Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2020-03-11 19:07:43 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-03-11 19:12:16 +0300
commitc476c36e400883d929a7149def8dcb6ad6157a86 (patch)
treec19c43ad1ed82f333c08bee7d2096024fed812dd /source/blender/draw/engines/workbench/workbench_shader.c
parentf01bc597a8e6bf5df19f1af0c422918c96b25e41 (diff)
Workbench Simplification Refactor
This patch is (almost) a complete rewrite of workbench engine. The features remain unchanged but the code quality is greatly improved. Hair shading is brighter but also more correct. This also introduce the concept of `DRWShaderLibrary` to make a simple include system inside the GLSL files. Differential Revision: https://developer.blender.org/D7060
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_shader.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_shader.c533
1 files changed, 533 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_shader.c b/source/blender/draw/engines/workbench/workbench_shader.c
new file mode 100644
index 00000000000..14a980fe628
--- /dev/null
+++ b/source/blender/draw/engines/workbench/workbench_shader.c
@@ -0,0 +1,533 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Copyright 2020, Blender Foundation.
+ */
+
+/** \file
+ * \ingroup draw_engine
+ */
+
+#include "DRW_render.h"
+
+#include "BLI_dynstr.h"
+
+#include "workbench_engine.h"
+#include "workbench_private.h"
+
+extern char datatoc_common_hair_lib_glsl[];
+extern char datatoc_common_view_lib_glsl[];
+extern char datatoc_common_smaa_lib_glsl[];
+
+extern char datatoc_workbench_prepass_vert_glsl[];
+extern char datatoc_workbench_prepass_hair_vert_glsl[];
+extern char datatoc_workbench_prepass_frag_glsl[];
+
+extern char datatoc_workbench_effect_cavity_frag_glsl[];
+extern char datatoc_workbench_effect_outline_frag_glsl[];
+extern char datatoc_workbench_effect_dof_frag_glsl[];
+extern char datatoc_workbench_effect_taa_frag_glsl[];
+extern char datatoc_workbench_effect_smaa_frag_glsl[];
+extern char datatoc_workbench_effect_smaa_vert_glsl[];
+
+extern char datatoc_workbench_composite_frag_glsl[];
+
+extern char datatoc_workbench_transparent_accum_frag_glsl[];
+extern char datatoc_workbench_transparent_resolve_frag_glsl[];
+
+extern char datatoc_workbench_merge_infront_frag_glsl[];
+
+extern char datatoc_workbench_shadow_vert_glsl[];
+extern char datatoc_workbench_shadow_geom_glsl[];
+extern char datatoc_workbench_shadow_caps_geom_glsl[];
+extern char datatoc_workbench_shadow_debug_frag_glsl[];
+
+extern char datatoc_workbench_volume_vert_glsl[];
+extern char datatoc_workbench_volume_frag_glsl[];
+
+extern char datatoc_workbench_cavity_lib_glsl[];
+extern char datatoc_workbench_common_lib_glsl[];
+extern char datatoc_workbench_curvature_lib_glsl[];
+extern char datatoc_workbench_data_lib_glsl[];
+extern char datatoc_workbench_image_lib_glsl[];
+extern char datatoc_workbench_matcap_lib_glsl[];
+extern char datatoc_workbench_material_lib_glsl[];
+extern char datatoc_workbench_shader_interface_lib_glsl[];
+extern char datatoc_workbench_world_light_lib_glsl[];
+
+extern char datatoc_gpu_shader_depth_only_frag_glsl[];
+extern char datatoc_gpu_shader_common_obinfos_lib_glsl[];
+
+/* Maximum number of variations. */
+#define MAX_LIGHTING 3
+#define MAX_COLOR 3
+#define MAX_GEOM 2
+
+enum {
+ VOLUME_SH_SLICE = 0,
+ VOLUME_SH_COBA,
+ VOLUME_SH_CUBIC,
+};
+
+#define VOLUME_SH_MAX (1 << (VOLUME_SH_CUBIC + 1))
+
+static struct {
+ struct GPUShader *opaque_prepass_sh_cache[GPU_SHADER_CFG_LEN][MAX_GEOM][MAX_COLOR];
+ struct GPUShader *transp_prepass_sh_cache[GPU_SHADER_CFG_LEN][MAX_GEOM][MAX_LIGHTING][MAX_COLOR];
+
+ struct GPUShader *opaque_composite_sh[MAX_LIGHTING];
+ struct GPUShader *oit_resolve_sh;
+ struct GPUShader *outline_sh;
+ struct GPUShader *merge_infront_sh;
+
+ struct GPUShader *shadow_depth_pass_sh[2];
+ struct GPUShader *shadow_depth_fail_sh[2][2];
+
+ struct GPUShader *cavity_sh[2][2];
+
+ struct GPUShader *dof_prepare_sh;
+ struct GPUShader *dof_downsample_sh;
+ struct GPUShader *dof_blur1_sh;
+ struct GPUShader *dof_blur2_sh;
+ struct GPUShader *dof_resolve_sh;
+
+ struct GPUShader *aa_accum_sh;
+ struct GPUShader *smaa_sh[3];
+
+ struct GPUShader *volume_sh[2][2][2];
+
+ struct DRWShaderLibrary *lib;
+} e_data = {{{{NULL}}}};
+
+void workbench_shader_library_ensure(void)
+{
+ if (e_data.lib == NULL) {
+ e_data.lib = DRW_shader_library_create();
+ /* NOTE: Theses needs to be ordered by dependencies. */
+ DRW_SHADER_LIB_ADD(e_data.lib, common_hair_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, common_view_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, gpu_shader_common_obinfos_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, workbench_shader_interface_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, workbench_common_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, workbench_image_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, workbench_material_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, workbench_data_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, workbench_matcap_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, workbench_cavity_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, workbench_curvature_lib);
+ DRW_SHADER_LIB_ADD(e_data.lib, workbench_world_light_lib);
+ }
+}
+
+static char *workbench_build_defines(
+ WORKBENCH_PrivateData *wpd, bool textured, bool tiled, bool cavity, bool curvature)
+{
+ char *str = NULL;
+
+ DynStr *ds = BLI_dynstr_new();
+
+ if (wpd && wpd->shading.light == V3D_LIGHTING_STUDIO) {
+ BLI_dynstr_append(ds, "#define V3D_LIGHTING_STUDIO\n");
+ }
+ else if (wpd && wpd->shading.light == V3D_LIGHTING_MATCAP) {
+ BLI_dynstr_append(ds, "#define V3D_LIGHTING_MATCAP\n");
+ }
+ else {
+ BLI_dynstr_append(ds, "#define V3D_LIGHTING_FLAT\n");
+ }
+
+ if (NORMAL_ENCODING_ENABLED()) {
+ BLI_dynstr_append(ds, "#define WORKBENCH_ENCODE_NORMALS\n");
+ }
+
+ if (textured) {
+ BLI_dynstr_append(ds, "#define V3D_SHADING_TEXTURE_COLOR\n");
+ }
+ if (tiled) {
+ BLI_dynstr_append(ds, "#define TEXTURE_IMAGE_ARRAY\n");
+ }
+ if (cavity) {
+ BLI_dynstr_append(ds, "#define USE_CAVITY\n");
+ }
+ if (curvature) {
+ BLI_dynstr_append(ds, "#define USE_CURVATURE\n");
+ }
+
+ str = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+ return str;
+}
+
+static int workbench_color_index(WORKBENCH_PrivateData *UNUSED(wpd), bool textured, bool tiled)
+{
+ BLI_assert(2 < MAX_COLOR);
+ return (textured) ? (tiled ? 2 : 1) : 0;
+}
+
+static GPUShader *workbench_shader_get_ex(
+ WORKBENCH_PrivateData *wpd, bool transp, bool hair, bool textured, bool tiled)
+{
+ int color = workbench_color_index(wpd, textured, tiled);
+ int light = wpd->shading.light;
+ BLI_assert(light < MAX_LIGHTING);
+ struct GPUShader **shader =
+ (transp) ? &e_data.transp_prepass_sh_cache[wpd->sh_cfg][hair][light][color] :
+ &e_data.opaque_prepass_sh_cache[wpd->sh_cfg][hair][color];
+
+ if (*shader == NULL) {
+ char *defines = workbench_build_defines(wpd, textured, tiled, false, false);
+
+ char *frag_file = transp ? datatoc_workbench_transparent_accum_frag_glsl :
+ datatoc_workbench_prepass_frag_glsl;
+ char *frag_src = DRW_shader_library_create_shader_string(e_data.lib, frag_file);
+
+ char *vert_file = hair ? datatoc_workbench_prepass_hair_vert_glsl :
+ datatoc_workbench_prepass_vert_glsl;
+ char *vert_src = DRW_shader_library_create_shader_string(e_data.lib, vert_file);
+
+ const GPUShaderConfigData *sh_cfg_data = &GPU_shader_cfg_data[wpd->sh_cfg];
+
+ *shader = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg_data->lib, vert_src, NULL},
+ .frag = (const char *[]){frag_src, NULL},
+ .defs = (const char *[]){sh_cfg_data->def,
+ defines,
+ transp ? "#define TRANSPARENT_MATERIAL\n" :
+ "#define OPAQUE_MATERIAL\n",
+ NULL},
+ });
+
+ MEM_freeN(defines);
+ MEM_freeN(frag_src);
+ MEM_freeN(vert_src);
+ }
+ return *shader;
+}
+
+GPUShader *workbench_shader_opaque_get(WORKBENCH_PrivateData *wpd, bool hair)
+{
+ return workbench_shader_get_ex(wpd, false, hair, false, false);
+}
+
+GPUShader *workbench_shader_opaque_image_get(WORKBENCH_PrivateData *wpd, bool hair, bool tiled)
+{
+ return workbench_shader_get_ex(wpd, false, hair, true, tiled);
+}
+
+GPUShader *workbench_shader_transparent_get(WORKBENCH_PrivateData *wpd, bool hair)
+{
+ return workbench_shader_get_ex(wpd, true, hair, false, false);
+}
+
+GPUShader *workbench_shader_transparent_image_get(WORKBENCH_PrivateData *wpd,
+ bool hair,
+ bool tiled)
+{
+ return workbench_shader_get_ex(wpd, true, hair, true, tiled);
+}
+
+GPUShader *workbench_shader_composite_get(WORKBENCH_PrivateData *wpd)
+{
+ int light = wpd->shading.light;
+ struct GPUShader **shader = &e_data.opaque_composite_sh[light];
+ BLI_assert(light < MAX_LIGHTING);
+
+ if (*shader == NULL) {
+ char *defines = workbench_build_defines(wpd, false, false, false, false);
+ char *frag = DRW_shader_library_create_shader_string(e_data.lib,
+ datatoc_workbench_composite_frag_glsl);
+
+ *shader = DRW_shader_create_fullscreen(frag, defines);
+
+ MEM_freeN(defines);
+ MEM_freeN(frag);
+ }
+ return *shader;
+}
+
+GPUShader *workbench_shader_merge_infront_get(WORKBENCH_PrivateData *UNUSED(wpd))
+{
+ if (e_data.merge_infront_sh == NULL) {
+ char *frag = DRW_shader_library_create_shader_string(
+ e_data.lib, datatoc_workbench_merge_infront_frag_glsl);
+
+ e_data.merge_infront_sh = DRW_shader_create_fullscreen(frag, NULL);
+
+ MEM_freeN(frag);
+ }
+ return e_data.merge_infront_sh;
+}
+
+GPUShader *workbench_shader_transparent_resolve_get(WORKBENCH_PrivateData *wpd)
+{
+ if (e_data.oit_resolve_sh == NULL) {
+ char *defines = workbench_build_defines(wpd, false, false, false, false);
+
+ e_data.oit_resolve_sh = DRW_shader_create_fullscreen(
+ datatoc_workbench_transparent_resolve_frag_glsl, defines);
+
+ MEM_freeN(defines);
+ }
+ return e_data.oit_resolve_sh;
+}
+
+static GPUShader *workbench_shader_shadow_pass_get_ex(bool depth_pass, bool manifold, bool cap)
+{
+ struct GPUShader **shader = (depth_pass) ? &e_data.shadow_depth_pass_sh[manifold] :
+ &e_data.shadow_depth_fail_sh[manifold][cap];
+
+ if (*shader == NULL) {
+#if DEBUG_SHADOW_VOLUME
+ const char *shadow_frag = datatoc_workbench_shadow_debug_frag_glsl;
+#else
+ const char *shadow_frag = datatoc_gpu_shader_depth_only_frag_glsl;
+#endif
+
+ *shader = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){datatoc_common_view_lib_glsl,
+ datatoc_workbench_shadow_vert_glsl,
+ NULL},
+ .geom = (const char *[]){(cap) ? datatoc_workbench_shadow_caps_geom_glsl :
+ datatoc_workbench_shadow_geom_glsl,
+ NULL},
+ .frag = (const char *[]){shadow_frag, NULL},
+ .defs = (const char *[]){(depth_pass) ? "#define SHADOW_PASS\n" : "#define SHADOW_FAIL\n",
+ (manifold) ? "" : "#define DOUBLE_MANIFOLD\n",
+ NULL},
+ });
+ }
+ return *shader;
+}
+
+GPUShader *workbench_shader_shadow_pass_get(bool manifold)
+{
+ return workbench_shader_shadow_pass_get_ex(true, manifold, false);
+}
+
+GPUShader *workbench_shader_shadow_fail_get(bool manifold, bool cap)
+{
+ return workbench_shader_shadow_pass_get_ex(false, manifold, cap);
+}
+
+GPUShader *workbench_shader_cavity_get(bool cavity, bool curvature)
+{
+ BLI_assert(cavity || curvature);
+ struct GPUShader **shader = &e_data.cavity_sh[cavity][curvature];
+
+ if (*shader == NULL) {
+ char *defines = workbench_build_defines(NULL, false, false, cavity, curvature);
+ char *frag = DRW_shader_library_create_shader_string(
+ e_data.lib, datatoc_workbench_effect_cavity_frag_glsl);
+
+ *shader = DRW_shader_create_fullscreen(frag, defines);
+
+ MEM_freeN(defines);
+ MEM_freeN(frag);
+ }
+ return *shader;
+}
+
+GPUShader *workbench_shader_outline_get(void)
+{
+ if (e_data.outline_sh == NULL) {
+ char *frag = DRW_shader_library_create_shader_string(
+ e_data.lib, datatoc_workbench_effect_outline_frag_glsl);
+
+ e_data.outline_sh = DRW_shader_create_fullscreen(frag, NULL);
+
+ MEM_freeN(frag);
+ }
+ return e_data.outline_sh;
+}
+
+void workbench_shader_depth_of_field_get(GPUShader **prepare_sh,
+ GPUShader **downsample_sh,
+ GPUShader **blur1_sh,
+ GPUShader **blur2_sh,
+ GPUShader **resolve_sh)
+{
+ if (e_data.dof_prepare_sh == NULL) {
+ e_data.dof_prepare_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
+ "#define PREPARE\n");
+
+ e_data.dof_downsample_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
+ "#define DOWNSAMPLE\n");
+#if 0 /* TODO(fclem) finish COC min_max optimization */
+ e_data.dof_flatten_v_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
+ "#define FLATTEN_VERTICAL\n");
+
+ e_data.dof_flatten_h_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
+ "#define FLATTEN_HORIZONTAL\n");
+
+ e_data.dof_dilate_v_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
+ "#define DILATE_VERTICAL\n");
+
+ e_data.dof_dilate_h_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
+ "#define DILATE_HORIZONTAL\n");
+#endif
+ e_data.dof_blur1_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
+ "#define BLUR1\n");
+
+ e_data.dof_blur2_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
+ "#define BLUR2\n");
+
+ e_data.dof_resolve_sh = DRW_shader_create_fullscreen(datatoc_workbench_effect_dof_frag_glsl,
+ "#define RESOLVE\n");
+ }
+
+ *prepare_sh = e_data.dof_prepare_sh;
+ *downsample_sh = e_data.dof_downsample_sh;
+ *blur1_sh = e_data.dof_blur1_sh;
+ *blur2_sh = e_data.dof_blur2_sh;
+ *resolve_sh = e_data.dof_resolve_sh;
+}
+
+GPUShader *workbench_shader_antialiasing_accumulation_get(void)
+{
+ if (e_data.aa_accum_sh == NULL) {
+ char *frag = DRW_shader_library_create_shader_string(e_data.lib,
+ datatoc_workbench_effect_taa_frag_glsl);
+
+ e_data.aa_accum_sh = DRW_shader_create_fullscreen(frag, NULL);
+
+ MEM_freeN(frag);
+ }
+ return e_data.aa_accum_sh;
+}
+
+GPUShader *workbench_shader_antialiasing_get(int stage)
+{
+ BLI_assert(stage < 3);
+ if (!e_data.smaa_sh[stage]) {
+ char stage_define[32];
+ BLI_snprintf(stage_define, sizeof(stage_define), "#define SMAA_STAGE %d\n", stage);
+
+ e_data.smaa_sh[stage] = GPU_shader_create_from_arrays({
+ .vert =
+ (const char *[]){
+ "#define SMAA_INCLUDE_VS 1\n",
+ "#define SMAA_INCLUDE_PS 0\n",
+ "uniform vec4 viewportMetrics;\n",
+ datatoc_common_smaa_lib_glsl,
+ datatoc_workbench_effect_smaa_vert_glsl,
+ NULL,
+ },
+ .frag =
+ (const char *[]){
+ "#define SMAA_INCLUDE_VS 0\n",
+ "#define SMAA_INCLUDE_PS 1\n",
+ "uniform vec4 viewportMetrics;\n",
+ datatoc_common_smaa_lib_glsl,
+ datatoc_workbench_effect_smaa_frag_glsl,
+ NULL,
+ },
+ .defs =
+ (const char *[]){
+ "#define SMAA_GLSL_3\n",
+ "#define SMAA_RT_METRICS viewportMetrics\n",
+ "#define SMAA_PRESET_HIGH\n",
+ "#define SMAA_LUMA_WEIGHT float4(1.0, 1.0, 1.0, 1.0)\n",
+ "#define SMAA_NO_DISCARD\n",
+ stage_define,
+ NULL,
+ },
+ });
+ }
+ return e_data.smaa_sh[stage];
+}
+
+GPUShader *workbench_shader_volume_get(bool slice, bool coba, bool cubic)
+{
+ GPUShader **shader = &e_data.volume_sh[slice][coba][cubic];
+
+ if (*shader == NULL) {
+ DynStr *ds = BLI_dynstr_new();
+
+ if (slice) {
+ BLI_dynstr_append(ds, "#define VOLUME_SLICE\n");
+ }
+ if (coba) {
+ BLI_dynstr_append(ds, "#define USE_COBA\n");
+ }
+ if (cubic) {
+ BLI_dynstr_append(ds, "#define USE_TRICUBIC\n");
+ }
+
+ char *defines = BLI_dynstr_get_cstring(ds);
+ BLI_dynstr_free(ds);
+
+ char *vert = DRW_shader_library_create_shader_string(e_data.lib,
+ datatoc_workbench_volume_vert_glsl);
+ char *frag = DRW_shader_library_create_shader_string(e_data.lib,
+ datatoc_workbench_volume_frag_glsl);
+
+ *shader = DRW_shader_create(vert, NULL, frag, defines);
+
+ MEM_freeN(vert);
+ MEM_freeN(frag);
+ MEM_freeN(defines);
+ }
+ return *shader;
+}
+
+void workbench_shader_free(void)
+{
+ for (int j = 0; j < sizeof(e_data.opaque_prepass_sh_cache) / sizeof(void *); j++) {
+ struct GPUShader **sh_array = &e_data.opaque_prepass_sh_cache[0][0][0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+ for (int j = 0; j < sizeof(e_data.transp_prepass_sh_cache) / sizeof(void *); j++) {
+ struct GPUShader **sh_array = &e_data.transp_prepass_sh_cache[0][0][0][0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+ for (int j = 0; j < sizeof(e_data.opaque_composite_sh) / sizeof(void *); j++) {
+ struct GPUShader **sh_array = &e_data.opaque_composite_sh[0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+ for (int j = 0; j < sizeof(e_data.shadow_depth_pass_sh) / sizeof(void *); j++) {
+ struct GPUShader **sh_array = &e_data.shadow_depth_pass_sh[0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+ for (int j = 0; j < sizeof(e_data.shadow_depth_fail_sh) / sizeof(void *); j++) {
+ struct GPUShader **sh_array = &e_data.shadow_depth_fail_sh[0][0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+ for (int j = 0; j < sizeof(e_data.cavity_sh) / sizeof(void *); j++) {
+ struct GPUShader **sh_array = &e_data.cavity_sh[0][0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+ for (int j = 0; j < sizeof(e_data.smaa_sh) / sizeof(void *); j++) {
+ struct GPUShader **sh_array = &e_data.smaa_sh[0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+ for (int j = 0; j < sizeof(e_data.volume_sh) / sizeof(void *); j++) {
+ struct GPUShader **sh_array = &e_data.volume_sh[0][0][0];
+ DRW_SHADER_FREE_SAFE(sh_array[j]);
+ }
+
+ DRW_SHADER_FREE_SAFE(e_data.oit_resolve_sh);
+ DRW_SHADER_FREE_SAFE(e_data.outline_sh);
+ DRW_SHADER_FREE_SAFE(e_data.merge_infront_sh);
+
+ DRW_SHADER_FREE_SAFE(e_data.dof_prepare_sh);
+ DRW_SHADER_FREE_SAFE(e_data.dof_downsample_sh);
+ DRW_SHADER_FREE_SAFE(e_data.dof_blur1_sh);
+ DRW_SHADER_FREE_SAFE(e_data.dof_blur2_sh);
+ DRW_SHADER_FREE_SAFE(e_data.dof_resolve_sh);
+
+ DRW_SHADER_FREE_SAFE(e_data.aa_accum_sh);
+
+ DRW_SHADER_LIB_FREE_SAFE(e_data.lib);
+}