Commit: 128d4104bfe459dcd279cce975c3c934775c4eaa Author: Miguel Pozo Date: Mon Jan 9 18:13:39 2023 +0100 Branches: tmp-workbench-rewrite2 https://developer.blender.org/rB128d4104bfe459dcd279cce975c3c934775c4eaa
Remove blender:: namespace =================================================================== M source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc M source/blender/draw/engines/workbench/workbench_shadow.cc =================================================================== diff --git a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc index 94d15e7ff0f..91040390876 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc +++ b/source/blender/draw/engines/workbench/workbench_effect_antialiasing.cc @@ -8,9 +8,9 @@ namespace blender::workbench { class TaaSamples { - void init_samples(blender::Array<float2> &samples, const int size) + void init_samples(Array<float2> &samples, const int size) { - samples = blender::Array<float2>(size); + samples = Array<float2>(size); BLI_jitter_init((float(*)[2])samples.begin(), size); /* Find closest element to center */ @@ -58,11 +58,11 @@ class TaaSamples { } public: - blender::Array<float2> x5; - blender::Array<float2> x8; - blender::Array<float2> x11; - blender::Array<float2> x16; - blender::Array<float2> x32; + Array<float2> x5; + Array<float2> x8; + Array<float2> x11; + Array<float2> x16; + Array<float2> x32; TaaSamples() { diff --git a/source/blender/draw/engines/workbench/workbench_shadow.cc b/source/blender/draw/engines/workbench/workbench_shadow.cc index 85f12d9e71e..10a7ca19277 100644 --- a/source/blender/draw/engines/workbench/workbench_shadow.cc +++ b/source/blender/draw/engines/workbench/workbench_shadow.cc @@ -99,8 +99,8 @@ void ShadowPass::ShadowView::setup(View &view, float3 light_direction, bool forc float4 frustum_planes[6]; DRW_culling_frustum_planes_get(nullptr, (float(*)[4])frustum_planes); - blender::Vector<float4> faces_result = {}; - blender::Vector<float3> corners_result = {}; + Vector<float4> faces_result = {}; + Vector<float3> corners_result = {}; /* "Unlit" frustum faces are left "as-is" */ @@ -214,15 +214,15 @@ void ShadowPass::ShadowView::compute_visibility(ObjectBoundsBuf &bounds, words_len = ceil_to_multiple_u(max_ii(1, words_len), 4); uint32_t data = 0xFFFFFFFFu; - if (current_pass_type_ == ShadowPass::Pass) { + if (current_pass_type_ == ShadowPass::PASS) { /* TODO(fclem): Resize to nearest pow2 to reduce fragmentation. */ pass_visibility_buf_.resize(words_len); GPU_storagebuf_clear(pass_visibility_buf_, GPU_R32UI, GPU_DATA_UINT, &data); fail_visibility_buf_.resize(words_len); GPU_storagebuf_clear(fail_visibility_buf_, GPU_R32UI, GPU_DATA_UINT, &data); } - else if (current_pass_type_ == ShadowPass::Fail) { - /* Already computed in the ShadowPass::Pass */ + else if (current_pass_type_ == ShadowPass::FAIL) { + /* Already computed in the ShadowPass::PASS */ GPU_debug_group_end(); return; } @@ -239,8 +239,8 @@ void ShadowPass::ShadowView::compute_visibility(ObjectBoundsBuf &bounds, static GPUShader *static_pass_type_shader = GPU_shader_create_from_info_name( "workbench_next_shadow_visibility_compute_static_pass_type"); - GPUShader *shader = current_pass_type_ == ShadowPass::ForcedFail ? static_pass_type_shader : - dynamic_pass_type_shader; + GPUShader *shader = current_pass_type_ == ShadowPass::FORCED_FAIL ? static_pass_type_shader : + dynamic_pass_type_shader; GPU_shader_bind(shader); GPU_shader_uniform_1i(shader, "resource_len", resource_len); GPU_shader_uniform_1i(shader, "view_len", view_len_); @@ -250,7 +250,7 @@ void ShadowPass::ShadowView::compute_visibility(ObjectBoundsBuf &bounds, GPU_uniformbuf_bind(extruded_frustum_, GPU_shader_get_uniform_block(shader, "extruded_frustum")); GPU_storagebuf_bind(bounds, GPU_shader_get_ssbo(shader, "bounds_buf")); - if (current_pass_type_ == ShadowPass::ForcedFail) { + if (current_pass_type_ == ShadowPass::FORCED_FAIL) { GPU_storagebuf_bind(visibility_buf_, GPU_shader_get_ssbo(shader, "visibility_buf")); } else { @@ -270,11 +270,11 @@ void ShadowPass::ShadowView::compute_visibility(ObjectBoundsBuf &bounds, VisibilityBuf &ShadowPass::ShadowView::get_visibility_buffer() { switch (current_pass_type_) { - case ShadowPass::Pass: + case ShadowPass::PASS: return pass_visibility_buf_; - case ShadowPass::Fail: + case ShadowPass::FAIL: return fail_visibility_buf_; - case ShadowPass::ForcedFail: + case ShadowPass::FORCED_FAIL: return visibility_buf_; default: BLI_assert_unreachable(); @@ -369,13 +369,13 @@ void ShadowPass::sync() /* Stencil Shadow passes. */ for (bool manifold : {false, true}) { - PassMain::Sub *&ps = get_pass_ptr(Pass, manifold); + PassMain::Sub *&ps = get_pass_ptr(PASS, manifold); ps = &pass_ps_.sub(manifold ? "manifold" : "non_manifold"); ps->shader_set(get_shader(true, manifold)); ps->bind_ubo("pass_data", pass_data_); - for (PassType fail_type : {Fail, ForcedFail}) { - PassMain &ps_main = fail_type == Fail ? fail_ps_ : forced_fail_ps_; + for (PassType fail_type : {FAIL, FORCED_FAIL}) { + PassMain &ps_main = fail_type == FAIL ? fail_ps_ : forced_fail_ps_; PassMain::Sub *&ps = get_pass_ptr(fail_type, manifold, false); ps = &ps_main.sub(manifold ? "NoCaps.manifold" : "NoCaps.non_manifold"); @@ -415,18 +415,18 @@ void ShadowPass::object_sync(Manager &manager, #endif /* Shadow pass technique needs object to be have all its surface opaque. */ - /* We cannot use Shadow Pass technique on non-manifold object (see T76168). */ + /* We cannot use the PASS technique on non-manifold object (see T76168). */ bool force_fail_pass = has_transp_mat || (!is_manifold && (scene_state.cull_state != 0)); - PassType fail_type = force_fail_pass ? ForcedFail : Fail; + PassType fail_type = force_fail_pass ? FORCED_FAIL : FAIL; - /* Unless we force the Fail Method we add draw commands to both methods, + /* Unless we force the FAIL Method we add draw commands to both methods, * then the visibility compute shader selects the one needed */ ResourceHandle handle = manager.resource_handle(ob_ref); if (!force_fail_pass) { - PassMain::Sub &ps = *get_pass_ptr(Pass, is_manifold); + PassMain::Sub &ps = *get_pass_ptr(PASS, is_manifold); ps.draw(geom_shadow, handle); } @@ -451,11 +451,11 @@ void ShadowPass::draw(Manager &manager, view_.setup(view, pass_data_.light_direction_ws, force_fail_method); - view_.set_mode(Pass); + view_.set_mode(PASS); manager.submit(pass_ps_, view_); - view_.set_mode(Fail); + view_.set_mode(FAIL); manager.submit(fail_ps_, view_); - view_.set_mode(ForcedFail); + view_.set_mode(FORCED_FAIL); manager.submit(forced_fail_ps_, view_); } _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org List details, subscription details or unsubscribe: https://lists.blender.org/mailman/listinfo/bf-blender-cvs