PyGPU: call 'GPU_shader_bind' in 'GPUShader.uniform_' methods

This simplifies python code.

When we call a method like shader.uniform_float("color", (1,1,1,1)),
we expect the shader's uniform to be updated regardless of whether the
shader is bound or not.

And `batch.draw()` already calls `GPU_shader_bind` inside.

Differential Revision: https://developer.blender.org/D15929
This commit is contained in:
Germano Cavalcante 2022-09-19 09:39:48 -03:00
parent 2fffd7d7a8
commit 2ce8b01c59
11 changed files with 7 additions and 10 deletions

View File

@ -134,7 +134,6 @@ batch = batch_for_shader(shader, 'LINES', {"pos": coords})
def draw():
shader.bind()
shader.uniform_float("color", (1, 1, 0, 1))
batch.draw(shader)

View File

@ -58,7 +58,6 @@ batch = batch_for_shader(
def draw():
shader.bind()
matrix = bpy.context.region_data.perspective_matrix
shader.uniform_float("u_ViewProjectionMatrix", matrix)
shader.uniform_float("u_Scale", 10)

View File

@ -41,7 +41,6 @@ batch = batch_for_shader(shader, 'TRIS', {"position": coords})
def draw():
shader.bind()
matrix = bpy.context.region_data.perspective_matrix
shader.uniform_float("viewProjectionMatrix", matrix)
shader.uniform_float("brightness", 0.5)

View File

@ -22,7 +22,6 @@ batch = batch_for_shader(shader, 'LINES', {"pos": coords}, indices=indices)
def draw():
shader.bind()
shader.uniform_float("color", (1, 0, 0, 1))
batch.draw(shader)

View File

@ -18,7 +18,6 @@ batch = batch_for_shader(shader, 'TRIS', {"pos": vertices}, indices=indices)
def draw():
shader.bind()
shader.uniform_float("color", (0, 0.5, 0.5, 1.0))
batch.draw(shader)

View File

@ -56,7 +56,6 @@ batch = batch_for_shader(
def draw():
shader.bind()
shader.uniform_sampler("image", texture)
batch.draw(shader)

View File

@ -76,7 +76,6 @@ batch = batch_for_shader(
def draw():
shader.bind()
shader.uniform_float("modelMatrix", Matrix.Translation((1, 2, 3)) @ Matrix.Scale(3, 4))
shader.uniform_float("viewProjectionMatrix", bpy.context.region_data.perspective_matrix)
shader.uniform_sampler("image", offscreen.texture_color)

View File

@ -742,7 +742,6 @@ class Gizmo(StructRNA):
matrix = self.matrix_world
batch, shader = shape
shader.bind()
if select_id is not None:
gpu.select.load_id(select_id)

View File

@ -78,7 +78,6 @@ def draw_texture_2d(texture, position, width, height):
gpu.matrix.scale((width, height))
shader = gpu.shader.from_builtin('IMAGE')
shader.bind()
if isinstance(texture, int):
# Call the legacy bgl to not break the existing API

View File

@ -19,7 +19,6 @@ def draw_callback_px(self, context):
gpu.state.blend_set('ALPHA')
gpu.state.line_width_set(2.0)
batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": self.mouse_path})
shader.bind()
shader.uniform_float("color", (0.0, 0.0, 0.0, 0.5))
batch.draw(shader)

View File

@ -270,6 +270,7 @@ static PyObject *pygpu_shader_uniform_vector_float(BPyGPUShader *self, PyObject
return NULL;
}
GPU_shader_bind(self->shader);
GPU_shader_uniform_vector(self->shader, location, length, count, pybuffer.buf);
PyBuffer_Release(&pybuffer);
@ -292,6 +293,7 @@ static PyObject *pygpu_shader_uniform_vector_int(BPyGPUShader *self, PyObject *a
return NULL;
}
GPU_shader_bind(self->shader);
GPU_shader_uniform_vector_int(self->shader, location, length, count, pybuffer.buf);
PyBuffer_Release(&pybuffer);
@ -359,6 +361,7 @@ static PyObject *pygpu_shader_uniform_bool(BPyGPUShader *self, PyObject *args)
return NULL;
}
GPU_shader_bind(self->shader);
GPU_shader_uniform_vector_int(self->shader, location, length, 1, values);
Py_RETURN_NONE;
@ -428,6 +431,7 @@ static PyObject *pygpu_shader_uniform_float(BPyGPUShader *self, PyObject *args)
return NULL;
}
GPU_shader_bind(self->shader);
GPU_shader_uniform_vector(self->shader, location, length, 1, values);
Py_RETURN_NONE;
@ -499,6 +503,7 @@ static PyObject *pygpu_shader_uniform_int(BPyGPUShader *self, PyObject *args)
return NULL;
}
GPU_shader_bind(self->shader);
GPU_shader_uniform_vector_int(self->shader, location, length, 1, values);
Py_RETURN_NONE;
@ -522,6 +527,7 @@ static PyObject *pygpu_shader_uniform_sampler(BPyGPUShader *self, PyObject *args
return NULL;
}
GPU_shader_bind(self->shader);
int slot = GPU_shader_get_texture_binding(self->shader, name);
GPU_texture_bind(py_texture->tex, slot);
GPU_shader_uniform_1i(self->shader, name, slot);
@ -556,6 +562,7 @@ static PyObject *pygpu_shader_uniform_block(BPyGPUShader *self, PyObject *args)
return NULL;
}
GPU_shader_bind(self->shader);
GPU_uniformbuf_bind(py_ubo->ubo, binding);
Py_RETURN_NONE;