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authorSergey Sharybin <sergey.vfx@gmail.com>2018-09-12 15:30:28 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2018-09-12 15:30:28 +0300
commit39fabaddfd770f7d92a5aabb0d0255d6fc97cd24 (patch)
treed44e6c37094e53287596f33ecf8423eec8e7c51b /source/blender/gpu/intern/gpu_shader.c
parent721c691a2750d9eb005343a9d2e25fdac6ff1493 (diff)
GPU: Remove residue of OpenSubdiv
Was done more like a hack on top of old drawing pipeline. Should be re-implemented to fit new draw manager closer.
Diffstat (limited to 'source/blender/gpu/intern/gpu_shader.c')
-rw-r--r--source/blender/gpu/intern/gpu_shader.c81
1 files changed, 2 insertions, 79 deletions
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 803a6319017..55ba862548e 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -246,9 +246,7 @@ static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH])
}
}
-static void gpu_shader_standard_defines(
- char defines[MAX_DEFINE_LENGTH],
- bool use_opensubdiv)
+static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH])
{
/* some useful defines to detect GPU type */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY))
@@ -258,28 +256,6 @@ static void gpu_shader_standard_defines(
else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY))
strcat(defines, "#define GPU_INTEL\n");
-#ifdef WITH_OPENSUBDIV
- /* TODO(sergey): Check whether we actually compiling shader for
- * the OpenSubdiv mesh.
- */
- if (use_opensubdiv) {
- strcat(defines, "#define USE_OPENSUBDIV\n");
-
- /* TODO(sergey): not strictly speaking a define, but this is
- * a global typedef which we don't have better place to define
- * in yet.
- */
- strcat(defines,
- "struct VertexData {\n"
- " vec4 position;\n"
- " vec3 normal;\n"
- " vec2 uv;"
- "};\n");
- }
-#else
- UNUSED_VARS(use_opensubdiv);
-#endif
-
return;
}
@@ -297,7 +273,6 @@ GPUShader *GPU_shader_create(
geocode,
libcode,
defines,
- GPU_SHADER_FLAGS_NONE,
GPU_SHADER_TFB_NONE,
NULL,
0,
@@ -357,18 +332,11 @@ GPUShader *GPU_shader_create_ex(
const char *geocode,
const char *libcode,
const char *defines,
- const int flags,
const GPUShaderTFBType tf_type,
const char **tf_names,
const int tf_count,
const char *shname)
{
-#ifdef WITH_OPENSUBDIV
- bool use_opensubdiv = (flags & GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV) != 0;
-#else
- UNUSED_VARS(flags);
- bool use_opensubdiv = false;
-#endif
GLint status;
GLchar log[5000];
GLsizei length = 0;
@@ -404,9 +372,7 @@ GPUShader *GPU_shader_create_ex(
return NULL;
}
- gpu_shader_standard_defines(
- standard_defines,
- use_opensubdiv);
+ gpu_shader_standard_defines(standard_defines);
gpu_shader_standard_extensions(standard_extensions);
if (vertexcode) {
@@ -446,19 +412,6 @@ GPUShader *GPU_shader_create_ex(
source[num_source++] = standard_extensions;
source[num_source++] = standard_defines;
-#ifdef WITH_OPENSUBDIV
- /* TODO(sergey): Move to fragment shader source code generation. */
- if (use_opensubdiv) {
- source[num_source++] = (
- "#ifdef USE_OPENSUBDIV\n"
- "in block {\n"
- " VertexData v;\n"
- "} inpt;\n"
- "#endif\n"
- );
- }
-#endif
-
if (defines) source[num_source++] = defines;
if (libcode) source[num_source++] = libcode;
source[num_source++] = fragcode;
@@ -508,13 +461,6 @@ GPUShader *GPU_shader_create_ex(
}
}
-#ifdef WITH_OPENSUBDIV
- if (use_opensubdiv) {
- glBindAttribLocation(shader->program, 0, "position");
- glBindAttribLocation(shader->program, 1, "normal");
- }
-#endif
-
if (tf_names != NULL) {
glTransformFeedbackVaryings(shader->program, tf_count, tf_names, GL_INTERLEAVED_ATTRIBS);
/* Primitive type must be setup */
@@ -538,29 +484,6 @@ GPUShader *GPU_shader_create_ex(
shader->interface = GPU_shaderinterface_create(shader->program);
-#ifdef WITH_OPENSUBDIV
- /* TODO(sergey): Find a better place for this. */
- if (use_opensubdiv) {
- if (GLEW_VERSION_4_1) {
- glProgramUniform1i(
- shader->program,
- GPU_shaderinterface_uniform(shader->interface, "FVarDataOffsetBuffer")->location,
- 30); /* GL_TEXTURE30 */
-
- glProgramUniform1i(
- shader->program,
- GPU_shaderinterface_uniform(shader->interface, "FVarDataBuffer")->location,
- 31); /* GL_TEXTURE31 */
- }
- else {
- glUseProgram(shader->program);
- glUniform1i(GPU_shaderinterface_uniform(shader->interface, "FVarDataOffsetBuffer")->location, 30);
- glUniform1i(GPU_shaderinterface_uniform(shader->interface, "FVarDataBuffer")->location, 31);
- glUseProgram(0);
- }
- }
-#endif
-
return shader;
}