert(shader.constants.types[location] == gpu::shader::Type::bool_t); shader.constants.is_dirty |= assign_if_different(shader.constants.values[location].u, uint32_t(value)); } diff --git a/source/blender/gpu/intern/gpu_shader_create_info.cc b/source/blender/gpu/intern/gpu_shader_create_info.cc index 40163369429..e75e3a3de27 100644 --- a/source/blender/gpu/intern/gpu_shader_create_info.cc +++ b/source/blender/gpu/intern/gpu_shader_create_info.cc @@ -398,7 +398,7 @@ void ShaderCreateInfo::validate_vertex_attributes(const ShaderCreateInfo *other_ for (auto &attr : vertex_inputs_) { if (attr.index >= 16 || attr.index < 0) { std::cout << name_ << ": \"" << attr.name - << "\" : Type::MAT3 unsupported as vertex attribute." << std::endl; + << "\" : Type::float3x3_t unsupported as vertex attribute." << std::endl; BLI_assert(0); } if (attr.index >= 16 || attr.index < 0) { @@ -406,7 +406,7 @@ void ShaderCreateInfo::validate_vertex_attributes(const ShaderCreateInfo *other_ BLI_assert(0); } uint32_t attr_new = 0; - if (attr.type == Type::MAT4) { + if (attr.type == Type::float4x4_t) { for (int i = 0; i < 4; i++) { attr_new |= 1 << (attr.index + i); } diff --git a/source/blender/gpu/intern/gpu_shader_create_info.hh b/source/blender/gpu/intern/gpu_shader_create_info.hh index 436d2393672..18c4325bc9d 100644 --- a/source/blender/gpu/intern/gpu_shader_create_info.hh +++ b/source/blender/gpu/intern/gpu_shader_create_info.hh @@ -109,36 +109,37 @@ #endif #ifndef GLSL_CPP_STUBS -# define SMOOTH(type, name) .smooth(Type::type, #name) -# define FLAT(type, name) .flat(Type::type, #name) -# define NO_PERSPECTIVE(type, name) .no_perspective(Type::type, #name) +# define SMOOTH(type, name) .smooth(Type::type##_t, #name) +# define FLAT(type, name) .flat(Type::type##_t, #name) +# define NO_PERSPECTIVE(type, name) .no_perspective(Type::type##_t, #name) /* LOCAL_GROUP_SIZE(int size_x, int size_y = -1, int size_z = -1) */ # define LOCAL_GROUP_SIZE(...) .local_group_size(__VA_ARGS__) -# define VERTEX_IN(slot, type, name) .vertex_in(slot, Type::type, #name) +# define VERTEX_IN(slot, type, name) .vertex_in(slot, Type::type##_t, #name) # define VERTEX_OUT(stage_interface) .vertex_out(stage_interface) /* TO REMOVE. */ # define GEOMETRY_LAYOUT(...) .geometry_layout(__VA_ARGS__) # define GEOMETRY_OUT(stage_interface) .geometry_out(stage_interface) # define SUBPASS_IN(slot, type, img_type, name, rog) \ - .subpass_in(slot, Type::type, ImageType::img_type, #name, rog) + .subpass_in(slot, Type::type##_t, ImageType::img_type, #name, rog) -# define FRAGMENT_OUT(slot, type, name) .fragment_out(slot, Type::type, #name) +# define FRAGMENT_OUT(slot, type, name) .fragment_out(slot, Type::type##_t, #name) # define FRAGMENT_OUT_DUAL(slot, type, name, blend) \ - .fragment_out(slot, Type::type, #name, DualBlend::blend) + .fragment_out(slot, Type::type##_t, #name, DualBlend::blend) # define FRAGMENT_OUT_ROG(slot, type, name, rog) \ - .fragment_out(slot, Type::type, #name, DualBlend::NONE, rog) + .fragment_out(slot, Type::type##_t, #name, DualBlend::NONE, rog) # define EARLY_FRAGMENT_TEST(enable) .early_fragment_test(enable) # define DEPTH_WRITE(value) .depth_write(value) # define SPECIALIZATION_CONSTANT(type, name, default_value) \ - .specialization_constant(Type::type, #name, default_value) + .specialization_constant(Type::type##_t, #name, default_value) -# define PUSH_CONSTANT(type, name) .push_constant(Type::type, #name) -# define PUSH_CONSTANT_ARRAY(type, name, array_size) .push_constant(Type::type, #name, array_size) +# define PUSH_CONSTANT(type, name) .push_constant(Type::type##_t, #name) +# define PUSH_CONSTANT_ARRAY(type, name, array_size) \ + .push_constant(Type::type##_t, #name, array_size) # define UNIFORM_BUF(slot, type_name, name) .uniform_buf(slot, #type_name, #name) # define UNIFORM_BUF_FREQ(slot, type_name, name, freq) \ @@ -326,89 +327,89 @@ static inline Type to_type(const eGPUType type) { switch (type) { case GPU_FLOAT: - return Type::FLOAT; + return Type::float_t; case GPU_VEC2: - return Type::VEC2; + return Type::float2_t; case GPU_VEC3: - return Type::VEC3; + return Type::float3_t; case GPU_VEC4: - return Type::VEC4; + return Type::float4_t; case GPU_MAT3: - return Type::MAT3; + return Type::float3x3_t; case GPU_MAT4: - return Type::MAT4; + return Type::float4x4_t; default: BLI_assert_msg(0, "Error: Cannot convert eGPUType to shader::Type."); - return Type::FLOAT; + return Type::float_t; } } static inline std::ostream &operator<<(std::ostream &stream, const Type type) { switch (type) { - case Type::FLOAT: + case Type::float_t: return stream << "float"; - case Type::VEC2: + case Type::float2_t: return stream << "vec2"; - case Type::VEC3: + case Type::float3_t: return stream << "vec3"; - case Type::VEC4: + case Type::float4_t: return stream << "vec4"; - case Type::MAT3: + case Type::float3x3_t: return stream << "mat3"; - case Type::MAT4: + case Type::float4x4_t: return stream << "mat4"; - case Type::VEC3_101010I2: + case Type::float3_10_10_10_2_t: return stream << "vec3_1010102_Inorm"; - case Type::UCHAR: + case Type::uchar_t: return stream << "uchar"; - case Type::UCHAR2: + case Type::uchar2_t: return stream << "uchar2"; - case Type::UCHAR3: + case Type::uchar3_t: return stream << "uchar3"; - case Type::UCHAR4: + case Type::uchar4_t: return stream << "uchar4"; - case Type::CHAR: + case Type::char_t: return stream << "char"; - case Type::CHAR2: + case Type::char2_t: return stream << "char2"; - case Type::CHAR3: + case Type::char3_t: return stream << "char3"; - case Type::CHAR4: + case Type::char4_t: return stream << "char4"; - case Type::INT: + case Type::int_t: return stream << "int"; - case Type::IVEC2: + case Type::int2_t: return stream << "ivec2"; - case Type::IVEC3: + case Type::int3_t: return stream << "ivec3"; - case Type::IVEC4: + case Type::int4_t: return stream << "ivec4"; - case Type::UINT: + case Type::uint_t: return stream << "uint"; - case Type::UVEC2: + case Type::uint2_t: return stream << "uvec2"; - case Type::UVEC3: + case Type::uint3_t: return stream << "uvec3"; - case Type::UVEC4: + case Type::uint4_t: return stream << "uvec4"; - case Type::USHORT: + case Type::ushort_t: return stream << "ushort"; - case Type::USHORT2: + case Type::ushort2_t: return stream << "ushort2"; - case Type::USHORT3: + case Type::ushort3_t: return stream << "ushort3"; - case Type::USHORT4: + case Type::ushort4_t: return stream << "ushort4"; - case Type::SHORT: + case Type::short_t: return stream << "short"; - case Type::SHORT2: + case Type::short2_t: return stream << "short2"; - case Type::SHORT3: + case Type::short3_t: return stream << "short3"; - case Type::SHORT4: + case Type::short4_t: return stream << "short4"; - case Type::BOOL: + case Type::bool_t: return stream << "bool"; default: BLI_assert(0); @@ -1035,14 +1036,14 @@ struct ShaderCreateInfo { constant.type = type; constant.name = name; switch (type) { - case Type::INT: + case Type::int_t: constant.value.i = int(default_value); break; - case Type::BOOL: - case Type::UINT: + case Type::bool_t: + case Type::uint_t: constant.value.u = uint(default_value); break; - case Type::FLOAT: + case Type::float_t: constant.value.f = float(default_value); break; default: @@ -1161,7 +1162,7 @@ struct ShaderCreateInfo { Self &push_constant(Type type, StringRefNull name, int array_size = 0) { /* We don't have support for UINT push constants yet, use INT instead. */ - BLI_assert(type != Type::UINT); + BLI_assert(type != Type::uint_t); BLI_assert_msg(name.find("[") == -1, "Array syntax is forbidden for push constants." "Use the array_size parameter instead."); diff --git a/source/blender/gpu/intern/gpu_vertex_format.cc b/source/blender/gpu/intern/gpu_vertex_format.cc index fbf3db7cc8f..2a418c796d5 100644 --- a/source/blender/gpu/intern/gpu_vertex_format.cc +++ b/source/blender/gpu/intern/gpu_vertex_format.cc @@ -369,21 +369,21 @@ void VertexFormat_texture_buffer_pack(GPUVertFormat *format) static uint component_size_get(const Type gpu_type) { switch (gpu_type) { - case Type::VEC2: - case Type::IVEC2: - case Type::UVEC2: + case Type::float2_t: + case Type::int2_t: + case Type::uint2_t: return 2; - case Type::VEC3: - case Type::IVEC3: - case Type::UVEC3: + case Type::float3_t: + case Type::int3_t: + case Type::uint3_t: return 3; - case Type::VEC4: - case Type::IVEC4: - case Type::UVEC4: + case Type::float4_t: + case Type::int4_t: + case Type::uint4_t: return 4; - case Type::MAT3: + case Type::float3x3_t: return 12; - case Type::MAT4: + case Type::float4x4_t: return 16; default: return 1; @@ -395,26 +395,26 @@ static void recommended_fetch_mode_and_comp_type(Type gpu_type, GPUVertFetchMode *r_fetch_mode) { switch (gpu_type) { - case Type::FLOAT: - case Type::VEC2: - case Type::VEC3: - case Type::VEC4: - case Type::MAT3: - case Type::MAT4: + case Type::float_t: + case Type::float2_t: + case Type::float3_t: + case Type::float4_t: + case Type::float3x3_t: + case Type::float4x4_t: *r_comp_type = GPU_COMP_F32; *r_fetch_mode = GPU_FETCH_FLOAT; break; - case Type::INT: - case Type::IVEC2: - case Type::IVEC3: - case Type::IVEC4: + case Type::int_t: + case Type::int2_t: + case Type::int3_t: + case Type::int4_t: *r_comp_type = GPU_COMP_I32; *r_fetch_mode = GPU_FETCH_INT; break; - case Type::UINT: - case Type::UVEC2: - case Type::UVEC3: - case Type::UVEC4: + case Type::uint_t: + case Type::uint2_t: + case Type::uint3_t: + case Type::uint4_t: *r_comp_type = GPU_COMP_U32; *r_fetch_mode = GPU_FETCH_INT; break; diff --git a/source/blender/gpu/metal/kernels/depth_2d_update_info.hh b/source/blender/gpu/metal/kernels/depth_2d_update_info.hh index e17284fb33e..7e6f85d05e6 100644 --- a/source/blender/gpu/metal/kernels/depth_2d_update_info.hh +++ b/source/blender/gpu/metal/kernels/depth_2d_update_info.hh @@ -8,16 +8,16 @@ #include "gpu_shader_create_info.hh" -GPU_SHADER_INTERFACE_INFO(depth_2d_update_iface).smooth(Type::VEC2, "texCoord_interp"); +GPU_SHADER_INTERFACE_INFO(depth_2d_update_iface).smooth(Type::float2_t, "texCoord_interp"); GPU_SHADER_CREATE_INFO(depth_2d_update_info_base) - .vertex_in(0, Type::VEC2, "pos") + .vertex_in(0, Type::float2_t, "pos") .vertex_out(depth_2d_update_iface) - .fragment_out(0, Type::VEC4, "fragColor") - .push_constant(Type::VEC2, "extent") - .push_constant(Type::VEC2, "offset") - .push_constant(Type::VEC2, "size") - .push_constant(Type::INT, "mip") + .fragment_out(0, Type::float4_t, "fragColor") + .push_constant(Type::float2_t, "extent") + .push_constant(Type::float2_t, "offset") + .push_constant(Type::float2_t, "size") + .push_constant(Type::int_t, "mip") .depth_write(DepthWrite::ANY) .vertex_source("depth_2d_update_vert.glsl"); diff --git a/source/blender/gpu/metal/kernels/gpu_shader_fullscreen_blit_info.hh b/source/blender/gpu/metal/kernels/gpu_shader_fullscreen_blit_info.hh index fd8ba987adf..08a755a2ff2 100644 --- a/source/blender/gpu/metal/kernels/gpu_shader_fullscreen_blit_info.hh +++ b/source/blender/gpu/metal/kernels/gpu_shader_fullscreen_blit_info.hh @@ -8,17 +8,17 @@ #include "gpu_shader_create_info.hh" -GPU_SHADER_INTERFACE_INFO(fullscreen_blit_iface).smooth(Type::VEC4, "uvcoordsvar"); +GPU_SHADER_INTERFACE_INFO(fullscreen_blit_iface).smooth(Type::float4_t, "uvcoordsvar"); GPU_SHADER_CREATE_INFO(fullscreen_blit) - .vertex_in(0, Type::VEC2, "pos") + .vertex_in(0, Type::float2_t, "pos") .vertex_out(fullscreen_blit_iface) - .fragment_out(0, Type::VEC4, "fragColor") - .push_constant(Type::VEC2, "fullscreen") - .push_constant(Type::VEC2, "size") - .push_constant(Type::VEC2, "dst_offset") - .push_constant(Type::VEC2, "src_offset") - .push_constant(Type::INT, "mip") + .fragment_out(0, Type::float4_t, "fragColor") + .push_constant(Type::float2_t, "fullscreen") + .push_constant(Type::float2_t, "size") + .push_constant(Type::float2_t, "dst_offset") + .push_constant(Type::float2_t, "src_offset") + .push_constant(Type::int_t, "mip") .sampler(0, ImageType::FLOAT_2D, "imageTexture", Frequency::PASS) .vertex_source("gpu_shader_fullscreen_blit_vert.glsl") .fragment_source("gpu_shader_fullscreen_blit_frag.glsl") diff --git a/source/blender/gpu/metal/mtl_shader.mm b/source/blender/gpu/metal/mtl_shader.mm index bee9d2740a6..4d18dc04ad1 100644 --- a/source/blender/gpu/metal/mtl_shader.mm +++ b/source/blender/gpu/metal/mtl_shader.mm @@ -771,16 +771,16 @@ static void populate_specialization_constant_values( uint index = i + MTL_SHADER_SPECIALIZATION_CONSTANT_BASE_ID; switch (shader_constants.types[i]) { - case Type::INT: + case Type::int_t: [values setConstantValue:&value.i type:MTLDataTypeInt atIndex:index]; break; - case Type::UINT: + case Type::uint_t: [values setConstantValue:&value.u type:MTLDataTypeUInt atIndex:index]; break; - case Type::BOOL: + case Type::bool_t: [values setConstantValue:&value.u type:MTLDataTypeBool atIndex:index]; break; - case Type::FLOAT: + case Type::float_t: [values setConstantValue:&value.f type:MTLDataTypeFloat atIndex:index]; break; default: diff --git a/source/blender/gpu/metal/mtl_shader_generator.hh b/source/blender/gpu/metal/mtl_shader_generator.hh index b2b7d15a1fa..03457cc3615 100644 --- a/source/blender/gpu/metal/mtl_shader_generator.hh +++ b/source/blender/gpu/metal/mtl_shader_generator.hh @@ -546,7 +546,7 @@ inline bool is_matrix_type(const std::string &type) inline bool is_matrix_type(const shader::Type &type) { /* Matrix type support. Add types as necessary. */ - return (type == shader::Type::MAT4 || type == shader::Type::MAT3); + return (type == shader::Type::float4x4_t || type == shader::Type::float3x3_t); } inline int get_matrix_location_count(const std::string &type) @@ -564,10 +564,10 @@ inline int get_matrix_location_count(const std::string &type) inline int get_matrix_location_count(const shader::Type &type) { /* Matrix type support. Add types as necessary. */ - if (type == shader::Type::MAT4) { + if (type == shader::Type::float4x4_t) { return 4; } - if (type == shader::Type::MAT3) { + if (type == shader::Type::float3x3_t) { return 3; } return 1; @@ -583,11 +583,11 @@ inline std::string get_matrix_subtype(const std::string &type) inline shader::Type get_matrix_subtype(const shader::Type &type) { - if (type == shader::Type::MAT4) { - return shader::Type::VEC4; + if (type == shader::Type::float4x4_t) { + return shader::Type::float4_t; } - if (type == shader::Type::MAT3) { - return shader::Type::VEC3; + if (type == shader::Type::float3x3_t) { + return shader::Type::float3_t; } return type; } @@ -596,19 +596,19 @@ inline std::string get_attribute_conversion_function(bool *uses_conversion, const shader::Type &type) { /* NOTE(Metal): Add more attribute types as required. */ - if (type == shader::Type::FLOAT) { + if (type == shader::Type::float_t) { *uses_conversion = true; return "internal_vertex_attribute_convert_read_float"; } - if (type == shader::Type::VEC2) { + if (type == shader::Type::float2_t) { *uses_conversion = true; return "internal_vertex_attribute_convert_read_float2"; } - if (type == shader::Type::VEC3) { + if (type == shader::Type::float3_t) { *uses_conversion = true; return "internal_vertex_attribute_convert_read_float3"; } - if (type == shader::Type::VEC4) { + if (type == shader::Type::float4_t) { *uses_conversion = true; return "internal_vertex_attribute_convert_read_float4"; } @@ -682,69 +682,69 @@ inline const char *to_string_msl(const shader::Interpolation &interp) inline const char *to_string(const shader::Type &type) { switch (type) { - case shader::Type::FLOAT: + case shader::Type::float_t: return "float"; - case shader::Type::VEC2: + case shader::Type::float2_t: return "vec2"; - case shader::Type::VEC3: + case shader::Type::float3_t: return "vec3"; - case shader::Type::VEC3_101010I2: + case shader::Type::float3_10_10_10_2_t: return "vec3_1010102_Inorm"; - case shader::Type::VEC4: + case shader::Type::float4_t: return "vec4"; - case shader::Type::MAT3: + case shader::Type::float3x3_t: return "mat3"; - case shader::Type::MAT4: + case shader::Type::float4x4_t: return "mat4"; - case shader::Type::UINT: + case shader::Type::uint_t: return "uint32_t"; - case shader::Type::UVEC2: + case shader::Type::uint2_t: return "uvec2"; - case shader::Type::UVEC3: + case shader::Type::uint3_t: return "uvec3"; - case shader::Type::UVEC4: + case shader::Type::uint4_t: return "uvec4"; - case shader::Type::INT: + case shader::Type::int_t: return "int"; - case shader::Type::IVEC2: + case shader::Type::int2_t: return "ivec2"; - case shader::Type::IVEC3: + case shader::Type::int3_t: return "ivec3"; - case shader::Type::IVEC4: + case shader::Type::int4_t: return "ivec4"; - case shader::Type::BOOL: + case shader::Type::bool_t: return "bool"; - case shader::Type::UCHAR: + case shader::Type::uchar_t: return "uchar"; - case shader::Type::UCHAR2: + case shader::Type::uchar2_t: return "uchar2"; - case shader::Type::UCHAR3: + case shader::Type::uchar3_t: return "uchar3"; - case shader::Type::UCHAR4: + case shader::Type::uchar4_t: return "uchar4"; - case shader::Type::CHAR: + case shader::Type::char_t: return "char"; - case shader::Type::CHAR2: + case shader::Type::char2_t: return "char2"; - case shader::Type::CHAR3: + case shader::Type::char3_t: return "char3"; - case shader::Type::CHAR4: + case shader::Type::char4_t: return "char4"; - case shader::Type::USHORT: + case shader::Type::ushort_t: return "ushort"; - case shader::Type::USHORT2: + case shader::Type::ushort2_t: return "ushort2"; - case shader::Type::USHORT3: + case shader::Type::ushort3_t: return "ushort3"; - case shader::Type::USHORT4: + case shader::Type::ushort4_t: return "ushort4"; - case shader::Type::SHORT: + case shader::Type::short_t: return "short"; - case shader::Type::SHORT2: + case shader::Type::short2_t: return "short2"; - case shader::Type::SHORT3: + case shader::Type::short3_t: return "short3"; - case shader::Type::SHORT4: + case shader::Type::short4_t: return "short4"; default: BLI_assert(false); diff --git a/source/blender/gpu/metal/mtl_shader_generator.mm b/source/blender/gpu/metal/mtl_shader_generator.mm index b47647f6374..6b3aaf6484e 100644 --- a/source/blender/gpu/metal/mtl_shader_generator.mm +++ b/source/blender/gpu/metal/mtl_shader_generator.mm @@ -60,69 +60,69 @@ char *MSLGeneratorInterface::msl_patch_default = nullptr; static eMTLDataType to_mtl_type(Type type) { switch (type) { - case Type::FLOAT: + case Type::float_t: return MTL_DATATYPE_FLOAT; - case Type::VEC2: + case Type::float2_t: return MTL_DATATYPE_FLOAT2; - case Type::VEC3: + case Type::float3_t: return MTL_DATATYPE_FLOAT3; - case Type::VEC4: + case Type::float4_t: return MTL_DATATYPE_FLOAT4; - case Type::MAT3: + case Type::float3x3_t: return MTL_DATATYPE_FLOAT3x3; - case Type::MAT4: + case Type::float4x4_t: return MTL_DATATYPE_FLOAT4x4; - case Type::UINT: + case Type::uint_t: return MTL_DATATYPE_UINT; - case Type::UVEC2: + case Type::uint2_t: return MTL_DATATYPE_UINT2; - case Type::UVEC3: + case Type::uint3_t: return MTL_DATATYPE_UINT3; - case Type::UVEC4: + case Type::uint4_t: return MTL_DATATYPE_UINT4; - case Type::INT: + case Type::int_t: return MTL_DATATYPE_INT; - case Type::IVEC2: + case Type::int2_t: return MTL_DATATYPE_INT2; - case Type::IVEC3: + case Type::int3_t: return MTL_DATATYPE_INT3; - case Type::IVEC4: + case Type::int4_t: return MTL_DATATYPE_INT4; - case Type::VEC3_101010I2: + case Type::float3_10_10_10_2_t: return MTL_DATATYPE_INT1010102_NORM; - case Type::BOOL: + case Type::bool_t: return MTL_DATATYPE_BOOL; - case Type::UCHAR: + case Type::uchar_t: return MTL_DATATYPE_UCHAR; - case Type::UCHAR2: + case Type::uchar2_t: return MTL_DATATYPE_UCHAR2; - case Type::UCHAR3: + case Type::uchar3_t: return MTL_DATATYPE_UCHAR3; - case Type::UCHAR4: + case Type::uchar4_t: return MTL_DATATYPE_UCHAR4; - case Type::CHAR: + case Type::char_t: return MTL_DATATYPE_CHAR; - case Type::CHAR2: + case Type::char2_t: return MTL_DATATYPE_CHAR2; - case Type::CHAR3: + case Type::char3_t: return MTL_DATATYPE_CHAR3; - case Type::CHAR4: + case Type::char4_t: return MTL_DATATYPE_CHAR4; - case Type::USHORT: + case Type::ushort_t: return MTL_DATATYPE_USHORT; - case Type::USHORT2: + case Type::ushort2_t: return MTL_DATATYPE_USHORT2; - case Type::USHORT3: + case Type::ushort3_t: return MTL_DATATYPE_USHORT3; - case Type::USHORT4: + case Type::ushort4_t: return MTL_DATATYPE_USHORT4; - case Type::SHORT: + case Type::short_t: return MTL_DATATYPE_SHORT; - case Type::SHORT2: + case Type::short2_t: return MTL_DATATYPE_SHORT2; - case Type::SHORT3: + case Type::short3_t: return MTL_DATATYPE_SHORT3; - case Type::SHORT4: + case Type::short4_t: return MTL_DATATYPE_SHORT4; default: { BLI_assert_msg(false, "Unexpected data type"); @@ -1228,7 +1228,7 @@ void MSLGeneratorInterface::prepare_from_createinfo(const shader::ShaderCreateIn storage_blocks.append(ssbo); /* Add uniform for metadata. */ - MSLUniform uniform(shader::Type::IVEC4, tex.name + "_metadata", false, 1); + MSLUniform uniform(shader::Type::int4_t, tex.name + "_metadata", false, 1); uniforms.append(uniform); atomic_fallback_buffer_count++; diff --git a/source/blender/gpu/opengl/gl_shader.cc b/source/blender/gpu/opengl/gl_shader.cc index dd7848baa3f..9501bf73c90 100644 --- a/source/blender/gpu/opengl/gl_shader.cc +++ b/source/blender/gpu/opengl/gl_shader.cc @@ -96,62 +96,62 @@ static const char *to_string(const Interpolation &interp) static const char *to_string(const Type &type) { switch (type) { - case Type::FLOAT: + case Type::float_t: return "float"; - case Type::VEC2: + case Type::float2_t: return "vec2"; - case Type::VEC3: + case Type::float3_t: return "vec3"; - case Type::VEC4: + case Type::float4_t: return "vec4"; - case Type::MAT3: + case Type::float3x3_t: return "mat3"; - case Type::MAT4: + case Type::float4x4_t: return "mat4"; - case Type::UINT: + case Type::uint_t: return "uint"; - case Type::UVEC2: + case Type::uint2_t: return "uvec2"; - case Type::UVEC3: + case Type::uint3_t: return "uvec3"; - case Type::UVEC4: + case Type::uint4_t: return "uvec4"; - case Type::INT: + case Type::int_t: return "int"; - case Type::IVEC2: + case Type::int2_t: return "ivec2"; - case Type::IVEC3: + case Type::int3_t: return "ivec3"; - case Type::IVEC4: + case Type::int4_t: return "ivec4"; - case Type::BOOL: + case Type::bool_t: return "bool"; /* Alias special types. */ - case Type::UCHAR: - case Type::USHORT: + case Type::uchar_t: + case Type::ushort_t: return "uint"; - case Type::UCHAR2: - case Type::USHORT2: + case Type::uchar2_t: + case Type::ushort2_t: return "uvec2"; - case Type::UCHAR3: - case Type::USHORT3: + case Type::uchar3_t: + case Type::ushort3_t: return "uvec3"; - case Type::UCHAR4: - case Type::USHORT4: + case Type::uchar4_t: + case Type::ushort4_t: return "uvec4"; - case Type::CHAR: - case Type::SHORT: + case Type::char_t: + case Type::short_t: return "int"; - case Type::CHAR2: - case Type::SHORT2: + case Type::char2_t: + case Type::short2_t: return "ivec2"; - case Type::CHAR3: - case Type::SHORT3: + case Type::char3_t: + case Type::short3_t: return "ivec3"; - case Type::CHAR4: - case Type::SHORT4: + case Type::char4_t: + case Type::short4_t: return "ivec4"; - case Type::VEC3_101010I2: + case Type::float3_10_10_10_2_t: return "vec3"; } BLI_assert_unreachable(); @@ -161,48 +161,48 @@ static const char *to_string(const Type &type) static Type UNUSED_FUNCTION(to_component_type)(const Type &type) { switch (type) { - case Type::FLOAT: - case Type::VEC2: - case Type::VEC3: - case Type::VEC4: - case Type::MAT3: - case Type::MAT4: - return Type::FLOAT; - case Type::UINT: - case Type::UVEC2: - case Type::UVEC3: - case Type::UVEC4: - return Type::UINT; - case Type::INT: - case Type::IVEC2: - case Type::IVEC3: - case Type::IVEC4: - case Type::BOOL: - return Type::INT; + case Type::float_t: + case Type::float2_t: + case Type::float3_t: + case Type::float4_t: + case Type::float3x3_t: + case Type::float4x4_t: + return Type::float_t; + case Type::uint_t: + case Type::uint2_t: + case Type::uint3_t: + case Type::uint4_t: + return Type::uint_t; + case Type::int_t: + case Type::int2_t: + case Type::int3_t: + case Type::int4_t: + case Type::bool_t: + return Type::int_t; /* Alias special types. */ - case Type::UCHAR: - case Type::UCHAR2: - case Type::UCHAR3: - case Type::UCHAR4: - case Type::USHORT: - case Type::USHORT2: - case Type::USHORT3: - case Type::USHORT4: - return Type::UINT; - case Type::CHAR: - case Type::CHAR2: - case Type::CHAR3: - case Type::CHAR4: - case Type::SHORT: - case Type::SHORT2: - case Type::SHORT3: - case Type::SHORT4: - return Type::INT; - case Type::VEC3_101010I2: - return Type::FLOAT; + case Type::uchar_t: + case Type::uchar2_t: + case Type::uchar3_t: + case Type::uchar4_t: + case Type::ushort_t: + case Type::ushort2_t: + case Type::ushort3_t: + case Type::ushort4_t: + return Type::uint_t; + case Type::char_t: + case Type::char2_t: + case Type::char3_t: + case Type::char4_t: + case Type::short_t: + case Type::short2_t: + case Type::short3_t: + case Type::short4_t: + return Type::int_t; + case Type::float3_10_10_10_2_t: + return Type::float_t; } BLI_assert_unreachable(); - return Type::FLOAT; + return Type::float_t; } static const char *to_string(const eGPUTextureFormat &type) @@ -633,16 +633,16 @@ std::string GLShader::constants_declare() const const SpecializationConstant::Value &value = constants.values[constant_index]; switch (constant_type) { - case Type::INT: + case Type::int_t: ss << "const int " << name << "=" << std::to_string(value.i) << ";\n"; break; - case Type::UINT: + case Type::uint_t: ss << "const uint " << name << "=" << std::to_string(value.u) << "u;\n"; break; - case Type::BOOL: + case Type::bool_t: ss << "const bool " << name << "=" << (value.u ? "true" : "false") << ";\n"; break; - case Type::FLOAT: + case Type::float_t: /* Use uint representation to allow exact same bit pattern even if NaN. */ ss << "const float " << name << "= uintBitsToFloat(" << std::to_string(value.u) << "u);\n"; break; diff --git a/source/blender/gpu/opengl/gl_shader_interface.cc b/source/blender/gpu/opengl/gl_shader_interface.cc index d7754f54391..cb6eefc4593 100644 --- a/source/blender/gpu/opengl/gl_shader_interface.cc +++ b/source/blender/gpu/opengl/gl_shader_interface.cc @@ -157,35 +157,35 @@ static Type gpu_type_from_gl_type(int gl_type) { switch (gl_type) { case GL_FLOAT: - return Type::FLOAT; + return Type::float_t; case GL_FLOAT_VEC2: - return Type::VEC2; + return Type::float2_t; case GL_FLOAT_VEC3: - return Type::VEC3; + return Type::float3_t; case GL_FLOAT_VEC4: - return Type::VEC4; + return Type::float4_t; case GL_FLOAT_MAT3: - return Type::MAT3; + return Type::float3x3_t; case GL_FLOAT_MAT4: - return Type::MAT4; + return Type::float4x4_t; case GL_UNSIGNED_INT: - return Type::UINT; + return Type::uint_t; case GL_UNSIGNED_INT_VEC2: - return Type::UVEC2; + return Type::uint2_t; case GL_UNSIGNED_INT_VEC3: - return Type::UVEC3; + return Type::uint3_t; case GL_UNSIGNED_INT_VEC4: - return Type::UVEC4; + return Type::uint4_t; case GL_INT: - return Type::INT; + return Type::int_t; case GL_INT_VEC2: - return Type::IVEC2; + return Type::int2_t; case GL_INT_VEC3: - return Type::IVEC3; + return Type::int3_t; case GL_INT_VEC4: - return Type::IVEC4; + return Type::int4_t; case GL_BOOL: - return Type::BOOL; + return Type::bool_t; case GL_FLOAT_MAT2: case GL_FLOAT_MAT2x3: case GL_FLOAT_MAT2x4: @@ -196,7 +196,7 @@ static Type gpu_type_from_gl_type(int gl_type) default: BLI_assert(0); } - return Type::FLOAT; + return Type::float_t; } GLShaderInterface::GLShaderInterface(GLuint program) diff --git a/source/blender/gpu/shaders/gpu_glsl_cpp_stubs.hh b/source/blender/gpu/shaders/gpu_glsl_cpp_stubs.hh index fedb8c309ec..af04511e043 100644 --- a/source/blender/gpu/shaders/gpu_glsl_cpp_stubs.hh +++ b/source/blender/gpu/shaders/gpu_glsl_cpp_stubs.hh @@ -395,26 +395,6 @@ using bvec2 = bool2; using bvec3 = bool3; using bvec4 = bool4; -using FLOAT = float; -using VEC2 = float2; -using VEC3 = float3; -using VEC4 = float4; - -using INT = int; -using IVEC2 = int2; -using IVEC3 = int3; -using IVEC4 = int4; - -using UINT = uint; -using UVEC2 = uint2; -using UVEC3 = uint3; -using UVEC4 = uint4; - -using BOOL = bool; -using BVEC2 = bool2; -using BVEC3 = bool3; -using BVEC4 = bool4; - using bool32_t = uint; /** Packed types are needed for MSL which have different alignment rules for float3. */ @@ -519,9 +499,6 @@ using mat2 = float2x2; using mat3 = float3x3; using mat4 = float4x4; -using MAT4 = float4x4; -using MAT3 = float3x3; - /* Matrix reshaping functions. */ #define RESHAPE(mat_to, mat_from, ...) \ mat_to to_##mat_to(mat_from m) \ diff --git a/source/blender/gpu/shaders/infos/gpu_index_load_info.hh b/source/blender/gpu/shaders/infos/gpu_index_load_info.hh index 3fca9fd9648..9e23490adc1 100644 --- a/source/blender/gpu/shaders/infos/gpu_index_load_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_index_load_info.hh @@ -20,9 +20,9 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(gpu_index_buffer_load) -PUSH_CONSTANT(BOOL, gpu_index_no_buffer) -PUSH_CONSTANT(BOOL, gpu_index_16bit) -PUSH_CONSTANT(INT, gpu_index_base_index) +PUSH_CONSTANT(bool, gpu_index_no_buffer) +PUSH_CONSTANT(bool, gpu_index_16bit) +PUSH_CONSTANT(int, gpu_index_base_index) STORAGE_BUF_FREQ(GPU_SSBO_INDEX_BUF_SLOT, READ, uint, gpu_index_buf[], GEOMETRY) DEFINE("GPU_INDEX_LOAD") GPU_SHADER_CREATE_END() diff --git a/source/blender/gpu/shaders/infos/gpu_interface_info.hh b/source/blender/gpu/shaders/infos/gpu_interface_info.hh index 0b021d472c0..5b2af9ed80c 100644 --- a/source/blender/gpu/shaders/infos/gpu_interface_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_interface_info.hh @@ -11,35 +11,35 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_INTERFACE_INFO(flat_color_iface) -FLAT(VEC4, finalColor) +FLAT(float4, finalColor) GPU_SHADER_INTERFACE_END() GPU_SHADER_INTERFACE_INFO(no_perspective_color_iface) -NO_PERSPECTIVE(VEC4, finalColor) +NO_PERSPECTIVE(float4, finalColor) GPU_SHADER_INTERFACE_END() GPU_SHADER_INTERFACE_INFO(smooth_color_iface) -SMOOTH(VEC4, finalColor) +SMOOTH(float4, finalColor) GPU_SHADER_INTERFACE_END() GPU_SHADER_INTERFACE_INFO(smooth_tex_coord_interp_iface) -SMOOTH(VEC2, texCoord_interp) +SMOOTH(float2, texCoord_interp) GPU_SHADER_INTERFACE_END() GPU_SHADER_INTERFACE_INFO(smooth_radii_iface) -SMOOTH(VEC2, radii) +SMOOTH(float2, radii) GPU_SHADER_INTERFACE_END() GPU_SHADER_INTERFACE_INFO(smooth_radii_outline_iface) -SMOOTH(VEC4, radii) +SMOOTH(float4, radii) GPU_SHADER_INTERFACE_END() GPU_SHADER_INTERFACE_INFO(flat_color_smooth_tex_coord_interp_iface) -FLAT(VEC4, finalColor) -SMOOTH(VEC2, texCoord_interp) +FLAT(float4, finalColor) +SMOOTH(float2, texCoord_interp) GPU_SHADER_INTERFACE_END() GPU_SHADER_INTERFACE_INFO(smooth_icon_interp_iface) -SMOOTH(VEC2, texCoord_interp) -SMOOTH(VEC2, mask_coord_interp) +SMOOTH(float2, texCoord_interp) +SMOOTH(float2, mask_coord_interp) GPU_SHADER_INTERFACE_END() diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_area_borders_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_area_borders_info.hh index 6f13cfa22e8..3d2727df9ca 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_2D_area_borders_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_area_borders_info.hh @@ -16,21 +16,21 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_INTERFACE_INFO(smooth_uv_iface) -SMOOTH(VEC2, uv) +SMOOTH(float2, uv) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(gpu_shader_2D_area_borders) -VERTEX_IN(0, VEC2, pos) +VERTEX_IN(0, float2, pos) VERTEX_OUT(smooth_uv_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) -PUSH_CONSTANT(VEC4, rect) -PUSH_CONSTANT(VEC4, color) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) +PUSH_CONSTANT(float4, rect) +PUSH_CONSTANT(float4, color) /* Amount of pixels the border can cover. Scales rounded corner radius. */ -PUSH_CONSTANT(FLOAT, scale) +PUSH_CONSTANT(float, scale) /* Width of the border relative to the scale. Also affects rounded corner radius. */ -PUSH_CONSTANT(FLOAT, width) -PUSH_CONSTANT(INT, cornerLen) +PUSH_CONSTANT(float, width) +PUSH_CONSTANT(int, cornerLen) VERTEX_SOURCE("gpu_shader_2D_area_borders_vert.glsl") FRAGMENT_SOURCE("gpu_shader_2D_area_borders_frag.glsl") DO_STATIC_COMPILATION() diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_checker_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_checker_info.hh index 54c91d36f86..c06f30fc35a 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_2D_checker_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_checker_info.hh @@ -16,12 +16,12 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(gpu_shader_2D_checker) -VERTEX_IN(0, VEC2, pos) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) -PUSH_CONSTANT(VEC4, color1) -PUSH_CONSTANT(VEC4, color2) -PUSH_CONSTANT(INT, size) +VERTEX_IN(0, float2, pos) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) +PUSH_CONSTANT(float4, color1) +PUSH_CONSTANT(float4, color2) +PUSH_CONSTANT(int, size) VERTEX_SOURCE("gpu_shader_2D_vert.glsl") FRAGMENT_SOURCE("gpu_shader_checker_frag.glsl") DO_STATIC_COMPILATION() diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_diag_stripes_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_diag_stripes_info.hh index 405b6cfb293..74f1003e298 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_2D_diag_stripes_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_diag_stripes_info.hh @@ -16,13 +16,13 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(gpu_shader_2D_diag_stripes) -VERTEX_IN(0, VEC2, pos) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) -PUSH_CONSTANT(VEC4, color1) -PUSH_CONSTANT(VEC4, color2) -PUSH_CONSTANT(INT, size1) -PUSH_CONSTANT(INT, size2) +VERTEX_IN(0, float2, pos) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) +PUSH_CONSTANT(float4, color1) +PUSH_CONSTANT(float4, color2) +PUSH_CONSTANT(int, size1) +PUSH_CONSTANT(int, size2) VERTEX_SOURCE("gpu_shader_2D_vert.glsl") FRAGMENT_SOURCE("gpu_shader_diag_stripes_frag.glsl") DO_STATIC_COMPILATION() diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_desaturate_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_desaturate_color_info.hh index 9db9872df63..b7370ad6ab4 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_desaturate_color_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_desaturate_color_info.hh @@ -18,8 +18,8 @@ GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_desaturate_color) ADDITIONAL_INFO(gpu_shader_2D_image_common) -PUSH_CONSTANT(VEC4, color) -PUSH_CONSTANT(FLOAT, factor) +PUSH_CONSTANT(float4, color) +PUSH_CONSTANT(float, factor) FRAGMENT_SOURCE("gpu_shader_image_desaturate_frag.glsl") DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh index c41a3863fb8..2670ed2f0d6 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh @@ -17,11 +17,11 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_common) -VERTEX_IN(0, VEC2, pos) -VERTEX_IN(1, VEC2, texCoord) +VERTEX_IN(0, float2, pos) +VERTEX_IN(1, float2, texCoord) VERTEX_OUT(smooth_tex_coord_interp_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) SAMPLER(0, FLOAT_2D, image) VERTEX_SOURCE("gpu_shader_2D_image_vert.glsl") GPU_SHADER_CREATE_END() diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_merge_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_merge_info.hh index 5744b96daac..c800db794db 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_merge_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_merge_info.hh @@ -17,14 +17,14 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_overlays_merge) -VERTEX_IN(0, VEC2, pos) -VERTEX_IN(1, VEC2, texCoord) +VERTEX_IN(0, float2, pos) +VERTEX_IN(1, float2, texCoord) VERTEX_OUT(smooth_tex_coord_interp_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) -PUSH_CONSTANT(BOOL, display_transform) -PUSH_CONSTANT(BOOL, overlay) -PUSH_CONSTANT(BOOL, use_hdr) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) +PUSH_CONSTANT(bool, display_transform) +PUSH_CONSTANT(bool, overlay) +PUSH_CONSTANT(bool, use_hdr) /* Sampler slots should match OCIO's. */ SAMPLER(0, FLOAT_2D, image_texture) SAMPLER(1, FLOAT_2D, overlays_texture) @@ -35,11 +35,11 @@ GPU_SHADER_CREATE_END() /* Cycles display driver fallback shader. */ GPU_SHADER_CREATE_INFO(gpu_shader_cycles_display_fallback) -VERTEX_IN(0, VEC2, pos) -VERTEX_IN(1, VEC2, texCoord) +VERTEX_IN(0, float2, pos) +VERTEX_IN(1, float2, texCoord) VERTEX_OUT(smooth_tex_coord_interp_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(VEC2, fullscreen) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float2, fullscreen) SAMPLER(0, FLOAT_2D, image_texture) VERTEX_SOURCE("gpu_shader_display_fallback_vert.glsl") FRAGMENT_SOURCE("gpu_shader_display_fallback_frag.glsl") diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_stereo_merge_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_stereo_merge_info.hh index 7a263cdf9cd..96f1dbfc109 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_stereo_merge_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_stereo_merge_info.hh @@ -16,13 +16,13 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_overlays_stereo_merge) -VERTEX_IN(0, VEC2, pos) -FRAGMENT_OUT(0, VEC4, overlayColor) -FRAGMENT_OUT(1, VEC4, imageColor) +VERTEX_IN(0, float2, pos) +FRAGMENT_OUT(0, float4, overlayColor) +FRAGMENT_OUT(1, float4, imageColor) SAMPLER(0, FLOAT_2D, imageTexture) SAMPLER(1, FLOAT_2D, overlayTexture) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) -PUSH_CONSTANT(INT, stereoDisplaySettings) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) +PUSH_CONSTANT(int, stereoDisplaySettings) VERTEX_SOURCE("gpu_shader_2D_vert.glsl") FRAGMENT_SOURCE("gpu_shader_image_overlays_stereo_merge_frag.glsl") DO_STATIC_COMPILATION() diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_rect_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_rect_color_info.hh index b7317793aff..6822d7eefeb 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_rect_color_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_rect_color_info.hh @@ -18,11 +18,11 @@ GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_rect_color) VERTEX_OUT(smooth_tex_coord_interp_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) -PUSH_CONSTANT(VEC4, color) -PUSH_CONSTANT(VEC4, rect_icon) -PUSH_CONSTANT(VEC4, rect_geom) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) +PUSH_CONSTANT(float4, color) +PUSH_CONSTANT(float4, rect_icon) +PUSH_CONSTANT(float4, rect_geom) SAMPLER(0, FLOAT_2D, image) VERTEX_SOURCE("gpu_shader_2D_image_rect_vert.glsl") FRAGMENT_SOURCE("gpu_shader_image_color_frag.glsl") diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_shuffle_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_shuffle_color_info.hh index 5c239c2d106..f10bc596538 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_shuffle_color_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_shuffle_color_info.hh @@ -18,8 +18,8 @@ GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_shuffle_color) ADDITIONAL_INFO(gpu_shader_2D_image_common) -PUSH_CONSTANT(VEC4, color) -PUSH_CONSTANT(VEC4, shuffle) +PUSH_CONSTANT(float4, color) +PUSH_CONSTANT(float4, shuffle) FRAGMENT_SOURCE("gpu_shader_image_shuffle_color_frag.glsl") DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_node_socket_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_node_socket_info.hh index 49c3dfadab1..66f74cc0a89 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_2D_node_socket_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_node_socket_info.hh @@ -16,14 +16,14 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_INTERFACE_INFO(gpu_node_socket_iface) -FLAT(VEC4, finalColor) -FLAT(VEC4, finalOutlineColor) -FLAT(FLOAT, finalDotRadius) -FLAT(FLOAT, finalOutlineThickness) -FLAT(FLOAT, AAsize) -FLAT(VEC2, extrusion) -FLAT(INT, finalShape) -SMOOTH(VEC2, uv) +FLAT(float4, finalColor) +FLAT(float4, finalOutlineColor) +FLAT(float, finalDotRadius) +FLAT(float, finalOutlineThickness) +FLAT(float, AAsize) +FLAT(float2, extrusion) +FLAT(int, finalShape) +SMOOTH(float2, uv) GPU_SHADER_INTERFACE_END() /* TODO(lone_noel): Share with C code. */ @@ -32,9 +32,9 @@ GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(gpu_shader_2D_node_socket_shared) DEFINE_VALUE("MAX_SOCKET_PARAMETERS", STRINGIFY(MAX_SOCKET_PARAMETERS)) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) VERTEX_OUT(gpu_node_socket_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("gpu_shader_2D_node_socket_vert.glsl") FRAGMENT_SOURCE("gpu_shader_2D_node_socket_frag.glsl") GPU_SHADER_CREATE_END() @@ -45,13 +45,13 @@ DO_STATIC_COMPILATION() * to be violated in some drivers. For example, macOS 10.15f.4 and Intel Iris * causes #78307 when using gl_InstanceID outside of instance. */ DEFINE_VALUE("widgetID", "0") -PUSH_CONSTANT_ARRAY(VEC4, parameters, MAX_SOCKET_PARAMETERS) +PUSH_CONSTANT_ARRAY(float4, parameters, MAX_SOCKET_PARAMETERS) ADDITIONAL_INFO(gpu_shader_2D_node_socket_shared) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpu_shader_2D_node_socket_inst) DO_STATIC_COMPILATION() DEFINE_VALUE("widgetID", "gl_InstanceID") -PUSH_CONSTANT_ARRAY(VEC4, parameters, (MAX_SOCKET_PARAMETERS * MAX_SOCKET_INSTANCE)) +PUSH_CONSTANT_ARRAY(float4, parameters, (MAX_SOCKET_PARAMETERS * MAX_SOCKET_INSTANCE)) ADDITIONAL_INFO(gpu_shader_2D_node_socket_shared) GPU_SHADER_CREATE_END() diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_nodelink_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_nodelink_info.hh index 0e7b7c52733..3751f550c38 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_2D_nodelink_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_nodelink_info.hh @@ -16,26 +16,26 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_INTERFACE_INFO(nodelink_iface) -SMOOTH(VEC4, finalColor) -SMOOTH(VEC2, lineUV) -FLAT(FLOAT, lineLength) -FLAT(FLOAT, lineThickness) -FLAT(FLOAT, dashLength) -FLAT(FLOAT, dashFactor) -FLAT(INT, hasBackLink) -FLAT(FLOAT, dashAlpha) -FLAT(INT, isMainLine) -FLAT(FLOAT, aspect) +SMOOTH(float4, finalColor) +SMOOTH(float2, lineUV) +FLAT(float, lineLength) +FLAT(float, lineThickness) +FLAT(float, dashLength) +FLAT(float, dashFactor) +FLAT(int, hasBackLink) +FLAT(float, dashAlpha) +FLAT(int, isMainLine) +FLAT(float, aspect) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(gpu_shader_2D_nodelink) -VERTEX_IN(0, VEC2, uv) -VERTEX_IN(1, VEC2, pos) -VERTEX_IN(2, VEC2, expand) +VERTEX_IN(0, float2, uv) +VERTEX_IN(1, float2, pos) +VERTEX_IN(2, float2, expand) VERTEX_OUT(nodelink_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) UNIFORM_BUF_FREQ(0, NodeLinkData, node_link_data, PASS) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) VERTEX_SOURCE("gpu_shader_2D_nodelink_vert.glsl") FRAGMENT_SOURCE("gpu_shader_2D_nodelink_frag.glsl") TYPEDEF_SOURCE("GPU_shader_shared.hh") @@ -43,25 +43,25 @@ DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpu_shader_2D_nodelink_inst) -VERTEX_IN(0, VEC2, uv) -VERTEX_IN(1, VEC2, pos) -VERTEX_IN(2, VEC2, expand) -VERTEX_IN(3, VEC2, P0) -VERTEX_IN(4, VEC2, P1) -VERTEX_IN(5, VEC2, P2) -VERTEX_IN(6, VEC2, P3) -VERTEX_IN(7, UVEC4, colid_doarrow) -VERTEX_IN(8, VEC4, start_color) -VERTEX_IN(9, VEC4, end_color) -VERTEX_IN(10, UVEC2, domuted) -VERTEX_IN(11, FLOAT, dim_factor) -VERTEX_IN(12, FLOAT, thickness) -VERTEX_IN(13, VEC3, dash_params) -VERTEX_IN(14, INT, has_back_link) +VERTEX_IN(0, float2, uv) +VERTEX_IN(1, float2, pos) +VERTEX_IN(2, float2, expand) +VERTEX_IN(3, float2, P0) +VERTEX_IN(4, float2, P1) +VERTEX_IN(5, float2, P2) +VERTEX_IN(6, float2, P3) +VERTEX_IN(7, uint4, colid_doarrow) +VERTEX_IN(8, float4, start_color) +VERTEX_IN(9, float4, end_color) +VERTEX_IN(10, uint2, domuted) +VERTEX_IN(11, float, dim_factor) +VERTEX_IN(12, float, thickness) +VERTEX_IN(13, float3, dash_params) +VERTEX_IN(14, int, has_back_link) VERTEX_OUT(nodelink_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) UNIFORM_BUF_FREQ(0, NodeLinkInstanceData, node_link_data, PASS) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) VERTEX_SOURCE("gpu_shader_2D_nodelink_vert.glsl") FRAGMENT_SOURCE("gpu_shader_2D_nodelink_frag.glsl") TYPEDEF_SOURCE("GPU_shader_shared.hh") diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_aa_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_aa_info.hh index 0ef3490c73f..8a54d5ecb9c 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_aa_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_aa_info.hh @@ -18,12 +18,12 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(gpu_shader_2D_point_uniform_size_uniform_color_aa) -VERTEX_IN(0, VEC2, pos) +VERTEX_IN(0, float2, pos) VERTEX_OUT(smooth_radii_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) -PUSH_CONSTANT(VEC4, color) -PUSH_CONSTANT(FLOAT, size) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) +PUSH_CONSTANT(float4, color) +PUSH_CONSTANT(float, size) VERTEX_SOURCE("gpu_shader_2D_point_uniform_size_aa_vert.glsl") FRAGMENT_SOURCE("gpu_shader_point_uniform_color_aa_frag.glsl") ADDITIONAL_INFO(gpu_srgb_to_framebuffer_space) diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_outline_aa_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_outline_aa_info.hh index 74dc73b556d..cb14ab7e7b4 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_outline_aa_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_outline_aa_info.hh @@ -17,14 +17,14 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(gpu_shader_2D_point_uniform_size_uniform_color_outline_aa) -VERTEX_IN(0, VEC2, pos) +VERTEX_IN(0, float2, pos) VERTEX_OUT(smooth_radii_outline_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) -PUSH_CONSTANT(VEC4, color) -PUSH_CONSTANT(VEC4, outlineColor) -PUSH_CONSTANT(FLOAT, size) -PUSH_CONSTANT(FLOAT, outlineWidth) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) +PUSH_CONSTANT(float4, color) +PUSH_CONSTANT(float4, outlineColor) +PUSH_CONSTANT(float, size) +PUSH_CONSTANT(float, outlineWidth) VERTEX_SOURCE("gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl") FRAGMENT_SOURCE("gpu_shader_point_uniform_color_outline_aa_frag.glsl") DO_STATIC_COMPILATION() diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_point_varying_size_varying_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_point_varying_size_varying_color_info.hh index 78662e61b8d..b8112d636e9 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_2D_point_varying_size_varying_color_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_point_varying_size_varying_color_info.hh @@ -17,12 +17,12 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(gpu_shader_2D_point_varying_size_varying_color) -VERTEX_IN(0, VEC2, pos) -VERTEX_IN(1, FLOAT, size) -VERTEX_IN(2, VEC4, color) +VERTEX_IN(0, float2, pos) +VERTEX_IN(1, float, size) +VERTEX_IN(2, float4, color) VERTEX_OUT(smooth_color_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) VERTEX_SOURCE("gpu_shader_2D_point_varying_size_varying_color_vert.glsl") FRAGMENT_SOURCE("gpu_shader_point_varying_color_frag.glsl") DO_STATIC_COMPILATION() diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_widget_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_widget_info.hh index 12ce6d3d0e8..fd0901eaf14 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_2D_widget_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_widget_info.hh @@ -20,15 +20,15 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_INTERFACE_INFO(gpu_widget_iface) -FLAT(FLOAT, discardFac) -FLAT(FLOAT, lineWidth) -FLAT(VEC2, outRectSize) -FLAT(VEC4, borderColor) -FLAT(VEC4, embossColor) -FLAT(VEC4, outRoundCorners) -NO_PERSPECTIVE(FLOAT, butCo) -NO_PERSPECTIVE(VEC2, uvInterp) -NO_PERSPECTIVE(VEC4, innerColor) +FLAT(float, discardFac) +FLAT(float, lineWidth) +FLAT(float2, outRectSize) +FLAT(float4, borderColor) +FLAT(float4, embossColor) +FLAT(float4, outRoundCorners) +NO_PERSPECTIVE(float, butCo) +NO_PERSPECTIVE(float2, uvInterp) +NO_PERSPECTIVE(float4, innerColor) GPU_SHADER_INTERFACE_END() /* TODO(fclem): Share with C code. */ @@ -37,10 +37,10 @@ GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(gpu_shader_2D_widget_shared) DEFINE_VALUE("MAX_PARAM", STRINGIFY(MAX_PARAM)) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) -PUSH_CONSTANT(VEC3, checkerColorAndSize) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) +PUSH_CONSTANT(float3, checkerColorAndSize) VERTEX_OUT(gpu_widget_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("gpu_shader_2D_widget_base_vert.glsl") FRAGMENT_SOURCE("gpu_shader_2D_widget_base_frag.glsl") ADDITIONAL_INFO(gpu_srgb_to_framebuffer_space) @@ -52,30 +52,30 @@ DO_STATIC_COMPILATION() * to be violated in some drivers. For example, macOS 10.15f.4 and Intel Iris * causes #78307 when using gl_InstanceID outside of instance. */ DEFINE_VALUE("widgetID", "0") -PUSH_CONSTANT_ARRAY(VEC4, parameters, MAX_PARAM) +PUSH_CONSTANT_ARRAY(float4, parameters, MAX_PARAM) ADDITIONAL_INFO(gpu_shader_2D_widget_shared) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpu_shader_2D_widget_base_inst) DO_STATIC_COMPILATION() DEFINE_VALUE("widgetID", "gl_InstanceID") -PUSH_CONSTANT_ARRAY(VEC4, parameters, (MAX_PARAM * MAX_INSTANCE)) +PUSH_CONSTANT_ARRAY(float4, parameters, (MAX_PARAM * MAX_INSTANCE)) ADDITIONAL_INFO(gpu_shader_2D_widget_shared) GPU_SHADER_CREATE_END() GPU_SHADER_INTERFACE_INFO(gpu_widget_shadow_iface) -SMOOTH(FLOAT, shadowFalloff) -SMOOTH(FLOAT, innerMask) +SMOOTH(float, shadowFalloff) +SMOOTH(float, innerMask) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(gpu_shader_2D_widget_shadow) DO_STATIC_COMPILATION() -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) -PUSH_CONSTANT_ARRAY(VEC4, parameters, 4) -PUSH_CONSTANT(FLOAT, alpha) -VERTEX_IN(0, UINT, vflag) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) +PUSH_CONSTANT_ARRAY(float4, parameters, 4) +PUSH_CONSTANT(float, alpha) +VERTEX_IN(0, uint, vflag) VERTEX_OUT(gpu_widget_shadow_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("gpu_shader_2D_widget_shadow_vert.glsl") FRAGMENT_SOURCE("gpu_shader_2D_widget_shadow_frag.glsl") GPU_SHADER_CREATE_END() diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_depth_only_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_depth_only_info.hh index 4f8a4004270..90e687bca36 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_3D_depth_only_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_depth_only_info.hh @@ -18,9 +18,9 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(gpu_shader_3D_depth_only) -VERTEX_IN(0, VEC3, pos) +VERTEX_IN(0, float3, pos) VERTEX_OUT(flat_color_iface) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) VERTEX_SOURCE("gpu_shader_3D_vert.glsl") FRAGMENT_SOURCE("gpu_shader_depth_only_frag.glsl") DO_STATIC_COMPILATION() diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_flat_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_flat_color_info.hh index a8fed26f91a..70098ec403d 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_3D_flat_color_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_flat_color_info.hh @@ -19,11 +19,11 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(gpu_shader_3D_flat_color) -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, VEC4, color) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float4, color) VERTEX_OUT(flat_color_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) VERTEX_SOURCE("gpu_shader_3D_flat_color_vert.glsl") FRAGMENT_SOURCE("gpu_shader_flat_color_frag.glsl") ADDITIONAL_INFO(gpu_srgb_to_framebuffer_space) diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_image_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_image_info.hh index adf94b3be0d..052e2e431b7 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_3D_image_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_image_info.hh @@ -17,11 +17,11 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(gpu_shader_3D_image_common) -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, VEC2, texCoord) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float2, texCoord) VERTEX_OUT(smooth_tex_coord_interp_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) SAMPLER(0, FLOAT_2D, image) VERTEX_SOURCE("gpu_shader_3D_image_vert.glsl") GPU_SHADER_CREATE_END() @@ -34,7 +34,7 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpu_shader_3D_image_color) ADDITIONAL_INFO(gpu_shader_3D_image_common) -PUSH_CONSTANT(VEC4, color) +PUSH_CONSTANT(float4, color) FRAGMENT_SOURCE("gpu_shader_image_color_frag.glsl") DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_point_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_point_info.hh index 57d70e3c244..00d23f04b06 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_3D_point_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_point_info.hh @@ -19,24 +19,24 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_varying_size_varying_color) -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, VEC4, color) -VERTEX_IN(2, FLOAT, size) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float4, color) +VERTEX_IN(2, float, size) VERTEX_OUT(smooth_color_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) VERTEX_SOURCE("gpu_shader_3D_point_varying_size_varying_color_vert.glsl") FRAGMENT_SOURCE("gpu_shader_point_varying_color_frag.glsl") DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_uniform_size_uniform_color_aa) -VERTEX_IN(0, VEC3, pos) +VERTEX_IN(0, float3, pos) VERTEX_OUT(smooth_radii_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) -PUSH_CONSTANT(VEC4, color) -PUSH_CONSTANT(FLOAT, size) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) +PUSH_CONSTANT(float4, color) +PUSH_CONSTANT(float, size) VERTEX_SOURCE("gpu_shader_3D_point_uniform_size_aa_vert.glsl") FRAGMENT_SOURCE("gpu_shader_point_uniform_color_aa_frag.glsl") ADDITIONAL_INFO(gpu_srgb_to_framebuffer_space) diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_polyline_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_polyline_info.hh index 189205a80e0..73537eed2b6 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_3D_polyline_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_polyline_info.hh @@ -20,25 +20,25 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_INTERFACE_INFO(gpu_shader_3D_polyline_iface) -SMOOTH(VEC4, final_color) -SMOOTH(FLOAT, clip) -NO_PERSPECTIVE(FLOAT, smoothline) +SMOOTH(float4, final_color) +SMOOTH(float, clip) +NO_PERSPECTIVE(float, smoothline) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline) DEFINE_VALUE("SMOOTH_WIDTH", "1.0f") -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) -PUSH_CONSTANT(VEC2, viewportSize) -PUSH_CONSTANT(FLOAT, lineWidth) -PUSH_CONSTANT(BOOL, lineSmooth) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) +PUSH_CONSTANT(float2, viewportSize) +PUSH_CONSTANT(float, lineWidth) +PUSH_CONSTANT(bool, lineSmooth) STORAGE_BUF_FREQ(GPU_SSBO_POLYLINE_POS_BUF_SLOT, READ, float, pos[], GEOMETRY) -PUSH_CONSTANT(IVEC2, gpu_attr_0) -PUSH_CONSTANT(IVEC3, gpu_vert_stride_count_offset) -PUSH_CONSTANT(INT, gpu_attr_0_len) -PUSH_CONSTANT(BOOL, gpu_attr_0_fetch_int) -PUSH_CONSTANT(BOOL, gpu_attr_1_fetch_unorm8) +PUSH_CONSTANT(int2, gpu_attr_0) +PUSH_CONSTANT(int3, gpu_vert_stride_count_offset) +PUSH_CONSTANT(int, gpu_attr_0_len) +PUSH_CONSTANT(bool, gpu_attr_0_fetch_int) +PUSH_CONSTANT(bool, gpu_attr_1_fetch_unorm8) VERTEX_OUT(gpu_shader_3D_polyline_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("gpu_shader_3D_polyline_vert.glsl") FRAGMENT_SOURCE("gpu_shader_3D_polyline_frag.glsl") ADDITIONAL_INFO(gpu_srgb_to_framebuffer_space) @@ -48,15 +48,15 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline_uniform_color) DO_STATIC_COMPILATION() DEFINE("UNIFORM") -PUSH_CONSTANT(VEC4, color) +PUSH_CONSTANT(float4, color) ADDITIONAL_INFO(gpu_shader_3D_polyline) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline_uniform_color_clipped) DO_STATIC_COMPILATION() /* TODO(fclem): Put in a UBO to fit the 128byte requirement. */ -PUSH_CONSTANT(MAT4, ModelMatrix) -PUSH_CONSTANT(VEC4, ClipPlane) +PUSH_CONSTANT(float4x4, ModelMatrix) +PUSH_CONSTANT(float4, ClipPlane) DEFINE("CLIP") ADDITIONAL_INFO(gpu_shader_3D_polyline_uniform_color) GPU_SHADER_CREATE_END() @@ -65,8 +65,8 @@ GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline_flat_color) DO_STATIC_COMPILATION() DEFINE("FLAT") STORAGE_BUF_FREQ(GPU_SSBO_POLYLINE_COL_BUF_SLOT, READ, float, color[], GEOMETRY) -PUSH_CONSTANT(IVEC2, gpu_attr_1) -PUSH_CONSTANT(INT, gpu_attr_1_len) +PUSH_CONSTANT(int2, gpu_attr_1) +PUSH_CONSTANT(int, gpu_attr_1_len) ADDITIONAL_INFO(gpu_shader_3D_polyline) GPU_SHADER_CREATE_END() @@ -74,7 +74,7 @@ GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline_smooth_color) DO_STATIC_COMPILATION() DEFINE("SMOOTH") STORAGE_BUF_FREQ(GPU_SSBO_POLYLINE_COL_BUF_SLOT, READ, float, color[], GEOMETRY) -PUSH_CONSTANT(IVEC2, gpu_attr_1) -PUSH_CONSTANT(INT, gpu_attr_1_len) +PUSH_CONSTANT(int2, gpu_attr_1) +PUSH_CONSTANT(int, gpu_attr_1_len) ADDITIONAL_INFO(gpu_shader_3D_polyline) GPU_SHADER_CREATE_END() diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_smooth_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_smooth_color_info.hh index 1c077b419fc..3c70f7b2f74 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_3D_smooth_color_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_smooth_color_info.hh @@ -19,11 +19,11 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(gpu_shader_3D_smooth_color) -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, VEC4, color) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float4, color) VERTEX_OUT(smooth_color_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) VERTEX_SOURCE("gpu_shader_3D_smooth_color_vert.glsl") FRAGMENT_SOURCE("gpu_shader_3D_smooth_color_frag.glsl") ADDITIONAL_INFO(gpu_srgb_to_framebuffer_space) diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_uniform_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_uniform_color_info.hh index 60abe902952..c3af1c885a1 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_3D_uniform_color_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_uniform_color_info.hh @@ -18,10 +18,10 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(gpu_shader_3D_uniform_color) -VERTEX_IN(0, VEC3, pos) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) -PUSH_CONSTANT(VEC4, color) +VERTEX_IN(0, float3, pos) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) +PUSH_CONSTANT(float4, color) VERTEX_SOURCE("gpu_shader_3D_vert.glsl") FRAGMENT_SOURCE("gpu_shader_uniform_color_frag.glsl") ADDITIONAL_INFO(gpu_srgb_to_framebuffer_space) @@ -36,13 +36,13 @@ GPU_SHADER_CREATE_END() /* Confusing naming convention. But this is a version with only one local clip plane. */ GPU_SHADER_CREATE_INFO(gpu_shader_3D_clipped_uniform_color) -VERTEX_IN(0, VEC3, pos) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) -PUSH_CONSTANT(VEC4, color) +VERTEX_IN(0, float3, pos) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) +PUSH_CONSTANT(float4, color) /* TODO(@fclem): Put those two to one UBO. */ -PUSH_CONSTANT(MAT4, ModelMatrix) -PUSH_CONSTANT(VEC4, ClipPlane) +PUSH_CONSTANT(float4x4, ModelMatrix) +PUSH_CONSTANT(float4, ClipPlane) VERTEX_SOURCE("gpu_shader_3D_clipped_uniform_color_vert.glsl") FRAGMENT_SOURCE("gpu_shader_uniform_color_frag.glsl") ADDITIONAL_INFO(gpu_srgb_to_framebuffer_space) diff --git a/source/blender/gpu/shaders/infos/gpu_shader_gpencil_stroke_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_gpencil_stroke_info.hh index c27a37c9126..8e197f0bd85 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_gpencil_stroke_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_gpencil_stroke_info.hh @@ -16,18 +16,18 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_NAMED_INTERFACE_INFO(gpencil_stroke_vert_iface, interp) -SMOOTH(VEC4, mColor) -SMOOTH(VEC2, mTexCoord) +SMOOTH(float4, mColor) +SMOOTH(float2, mTexCoord) GPU_SHADER_NAMED_INTERFACE_END(interp) GPU_SHADER_CREATE_INFO(gpu_shader_gpencil_stroke) TYPEDEF_SOURCE("GPU_shader_shared.hh") STORAGE_BUF_FREQ(0, READ, GreasePencilStrokeData, gp_vert_data[], GEOMETRY) VERTEX_OUT(gpencil_stroke_vert_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) UNIFORM_BUF(0, GPencilStrokeData, gpencil_stroke_data) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) -PUSH_CONSTANT(MAT4, ProjectionMatrix) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) +PUSH_CONSTANT(float4x4, ProjectionMatrix) FRAGMENT_SOURCE("gpu_shader_gpencil_stroke_frag.glsl") VERTEX_SOURCE("gpu_shader_gpencil_stroke_vert.glsl") DO_STATIC_COMPILATION() diff --git a/source/blender/gpu/shaders/infos/gpu_shader_icon_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_icon_info.hh index 8620c9fae8f..fd84f9759bc 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_icon_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_icon_info.hh @@ -20,12 +20,12 @@ GPU_SHADER_CREATE_INFO(gpu_shader_icon) DEFINE("DO_CORNER_MASKING") VERTEX_OUT(smooth_icon_interp_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) -PUSH_CONSTANT(VEC4, finalColor) -PUSH_CONSTANT(VEC4, rect_icon) -PUSH_CONSTANT(VEC4, rect_geom) -PUSH_CONSTANT(FLOAT, text_width) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) +PUSH_CONSTANT(float4, finalColor) +PUSH_CONSTANT(float4, rect_icon) +PUSH_CONSTANT(float4, rect_geom) +PUSH_CONSTANT(float, text_width) SAMPLER(0, FLOAT_2D, image) VERTEX_SOURCE("gpu_shader_icon_vert.glsl") FRAGMENT_SOURCE("gpu_shader_icon_frag.glsl") @@ -33,9 +33,9 @@ DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpu_shader_icon_multi) -VERTEX_IN(0, VEC2, pos) +VERTEX_IN(0, float2, pos) VERTEX_OUT(flat_color_smooth_tex_coord_interp_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) UNIFORM_BUF(0, MultiIconCallData, multi_icon_data) SAMPLER(0, FLOAT_2D, image) TYPEDEF_SOURCE("GPU_shader_shared.hh") diff --git a/source/blender/gpu/shaders/infos/gpu_shader_index_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_index_info.hh index c82526ef506..32822bbb55e 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_index_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_index_info.hh @@ -18,8 +18,8 @@ GPU_SHADER_CREATE_INFO(gpu_shader_index_2d_array_points) LOCAL_GROUP_SIZE(16, 16, 1) -PUSH_CONSTANT(INT, elements_per_curve) -PUSH_CONSTANT(INT, ncurves) +PUSH_CONSTANT(int, elements_per_curve) +PUSH_CONSTANT(int, ncurves) STORAGE_BUF(0, WRITE, uint, out_indices[]) COMPUTE_SOURCE("gpu_shader_index_2d_array_points.glsl") DO_STATIC_COMPILATION() @@ -27,8 +27,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpu_shader_index_2d_array_lines) LOCAL_GROUP_SIZE(16, 16, 1) -PUSH_CONSTANT(INT, elements_per_curve) -PUSH_CONSTANT(INT, ncurves) +PUSH_CONSTANT(int, elements_per_curve) +PUSH_CONSTANT(int, ncurves) STORAGE_BUF(0, WRITE, uint, out_indices[]) COMPUTE_SOURCE("gpu_shader_index_2d_array_lines.glsl") DO_STATIC_COMPILATION() @@ -36,8 +36,8 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpu_shader_index_2d_array_tris) LOCAL_GROUP_SIZE(16, 16, 1) -PUSH_CONSTANT(INT, elements_per_curve) -PUSH_CONSTANT(INT, ncurves) +PUSH_CONSTANT(int, elements_per_curve) +PUSH_CONSTANT(int, ncurves) STORAGE_BUF(0, WRITE, uint, out_indices[]) COMPUTE_SOURCE("gpu_shader_index_2d_array_tris.glsl") DO_STATIC_COMPILATION() diff --git a/source/blender/gpu/shaders/infos/gpu_shader_keyframe_shape_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_keyframe_shape_info.hh index f481fdc49b1..f83acbd4ea5 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_keyframe_shape_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_keyframe_shape_info.hh @@ -16,25 +16,25 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_INTERFACE_INFO(keyframe_shape_iface) -FLAT(VEC4, finalColor) -FLAT(VEC4, finalOutlineColor) -FLAT(VEC4, radii) -FLAT(VEC4, thresholds) -FLAT(UINT, finalFlags) +FLAT(float4, finalColor) +FLAT(float4, finalOutlineColor) +FLAT(float4, radii) +FLAT(float4, thresholds) +FLAT(uint, finalFlags) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(gpu_shader_keyframe_shape) TYPEDEF_SOURCE("GPU_shader_shared.hh") -VERTEX_IN(0, VEC4, color) -VERTEX_IN(1, VEC4, outlineColor) -VERTEX_IN(2, VEC2, pos) -VERTEX_IN(3, FLOAT, size) -VERTEX_IN(4, UINT, flags) +VERTEX_IN(0, float4, color) +VERTEX_IN(1, float4, outlineColor) +VERTEX_IN(2, float2, pos) +VERTEX_IN(3, float, size) +VERTEX_IN(4, uint, flags) VERTEX_OUT(keyframe_shape_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) -PUSH_CONSTANT(VEC2, ViewportSize) -PUSH_CONSTANT(FLOAT, outline_scale) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) +PUSH_CONSTANT(float2, ViewportSize) +PUSH_CONSTANT(float, outline_scale) VERTEX_SOURCE("gpu_shader_keyframe_shape_vert.glsl") FRAGMENT_SOURCE("gpu_shader_keyframe_shape_frag.glsl") DO_STATIC_COMPILATION() diff --git a/source/blender/gpu/shaders/infos/gpu_shader_line_dashed_uniform_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_line_dashed_uniform_color_info.hh index 9fcc119b06e..dd95fb2e968 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_line_dashed_uniform_color_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_line_dashed_uniform_color_info.hh @@ -19,30 +19,30 @@ /* We leverage hardware interpolation to compute distance along the line. */ GPU_SHADER_INTERFACE_INFO(gpu_shader_line_dashed_interface) -NO_PERSPECTIVE(VEC2, stipple_start) /* In screen space */ -FLAT(VEC2, stipple_pos) +NO_PERSPECTIVE(float2, stipple_start) /* In screen space */ +FLAT(float2, stipple_pos) GPU_SHADER_INTERFACE_END() /* In screen space */ GPU_SHADER_CREATE_INFO(gpu_shader_3D_line_dashed_uniform_color) -VERTEX_IN(0, VEC3, pos) +VERTEX_IN(0, float3, pos) VERTEX_OUT(flat_color_iface) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) -PUSH_CONSTANT(VEC2, viewport_size) -PUSH_CONSTANT(FLOAT, dash_width) -PUSH_CONSTANT(FLOAT, udash_factor) /* if > 1.0f, solid line. */ +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) +PUSH_CONSTANT(float2, viewport_size) +PUSH_CONSTANT(float, dash_width) +PUSH_CONSTANT(float, udash_factor) /* if > 1.0f, solid line. */ /* TODO(fclem): Remove this. And decide to discard if color2 alpha is 0. */ -PUSH_CONSTANT(INT, colors_len) /* Enabled if > 0, 1 for solid line. */ -PUSH_CONSTANT(VEC4, color) -PUSH_CONSTANT(VEC4, color2) +PUSH_CONSTANT(int, colors_len) /* Enabled if > 0, 1 for solid line. */ +PUSH_CONSTANT(float4, color) +PUSH_CONSTANT(float4, color2) VERTEX_OUT(gpu_shader_line_dashed_interface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) VERTEX_SOURCE("gpu_shader_3D_line_dashed_uniform_color_vert.glsl") FRAGMENT_SOURCE("gpu_shader_2D_line_dashed_frag.glsl") DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpu_shader_3D_line_dashed_uniform_color_clipped) -PUSH_CONSTANT(MAT4, ModelMatrix) +PUSH_CONSTANT(float4x4, ModelMatrix) ADDITIONAL_INFO(gpu_shader_3D_line_dashed_uniform_color) ADDITIONAL_INFO(gpu_clip_planes) DO_STATIC_COMPILATION() diff --git a/source/blender/gpu/shaders/infos/gpu_shader_sequencer_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_sequencer_info.hh index af9a4a836e2..3ce8b63c188 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_sequencer_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_sequencer_info.hh @@ -17,14 +17,14 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_INTERFACE_INFO(gpu_seq_strip_iface) -NO_PERSPECTIVE(VEC2, co_interp) -FLAT(UINT, strip_id) +NO_PERSPECTIVE(float2, co_interp) +FLAT(uint, strip_id) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(gpu_shader_sequencer_strips) VERTEX_OUT(gpu_seq_strip_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) UNIFORM_BUF(0, SeqStripDrawData, strip_data[GPU_SEQ_STRIP_DRAW_DATA_LEN]) UNIFORM_BUF(1, SeqContextDrawData, context_data) TYPEDEF_SOURCE("GPU_shader_shared.hh") @@ -34,15 +34,15 @@ DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() GPU_SHADER_INTERFACE_INFO(gpu_seq_thumb_iface) -NO_PERSPECTIVE(VEC2, pos_interp) -NO_PERSPECTIVE(VEC2, texCoord_interp) -FLAT(UINT, thumb_id) +NO_PERSPECTIVE(float2, pos_interp) +NO_PERSPECTIVE(float2, texCoord_interp) +FLAT(uint, thumb_id) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(gpu_shader_sequencer_thumbs) VERTEX_OUT(gpu_seq_thumb_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) UNIFORM_BUF(0, SeqStripThumbData, thumb_data[GPU_SEQ_STRIP_DRAW_DATA_LEN]) UNIFORM_BUF(1, SeqContextDrawData, context_data) SAMPLER(0, FLOAT_2D, image) diff --git a/source/blender/gpu/shaders/infos/gpu_shader_simple_lighting_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_simple_lighting_info.hh index 617e2c79ae8..c8adefd50e1 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_simple_lighting_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_simple_lighting_info.hh @@ -16,17 +16,17 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_INTERFACE_INFO(smooth_normal_iface) -SMOOTH(VEC3, normal) +SMOOTH(float3, normal) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(gpu_shader_simple_lighting) -VERTEX_IN(0, VEC3, pos) -VERTEX_IN(1, VEC3, nor) +VERTEX_IN(0, float3, pos) +VERTEX_IN(1, float3, nor) VERTEX_OUT(smooth_normal_iface) -FRAGMENT_OUT(0, VEC4, fragColor) +FRAGMENT_OUT(0, float4, fragColor) UNIFORM_BUF_FREQ(0, SimpleLightingData, simple_lighting_data, PASS) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) -PUSH_CONSTANT(MAT3, NormalMatrix) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) +PUSH_CONSTANT(float3x3, NormalMatrix) TYPEDEF_SOURCE("GPU_shader_shared.hh") VERTEX_SOURCE("gpu_shader_3D_normal_vert.glsl") FRAGMENT_SOURCE("gpu_shader_simple_lighting_frag.glsl") diff --git a/source/blender/gpu/shaders/infos/gpu_shader_test_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_test_info.hh index 8ed92bb85d7..6fe7fea71e9 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_test_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_test_info.hh @@ -18,7 +18,7 @@ GPU_SHADER_CREATE_INFO(gpu_shader_test) TYPEDEF_SOURCE("GPU_shader_shared.hh") -FRAGMENT_OUT(0, UVEC4, out_test) +FRAGMENT_OUT(0, uint4, out_test) ADDITIONAL_INFO(draw_fullscreen) GPU_SHADER_CREATE_END() @@ -80,35 +80,35 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpu_push_constants_test) ADDITIONAL_INFO(gpu_push_constants_base_test) -PUSH_CONSTANT(FLOAT, float_in) -PUSH_CONSTANT(VEC2, vec2_in) -PUSH_CONSTANT(VEC3, vec3_in) -PUSH_CONSTANT(VEC4, vec4_in) +PUSH_CONSTANT(float, float_in) +PUSH_CONSTANT(float2, vec2_in) +PUSH_CONSTANT(float3, vec3_in) +PUSH_CONSTANT(float4, vec4_in) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() /* Push constants size test. */ GPU_SHADER_CREATE_INFO(gpu_push_constants_128bytes_test) ADDITIONAL_INFO(gpu_push_constants_test) -PUSH_CONSTANT_ARRAY(FLOAT, filler, 20) +PUSH_CONSTANT_ARRAY(float, filler, 20) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpu_push_constants_256bytes_test) ADDITIONAL_INFO(gpu_push_constants_128bytes_test) -PUSH_CONSTANT_ARRAY(FLOAT, filler2, 32) +PUSH_CONSTANT_ARRAY(float, filler2, 32) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpu_push_constants_512bytes_test) ADDITIONAL_INFO(gpu_push_constants_256bytes_test) -PUSH_CONSTANT_ARRAY(FLOAT, filler3, 64) +PUSH_CONSTANT_ARRAY(float, filler3, 64) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpu_push_constants_8192bytes_test) ADDITIONAL_INFO(gpu_push_constants_512bytes_test) -PUSH_CONSTANT_ARRAY(FLOAT, filler4, 1920) +PUSH_CONSTANT_ARRAY(float, filler4, 1920) DO_STATIC_COMPILATION() GPU_SHADER_CREATE_END() @@ -124,10 +124,10 @@ GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpu_specialization_constants_base_test) STORAGE_BUF(0, WRITE, int, data_out[]) -SPECIALIZATION_CONSTANT(FLOAT, float_in, 2) -SPECIALIZATION_CONSTANT(UINT, uint_in, 3) -SPECIALIZATION_CONSTANT(INT, int_in, 4) -SPECIALIZATION_CONSTANT(BOOL, bool_in, true) +SPECIALIZATION_CONSTANT(float, float_in, 2) +SPECIALIZATION_CONSTANT(uint, uint_in, 3) +SPECIALIZATION_CONSTANT(int, int_in, 4) +SPECIALIZATION_CONSTANT(bool, bool_in, true) GPU_SHADER_CREATE_END() GPU_SHADER_CREATE_INFO(gpu_compute_specialization_test) diff --git a/source/blender/gpu/shaders/infos/gpu_shader_text_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_text_info.hh index de67a47a805..ad35b5739e0 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_text_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_text_info.hh @@ -17,24 +17,24 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_INTERFACE_INFO(text_iface) -FLAT(VEC4, color_flat) -NO_PERSPECTIVE(VEC2, texCoord_interp) -FLAT(INT, glyph_offset) -FLAT(UINT, glyph_flags) -FLAT(IVEC2, glyph_dim) +FLAT(float4, color_flat) +NO_PERSPECTIVE(float2, texCoord_interp) +FLAT(int, glyph_offset) +FLAT(uint, glyph_flags) +FLAT(int2, glyph_dim) GPU_SHADER_INTERFACE_END() GPU_SHADER_CREATE_INFO(gpu_shader_text) -VERTEX_IN(0, VEC4, pos) -VERTEX_IN(1, VEC4, col) -VERTEX_IN(2, IVEC2, glyph_size) -VERTEX_IN(3, INT, offset) -VERTEX_IN(4, UINT, flags) +VERTEX_IN(0, float4, pos) +VERTEX_IN(1, float4, col) +VERTEX_IN(2, int2, glyph_size) +VERTEX_IN(3, int, offset) +VERTEX_IN(4, uint, flags) VERTEX_OUT(text_iface) -FRAGMENT_OUT(0, VEC4, fragColor) -PUSH_CONSTANT(MAT4, ModelViewProjectionMatrix) -PUSH_CONSTANT(INT, glyph_tex_width_mask) -PUSH_CONSTANT(INT, glyph_tex_width_shift) +FRAGMENT_OUT(0, float4, fragColor) +PUSH_CONSTANT(float4x4, ModelViewProjectionMatrix) +PUSH_CONSTANT(int, glyph_tex_width_mask) +PUSH_CONSTANT(int, glyph_tex_width_shift) SAMPLER_FREQ(0, FLOAT_2D, glyph, PASS) VERTEX_SOURCE("gpu_shader_text_vert.glsl") FRAGMENT_SOURCE("gpu_shader_text_frag.glsl") diff --git a/source/blender/gpu/shaders/infos/gpu_srgb_to_framebuffer_space_info.hh b/source/blender/gpu/shaders/infos/gpu_srgb_to_framebuffer_space_info.hh index fcb7bd353e4..786888f7661 100644 --- a/source/blender/gpu/shaders/infos/gpu_srgb_to_framebuffer_space_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_srgb_to_framebuffer_space_info.hh @@ -16,6 +16,6 @@ #include "gpu_shader_create_info.hh" GPU_SHADER_CREATE_INFO(gpu_srgb_to_framebuffer_space) -PUSH_CONSTANT(BOOL, srgbTarget) +PUSH_CONSTANT(bool, srgbTarget) DEFINE("blender_srgb_to_framebuffer_space(a) a") GPU_SHADER_CREATE_END() diff --git a/source/blender/gpu/tests/framebuffer_test.cc b/source/blender/gpu/tests/framebuffer_test.cc index d821769860f..74aefc9b592 100644 --- a/source/blender/gpu/tests/framebuffer_test.cc +++ b/source/blender/gpu/tests/framebuffer_test.cc @@ -283,7 +283,7 @@ static void test_framebuffer_multi_viewport() create_info.vertex_source("gpu_framebuffer_layer_viewport_test.glsl"); create_info.fragment_source("gpu_framebuffer_layer_viewport_test.glsl"); create_info.builtins(BuiltinBits::VIEWPORT_INDEX | BuiltinBits::LAYER); - create_info.fragment_out(0, Type::IVEC2, "out_value"); + create_info.fragment_out(0, Type::int2_t, "out_value"); GPUShader *shader = GPU_shader_create_from_info( reinterpret_cast(&create_info)); @@ -352,7 +352,7 @@ static void test_framebuffer_subpass_input() create_info_write.define("WRITE"); create_info_write.vertex_source("gpu_framebuffer_subpass_input_test.glsl"); create_info_write.fragment_source("gpu_framebuffer_subpass_input_test.glsl"); - create_info_write.fragment_out(0, Type::INT, "out_value", DualBlend::NONE, 0); + create_info_write.fragment_out(0, Type::int_t, "out_value", DualBlend::NONE, 0); GPUShader *shader_write = GPU_shader_create_from_info( reinterpret_cast(&create_info_write)); @@ -361,8 +361,8 @@ static void test_framebuffer_subpass_input() create_info_read.define("READ"); create_info_read.vertex_source("gpu_framebuffer_subpass_input_test.glsl"); create_info_read.fragment_source("gpu_framebuffer_subpass_input_test.glsl"); - create_info_read.subpass_in(0, Type::INT, ImageType::INT_2D, "in_value", 0); - create_info_read.fragment_out(1, Type::INT, "out_value"); + create_info_read.subpass_in(0, Type::int_t, ImageType::INT_2D, "in_value", 0); + create_info_read.fragment_out(1, Type::int_t, "out_value"); GPUShader *shader_read = GPU_shader_create_from_info( reinterpret_cast(&create_info_read)); diff --git a/source/blender/gpu/vulkan/tests/vk_memory_layout_test.cc b/source/blender/gpu/vulkan/tests/vk_memory_layout_test.cc index ec9efef5957..7b73d20c15e 100644 --- a/source/blender/gpu/vulkan/tests/vk_memory_layout_test.cc +++ b/source/blender/gpu/vulkan/tests/vk_memory_layout_test.cc @@ -25,7 +25,7 @@ TEST(std140, fl) { uint32_t offset = 0; - def_attr(shader::Type::FLOAT, 0, 0, 4, &offset); + def_attr(shader::Type::float_t, 0, 0, 4, &offset); align_end_of_struct(&offset); EXPECT_EQ(offset, 16); @@ -35,8 +35,8 @@ TEST(std140, _2fl) { uint32_t offset = 0; - def_attr(shader::Type::FLOAT, 0, 0, 4, &offset); - def_attr(shader::Type::FLOAT, 0, 4, 8, &offset); + def_attr(shader::Type::float_t, 0, 0, 4, &offset); + def_attr(shader::Type::float_t, 0, 4, 8, &offset); align_end_of_struct(&offset); EXPECT_EQ(offset, 16); @@ -46,9 +46,9 @@ TEST(std140, _3fl) { uint32_t offset = 0; - def_attr(shader::Type::FLOAT, 0, 0, 4, &offset); - def_attr(shader::Type::FLOAT, 0, 4, 8, &offset); - def_attr(shader::Type::FLOAT, 0, 8, 12, &offset); + def_attr(shader::Type::float_t, 0, 0, 4, &offset); + def_attr(shader::Type::float_t, 0, 4, 8, &offset); + def_attr(shader::Type::float_t, 0, 8, 12, &offset); align_end_of_struct(&offset); EXPECT_EQ(offset, 16); @@ -58,10 +58,10 @@ TEST(std140, _4fl) { uint32_t offset = 0; - def_attr(shader::Type::FLOAT, 0, 0, 4, &offset); - def_attr(shader::Type::FLOAT, 0, 4, 8, &offset); - def_attr(shader::Type::FLOAT, 0, 8, 12, &offset); - def_attr(shader::Type::FLOAT, 0, 12, 16, &offset); + def_attr(shader::Type::float_t, 0, 0, 4, &offset); + def_attr(shader::Type::float_t, 0, 4, 8, &offset); + def_attr(shader::Type::float_t, 0, 8, 12, &offset); + def_attr(shader::Type::float_t, 0, 12, 16, &offset); align_end_of_struct(&offset); EXPECT_EQ(offset, 16); @@ -71,7 +71,7 @@ TEST(std140, fl2) { uint32_t offset = 0; - def_attr(shader::Type::FLOAT, 2, 0, 32, &offset); + def_attr(shader::Type::float_t, 2, 0, 32, &offset); align_end_of_struct(&offset); EXPECT_EQ(offset, 32); @@ -81,8 +81,8 @@ TEST(std140, fl_fl2) { uint32_t offset = 0; - def_attr(shader::Type::FLOAT, 0, 0, 4, &offset); - def_attr(shader::Type::FLOAT, 2, 16, 48, &offset); + def_attr(shader::Type::float_t, 0, 0, 4, &offset); + def_attr(shader::Type::float_t, 2, 16, 48, &offset); align_end_of_struct(&offset); EXPECT_EQ(offset, 48); @@ -92,8 +92,8 @@ TEST(std140, fl_vec2) { uint32_t offset = 0; - def_attr(shader::Type::FLOAT, 0, 0, 4, &offset); - def_attr(shader::Type::VEC2, 0, 8, 16, &offset); + def_attr(shader::Type::float_t, 0, 0, 4, &offset); + def_attr(shader::Type::float2_t, 0, 8, 16, &offset); align_end_of_struct(&offset); EXPECT_EQ(offset, 16); @@ -103,10 +103,10 @@ TEST(std140, gpu_shader_2D_widget_base) { uint32_t offset = 0; - def_attr(shader::Type::VEC4, 12, 0, 192, &offset); - def_attr(shader::Type::MAT4, 0, 192, 256, &offset); - def_attr(shader::Type::VEC3, 0, 256, 268, &offset); - def_attr(shader::Type::BOOL, 0, 268, 272, &offset); + def_attr(shader::Type::float4_t, 12, 0, 192, &offset); + def_attr(shader::Type::float4x4_t, 0, 192, 256, &offset); + def_attr(shader::Type::float3_t, 0, 256, 268, &offset); + def_attr(shader::Type::bool_t, 0, 268, 272, &offset); align_end_of_struct(&offset); EXPECT_EQ(offset, 272); @@ -116,8 +116,8 @@ TEST(std430, overlay_grid) { uint32_t offset = 0; - def_attr(shader::Type::VEC3, 0, 0, 12, &offset); - def_attr(shader::Type::INT, 0, 12, 16, &offset); + def_attr(shader::Type::float3_t, 0, 0, 12, &offset); + def_attr(shader::Type::int_t, 0, 12, 16, &offset); align_end_of_struct(&offset); EXPECT_EQ(offset, 16); @@ -127,8 +127,8 @@ TEST(std430, simple_lighting) { uint32_t offset = 0; - def_attr(shader::Type::MAT4, 0, 0, 64, &offset); - def_attr(shader::Type::MAT3, 0, 64, 112, &offset); + def_attr(shader::Type::float4x4_t, 0, 0, 64, &offset); + def_attr(shader::Type::float3x3_t, 0, 64, 112, &offset); align_end_of_struct(&offset); EXPECT_EQ(offset, 112); @@ -138,9 +138,9 @@ TEST(std430, compositor_cryptomatte_matte_compute) { uint32_t offset = 0; - def_attr(shader::Type::VEC2, 0, 0, 8, &offset); - def_attr(shader::Type::FLOAT, 0, 8, 12, &offset); - def_attr(shader::Type::FLOAT, 32, 12, 140, &offset); + def_attr(shader::Type::float2_t, 0, 0, 8, &offset); + def_attr(shader::Type::float_t, 0, 8, 12, &offset); + def_attr(shader::Type::float_t, 32, 12, 140, &offset); align_end_of_struct(&offset); EXPECT_EQ(offset, 144); diff --git a/source/blender/gpu/vulkan/vk_common.cc b/source/blender/gpu/vulkan/vk_common.cc index 8e85dce344d..966a63fb040 100644 --- a/source/blender/gpu/vulkan/vk_common.cc +++ b/source/blender/gpu/vulkan/vk_common.cc @@ -616,52 +616,52 @@ VkFormat to_vk_format(const GPUVertCompType type, const uint32_t size, GPUVertFe VkFormat to_vk_format(const shader::Type type) { switch (type) { - case shader::Type::FLOAT: + case shader::Type::float_t: return VK_FORMAT_R32_SFLOAT; - case shader::Type::VEC2: + case shader::Type::float2_t: return VK_FORMAT_R32G32_SFLOAT; - case shader::Type::VEC3: + case shader::Type::float3_t: return VK_FORMAT_R32G32B32_SFLOAT; - case shader::Type::VEC4: + case shader::Type::float4_t: return VK_FORMAT_R32G32B32A32_SFLOAT; - case shader::Type::UINT: + case shader::Type::uint_t: return VK_FORMAT_R32_UINT; - case shader::Type::UVEC2: + case shader::Type::uint2_t: return VK_FORMAT_R32G32_UINT; - case shader::Type::UVEC3: + case shader::Type::uint3_t: return VK_FORMAT_R32G32B32_UINT; - case shader::Type::UVEC4: + case shader::Type::uint4_t: return VK_FORMAT_R32G32B32A32_UINT; - case shader::Type::INT: + case shader::Type::int_t: return VK_FORMAT_R32_SINT; - case shader::Type::IVEC2: + case shader::Type::int2_t: return VK_FORMAT_R32G32_SINT; - case shader::Type::IVEC3: + case shader::Type::int3_t: return VK_FORMAT_R32G32B32_SINT; - case shader::Type::IVEC4: + case shader::Type::int4_t: return VK_FORMAT_R32G32B32A32_SINT; - case shader::Type::MAT4: + case shader::Type::float4x4_t: return VK_FORMAT_R32G32B32A32_SFLOAT; - case shader::Type::MAT3: - case shader::Type::BOOL: - case shader::Type::VEC3_101010I2: - case shader::Type::UCHAR: - case shader::Type::UCHAR2: - case shader::Type::UCHAR3: - case shader::Type::UCHAR4: - case shader::Type::CHAR: - case shader::Type::CHAR2: - case shader::Type::CHAR3: - case shader::Type::CHAR4: - case shader::Type::SHORT: - case shader::Type::SHORT2: - case shader::Type::SHORT3: - case shader::Type::SHORT4: - case shader::Type::USHORT: - case shader::Type::USHORT2: - case shader::Type::USHORT3: - case shader::Type::USHORT4: + case shader::Type::float3x3_t: + case shader::Type::bool_t: + case shader::Type::float3_10_10_10_2_t: + case shader::Type::uchar_t: + case shader::Type::uchar2_t: + case shader::Type::uchar3_t: + case shader::Type::uchar4_t: + case shader::Type::char_t: + case shader::Type::char2_t: + case shader::Type::char3_t: + case shader::Type::char4_t: + case shader::Type::short_t: + case shader::Type::short2_t: + case shader::Type::short3_t: + case shader::Type::short4_t: + case shader::Type::ushort_t: + case shader::Type::ushort2_t: + case shader::Type::ushort3_t: + case shader::Type::ushort4_t: break; } diff --git a/source/blender/gpu/vulkan/vk_memory_layout.cc b/source/blender/gpu/vulkan/vk_memory_layout.cc index 6f596a59656..c96ed4a8ecb 100644 --- a/source/blender/gpu/vulkan/vk_memory_layout.cc +++ b/source/blender/gpu/vulkan/vk_memory_layout.cc @@ -23,45 +23,45 @@ uint32_t Std430::element_alignment(const shader::Type type, const bool is_array) { if (is_array) { switch (type) { - case shader::Type::FLOAT: - case shader::Type::UINT: - case shader::Type::INT: - case shader::Type::BOOL: + case shader::Type::float_t: + case shader::Type::uint_t: + case shader::Type::int_t: + case shader::Type::bool_t: return 4; - case shader::Type::VEC2: - case shader::Type::UVEC2: - case shader::Type::IVEC2: - case shader::Type::VEC3: - case shader::Type::UVEC3: - case shader::Type::IVEC3: - case shader::Type::VEC4: - case shader::Type::UVEC4: - case shader::Type::IVEC4: - case shader::Type::MAT3: - case shader::Type::MAT4: + case shader::Type::float2_t: + case shader::Type::uint2_t: + case shader::Type::int2_t: + case shader::Type::float3_t: + case shader::Type::uint3_t: + case shader::Type::int3_t: + case shader::Type::float4_t: + case shader::Type::uint4_t: + case shader::Type::int4_t: + case shader::Type::float3x3_t: + case shader::Type::float4x4_t: return 16; default: BLI_assert_msg(false, "Type not supported in dynamic structs."); } } switch (type) { - case shader::Type::FLOAT: - case shader::Type::UINT: - case shader::Type::INT: - case shader::Type::BOOL: + case shader::Type::float_t: + case shader::Type::uint_t: + case shader::Type::int_t: + case shader::Type::bool_t: return 4; - case shader::Type::VEC2: - case shader::Type::UVEC2: - case shader::Type::IVEC2: + case shader::Type::float2_t: + case shader::Type::uint2_t: + case shader::Type::int2_t: return 8; - case shader::Type::VEC3: - case shader::Type::UVEC3: - case shader::Type::IVEC3: - case shader::Type::VEC4: - case shader::Type::UVEC4: - case shader::Type::IVEC4: - case shader::Type::MAT3: - case shader::Type::MAT4: + case shader::Type::float3_t: + case shader::Type::uint3_t: + case shader::Type::int3_t: + case shader::Type::float4_t: + case shader::Type::uint4_t: + case shader::Type::int4_t: + case shader::Type::float3x3_t: + case shader::Type::float4x4_t: return 16; default: BLI_assert_msg(false, "Type not supported in dynamic structs."); @@ -72,26 +72,26 @@ uint32_t Std430::element_alignment(const shader::Type type, const bool is_array) uint32_t Std430::element_components_len(const shader::Type type) { switch (type) { - case shader::Type::FLOAT: - case shader::Type::UINT: - case shader::Type::INT: - case shader::Type::BOOL: + case shader::Type::float_t: + case shader::Type::uint_t: + case shader::Type::int_t: + case shader::Type::bool_t: return 1; - case shader::Type::VEC2: - case shader::Type::UVEC2: - case shader::Type::IVEC2: + case shader::Type::float2_t: + case shader::Type::uint2_t: + case shader::Type::int2_t: return 2; - case shader::Type::VEC3: - case shader::Type::UVEC3: - case shader::Type::IVEC3: + case shader::Type::float3_t: + case shader::Type::uint3_t: + case shader::Type::int3_t: return 3; - case shader::Type::VEC4: - case shader::Type::UVEC4: - case shader::Type::IVEC4: + case shader::Type::float4_t: + case shader::Type::uint4_t: + case shader::Type::int4_t: return 4; - case shader::Type::MAT3: + case shader::Type::float3x3_t: return 12; - case shader::Type::MAT4: + case shader::Type::float4x4_t: return 16; default: BLI_assert_msg(false, "Type not supported in dynamic structs."); @@ -102,25 +102,25 @@ uint32_t Std430::element_components_len(const shader::Type type) uint32_t Std430::array_components_len(const shader::Type type) { switch (type) { - case shader::Type::FLOAT: - case shader::Type::UINT: - case shader::Type::INT: - case shader::Type::BOOL: + case shader::Type::float_t: + case shader::Type::uint_t: + case shader::Type::int_t: + case shader::Type::bool_t: return 1; - case shader::Type::VEC2: - case shader::Type::UVEC2: - case shader::Type::IVEC2: + case shader::Type::float2_t: + case shader::Type::uint2_t: + case shader::Type::int2_t: return 2; - case shader::Type::VEC3: - case shader::Type::UVEC3: - case shader::Type::IVEC3: - case shader::Type::VEC4: - case shader::Type::UVEC4: - case shader::Type::IVEC4: + case shader::Type::float3_t: + case shader::Type::uint3_t: + case shader::Type::int3_t: + case shader::Type::float4_t: + case shader::Type::uint4_t: + case shader::Type::int4_t: return 4; - case shader::Type::MAT3: + case shader::Type::float3x3_t: return 12; - case shader::Type::MAT4: + case shader::Type::float4x4_t: return 16; default: BLI_assert_msg(false, "Type not supported in dynamic structs."); @@ -130,7 +130,7 @@ uint32_t Std430::array_components_len(const shader::Type type) uint32_t Std430::inner_row_padding(const shader::Type type) { - return type == shader::Type::MAT3 ? 3 : 0; + return type == shader::Type::float3x3_t ? 3 : 0; } /** \} */ @@ -150,23 +150,23 @@ uint32_t Std140::element_alignment(const shader::Type type, const bool is_array) return 16; } switch (type) { - case shader::Type::FLOAT: - case shader::Type::UINT: - case shader::Type::INT: - case shader::Type::BOOL: + case shader::Type::float_t: + case shader::Type::uint_t: + case shader::Type::int_t: + case shader::Type::bool_t: return 4; - case shader::Type::VEC2: - case shader::Type::UVEC2: - case shader::Type::IVEC2: + case shader::Type::float2_t: + case shader::Type::uint2_t: + case shader::Type::int2_t: return 8; - case shader::Type::VEC3: - case shader::Type::UVEC3: - case shader::Type::IVEC3: - case shader::Type::VEC4: - case shader::Type::UVEC4: - case shader::Type::IVEC4: - case shader::Type::MAT3: - case shader::Type::MAT4: + case shader::Type::float3_t: + case shader::Type::uint3_t: + case shader::Type::int3_t: + case shader::Type::float4_t: + case shader::Type::uint4_t: + case shader::Type::int4_t: + case shader::Type::float3x3_t: + case shader::Type::float4x4_t: return 16; default: BLI_assert_msg(false, "Type not supported in dynamic structs."); @@ -177,26 +177,26 @@ uint32_t Std140::element_alignment(const shader::Type type, const bool is_array) uint32_t Std140::element_components_len(const shader::Type type) { switch (type) { - case shader::Type::FLOAT: - case shader::Type::UINT: - case shader::Type::INT: - case shader::Type::BOOL: + case shader::Type::float_t: + case shader::Type::uint_t: + case shader::Type::int_t: + case shader::Type::bool_t: return 1; - case shader::Type::VEC2: - case shader::Type::UVEC2: - case shader::Type::IVEC2: + case shader::Type::float2_t: + case shader::Type::uint2_t: + case shader::Type::int2_t: return 2; - case shader::Type::VEC3: - case shader::Type::UVEC3: - case shader::Type::IVEC3: + case shader::Type::float3_t: + case shader::Type::uint3_t: + case shader::Type::int3_t: return 3; - case shader::Type::VEC4: - case shader::Type::UVEC4: - case shader::Type::IVEC4: + case shader::Type::float4_t: + case shader::Type::uint4_t: + case shader::Type::int4_t: return 4; - case shader::Type::MAT3: + case shader::Type::float3x3_t: return 12; - case shader::Type::MAT4: + case shader::Type::float4x4_t: return 16; default: BLI_assert_msg(false, "Type not supported in dynamic structs."); @@ -207,23 +207,23 @@ uint32_t Std140::element_components_len(const shader::Type type) uint32_t Std140::array_components_len(const shader::Type type) { switch (type) { - case shader::Type::FLOAT: - case shader::Type::UINT: - case shader::Type::INT: - case shader::Type::BOOL: - case shader::Type::VEC2: - case shader::Type::UVEC2: - case shader::Type::IVEC2: - case shader::Type::VEC3: - case shader::Type::UVEC3: - case shader::Type::IVEC3: - case shader::Type::VEC4: - case shader::Type::UVEC4: - case shader::Type::IVEC4: + case shader::Type::float_t: + case shader::Type::uint_t: + case shader::Type::int_t: + case shader::Type::bool_t: + case shader::Type::float2_t: + case shader::Type::uint2_t: + case shader::Type::int2_t: + case shader::Type::float3_t: + case shader::Type::uint3_t: + case shader::Type::int3_t: + case shader::Type::float4_t: + case shader::Type::uint4_t: + case shader::Type::int4_t: return 4; - case shader::Type::MAT3: + case shader::Type::float3x3_t: return 12; - case shader::Type::MAT4: + case shader::Type::float4x4_t: return 16; default: BLI_assert_msg(false, "Type not supported in dynamic structs."); diff --git a/source/blender/gpu/vulkan/vk_memory_layout.hh b/source/blender/gpu/vulkan/vk_memory_layout.hh index a7fe8c29652..206563cc016 100644 --- a/source/blender/gpu/vulkan/vk_memory_layout.hh +++ b/source/blender/gpu/vulkan/vk_memory_layout.hh @@ -114,7 +114,7 @@ static void reserve(const shader::Type type, int32_t array_size, uint32_t *r_off */ template static void align_end_of_struct(uint32_t *r_offset) { - align(shader::Type::VEC4, 0, r_offset); + align(shader::Type::float4_t, 0, r_offset); } } // namespace blender::gpu diff --git a/source/blender/gpu/vulkan/vk_shader.cc b/source/blender/gpu/vulkan/vk_shader.cc index 791d38d0427..37953223c2e 100644 --- a/source/blender/gpu/vulkan/vk_shader.cc +++ b/source/blender/gpu/vulkan/vk_shader.cc @@ -51,35 +51,35 @@ static const char *to_string(const Interpolation &interp) static const char *to_string(const Type &type) { switch (type) { - case Type::FLOAT: + case Type::float_t: return "float"; - case Type::VEC2: + case Type::float2_t: return "vec2"; - case Type::VEC3: + case Type::float3_t: return "vec3"; - case Type::VEC4: + case Type::float4_t: return "vec4"; - case Type::MAT3: + case Type::float3x3_t: return "mat3"; - case Type::MAT4: + case Type::float4x4_t: return "mat4"; - case Type::UINT: + case Type::uint_t: return "uint"; - case Type::UVEC2: + case Type::uint2_t: return "uvec2"; - case Type::UVEC3: + case Type::uint3_t: return "uvec3"; - case Type::UVEC4: + case Type::uint4_t: return "uvec4"; - case Type::INT: + case Type::int_t: return "int"; - case Type::IVEC2: + case Type::int2_t: return "ivec2"; - case Type::IVEC3: + case Type::int3_t: return "ivec3"; - case Type::IVEC4: + case Type::int4_t: return "ivec4"; - case Type::BOOL: + case Type::bool_t: return "bool"; default: return "unknown"; @@ -407,10 +407,10 @@ static void print_resource(std::ostream &os, inline int get_location_count(const Type &type) { - if (type == shader::Type::MAT4) { + if (type == shader::Type::float4x4_t) { return 4; } - else if (type == shader::Type::MAT3) { + else if (type == shader::Type::float3x3_t) { return 3; } return 1; @@ -742,16 +742,16 @@ std::string VKShader::resources_declare(const shader::ShaderCreateInfo &info) co for (const SpecializationConstant &sc : info.specialization_constants_) { ss << "layout (constant_id=" << constant_id++ << ") const "; switch (sc.type) { - case Type::INT: + case Type::int_t: ss << "int " << sc.name << "=" << std::to_string(sc.value.i) << ";\n"; break; - case Type::UINT: + case Type::uint_t: ss << "uint " << sc.name << "=" << std::to_string(sc.value.u) << "u;\n"; break; - case Type::BOOL: + case Type::bool_t: ss << "bool " << sc.name << "=" << (sc.value.u ? "true" : "false") << ";\n"; break; - case Type::FLOAT: + case Type::float_t: /* Use uint representation to allow exact same bit pattern even if NaN. uintBitsToFloat * isn't supported during global const initialization. */ ss << "uint " << sc.name << "_uint=" << std::to_string(sc.value.u) << "u;\n"; @@ -864,48 +864,48 @@ std::string VKShader::vertex_interface_declare(const shader::ShaderCreateInfo &i static Type to_component_type(const Type &type) { switch (type) { - case Type::FLOAT: - case Type::VEC2: - case Type::VEC3: - case Type::VEC4: - case Type::MAT3: - case Type::MAT4: - return Type::FLOAT; - case Type::UINT: - case Type::UVEC2: - case Type::UVEC3: - case Type::UVEC4: - return Type::UINT; - case Type::INT: - case Type::IVEC2: - case Type::IVEC3: - case Type::IVEC4: - case Type::BOOL: - return Type::INT; + case Type::float_t: + case Type::float2_t: + case Type::float3_t: + case Type::float4_t: + case Type::float3x3_t: + case Type::float4x4_t: + return Type::float_t; + case Type::uint_t: + case Type::uint2_t: + case Type::uint3_t: + case Type::uint4_t: + return Type::uint_t; + case Type::int_t: + case Type::int2_t: + case Type::int3_t: + case Type::int4_t: + case Type::bool_t: + return Type::int_t; /* Alias special types. */ - case Type::UCHAR: - case Type::UCHAR2: - case Type::UCHAR3: - case Type::UCHAR4: - case Type::USHORT: - case Type::USHORT2: - case Type::USHORT3: - case Type::USHORT4: - return Type::UINT; - case Type::CHAR: - case Type::CHAR2: - case Type::CHAR3: - case Type::CHAR4: - case Type::SHORT: - case Type::SHORT2: - case Type::SHORT3: - case Type::SHORT4: - return Type::INT; - case Type::VEC3_101010I2: - return Type::FLOAT; + case Type::uchar_t: + case Type::uchar2_t: + case Type::uchar3_t: + case Type::uchar4_t: + case Type::ushort_t: + case Type::ushort2_t: + case Type::ushort3_t: + case Type::ushort4_t: + return Type::uint_t; + case Type::char_t: + case Type::char2_t: + case Type::char3_t: + case Type::char4_t: + case Type::short_t: + case Type::short2_t: + case Type::short3_t: + case Type::short4_t: + return Type::int_t; + case Type::float3_10_10_10_2_t: + return Type::float_t; } BLI_assert_unreachable(); - return Type::FLOAT; + return Type::float_t; } std::string VKShader::fragment_interface_declare(const shader::ShaderCreateInfo &info) const @@ -962,10 +962,10 @@ std::string VKShader::fragment_interface_declare(const shader::ShaderCreateInfo Type component_type = to_component_type(input.type); char typePrefix; switch (component_type) { - case Type::INT: + case Type::int_t: typePrefix = 'i'; break; - case Type::UINT: + case Type::uint_t: typePrefix = 'u'; break; default: @@ -1045,13 +1045,13 @@ std::string VKShader::fragment_interface_declare(const shader::ShaderCreateInfo ss << "layout(input_attachment_index=" << input.index << ", set=0, binding=" << location << ") uniform "; switch (to_component_type(input.type)) { - case Type::INT: + case Type::int_t: ss << "isubpassInput"; break; - case Type::UINT: + case Type::uint_t: ss << "usubpassInput"; break; - case Type::FLOAT: + case Type::float_t: default: ss << "subpassInput"; break; diff --git a/source/blender/gpu/vulkan/vk_vertex_attribute_object.cc b/source/blender/gpu/vulkan/vk_vertex_attribute_object.cc index 5f44f98b872..4fe62e88420 100644 --- a/source/blender/gpu/vulkan/vk_vertex_attribute_object.cc +++ b/source/blender/gpu/vulkan/vk_vertex_attribute_object.cc @@ -135,40 +135,40 @@ static uint32_t to_binding_location_len(const GPUVertAttr &attribute) static uint32_t to_binding_location_len(const shader::Type type) { switch (type) { - case shader::Type::FLOAT: - case shader::Type::VEC2: - case shader::Type::VEC3: - case shader::Type::VEC4: - case shader::Type::UINT: - case shader::Type::UVEC2: - case shader::Type::UVEC3: - case shader::Type::UVEC4: - case shader::Type::INT: - case shader::Type::IVEC2: - case shader::Type::IVEC3: - case shader::Type::IVEC4: - case shader::Type::BOOL: - case shader::Type::VEC3_101010I2: - case shader::Type::UCHAR: - case shader::Type::UCHAR2: - case shader::Type::UCHAR3: - case shader::Type::UCHAR4: - case shader::Type::CHAR: - case shader::Type::CHAR2: - case shader::Type::CHAR3: - case shader::Type::CHAR4: - case shader::Type::SHORT: - case shader::Type::SHORT2: - case shader::Type::SHORT3: - case shader::Type::SHORT4: - case shader::Type::USHORT: - case shader::Type::USHORT2: - case shader::Type::USHORT3: - case shader::Type::USHORT4: + case shader::Type::float_t: + case shader::Type::float2_t: + case shader::Type::float3_t: + case shader::Type::float4_t: + case shader::Type::uint_t: + case shader::Type::uint2_t: + case shader::Type::uint3_t: + case shader::Type::uint4_t: + case shader::Type::int_t: + case shader::Type::int2_t: + case shader::Type::int3_t: + case shader::Type::int4_t: + case shader::Type::bool_t: + case shader::Type::float3_10_10_10_2_t: + case shader::Type::uchar_t: + case shader::Type::uchar2_t: + case shader::Type::uchar3_t: + case shader::Type::uchar4_t: + case shader::Type::char_t: + case shader::Type::char2_t: + case shader::Type::char3_t: + case shader::Type::char4_t: + case shader::Type::short_t: + case shader::Type::short2_t: + case shader::Type::short3_t: + case shader::Type::short4_t: + case shader::Type::ushort_t: + case shader::Type::ushort2_t: + case shader::Type::ushort3_t: + case shader::Type::ushort4_t: return 1; - case shader::Type::MAT3: + case shader::Type::float3x3_t: return 3; - case shader::Type::MAT4: + case shader::Type::float4x4_t: return 4; } diff --git a/source/blender/python/gpu/gpu_py_shader.cc b/source/blender/python/gpu/gpu_py_shader.cc index 4c9278af392..dbdbb5bb0d3 100644 --- a/source/blender/python/gpu/gpu_py_shader.cc +++ b/source/blender/python/gpu/gpu_py_shader.cc @@ -739,7 +739,9 @@ static PyObject *pygpu_shader_attrs_info_get(BPyGPUShader *self, PyObject * /*ar continue; } - type = STREQ(name, "pos") ? int(Type::VEC3) : STREQ(name, "color") ? int(Type::VEC4) : -1; + type = STREQ(name, "pos") ? int(Type::float3_t) : + STREQ(name, "color") ? int(Type::float4_t) : + -1; PyObject *py_type; if (type != -1) { py_type = PyUnicode_InternFromString( diff --git a/source/blender/python/gpu/gpu_py_shader_create_info.cc b/source/blender/python/gpu/gpu_py_shader_create_info.cc index 45b7b4eb025..347777ad740 100644 --- a/source/blender/python/gpu/gpu_py_shader_create_info.cc +++ b/source/blender/python/gpu/gpu_py_shader_create_info.cc @@ -64,21 +64,21 @@ static const PyC_FlagSet pygpu_qualifiers[] = { " - ``IVEC4``\n" \ " - ``BOOL``\n" const PyC_StringEnumItems pygpu_attrtype_items[] = { - {int(Type::FLOAT), "FLOAT"}, - {int(Type::VEC2), "VEC2"}, - {int(Type::VEC3), "VEC3"}, - {int(Type::VEC4), "VEC4"}, - {int(Type::MAT3), "MAT3"}, - {int(Type::MAT4), "MAT4"}, - {int(Type::UINT), "UINT"}, - {int(Type::UVEC2), "UVEC2"}, - {int(Type::UVEC3), "UVEC3"}, - {int(Type::UVEC4), "UVEC4"}, - {int(Type::INT), "INT"}, - {int(Type::IVEC2), "IVEC2"}, - {int(Type::IVEC3), "IVEC3"}, - {int(Type::IVEC4), "IVEC4"}, - {int(Type::BOOL), "BOOL"}, + {int(Type::float_t), "FLOAT"}, + {int(Type::float2_t), "VEC2"}, + {int(Type::float3_t), "VEC3"}, + {int(Type::float4_t), "VEC4"}, + {int(Type::float3x3_t), "MAT3"}, + {int(Type::float4x4_t), "MAT4"}, + {int(Type::uint_t), "UINT"}, + {int(Type::uint2_t), "UVEC2"}, + {int(Type::uint3_t), "UVEC3"}, + {int(Type::uint4_t), "UVEC4"}, + {int(Type::int_t), "INT"}, + {int(Type::int2_t), "IVEC2"}, + {int(Type::int3_t), "IVEC3"}, + {int(Type::int4_t), "IVEC4"}, + {int(Type::bool_t), "BOOL"}, {0, nullptr}, }; @@ -846,55 +846,55 @@ static PyObject *pygpu_shader_info_sampler(BPyGPUShaderCreateInfo *self, PyObjec static int constant_type_size(Type type) { switch (type) { - case Type::BOOL: - case Type::FLOAT: - case Type::INT: - case Type::UINT: - case Type::UCHAR4: - case Type::CHAR4: - case Type::VEC3_101010I2: - case Type::USHORT2: - case Type::SHORT2: + case Type::bool_t: + case Type::float_t: + case Type::int_t: + case Type::uint_t: + case Type::uchar4_t: + case Type::char4_t: + case Type::float3_10_10_10_2_t: + case Type::ushort2_t: + case Type::short2_t: return 4; break; - case Type::USHORT3: - case Type::SHORT3: + case Type::ushort3_t: + case Type::short3_t: return 6; break; - case Type::VEC2: - case Type::UVEC2: - case Type::IVEC2: - case Type::USHORT4: - case Type::SHORT4: + case Type::float2_t: + case Type::uint2_t: + case Type::int2_t: + case Type::ushort4_t: + case Type::short4_t: return 8; break; - case Type::VEC3: - case Type::UVEC3: - case Type::IVEC3: + case Type::float3_t: + case Type::uint3_t: + case Type::int3_t: return 12; break; - case Type::VEC4: - case Type::UVEC4: - case Type::IVEC4: + case Type::float4_t: + case Type::uint4_t: + case Type::int4_t: return 16; break; - case Type::MAT3: + case Type::float3x3_t: return 36 + 3 * 4; - case Type::MAT4: + case Type::float4x4_t: return 64; break; - case Type::UCHAR: - case Type::CHAR: + case Type::uchar_t: + case Type::char_t: return 1; break; - case Type::UCHAR2: - case Type::CHAR2: - case Type::USHORT: - case Type::SHORT: + case Type::uchar2_t: + case Type::char2_t: + case Type::ushort_t: + case Type::short_t: return 2; break; - case Type::UCHAR3: - case Type::CHAR3: + case Type::uchar3_t: + case Type::char3_t: return 3; break; }