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authorDalai Felinto <dfelinto@gmail.com>2017-05-19 12:47:55 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-05-19 15:14:46 +0300
commit60fc04fb9b4f112998ac42395a17b56cc6edec5c (patch)
tree929dd4d2868800a6c18ecdc4590590a22a853a0a /source/blender
parentbad8b91fd3c7c6f458f0830520b21fe628565cf2 (diff)
Remove reference to WITH_GL_PROFILE_CORE
There is no more point of keep those around. ES20 may need special case when/if we dabble with it again. Meanwhile no point on polluting the code with this. (ghost still has reference for the PROFILE, but that's reasonable)
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/blenkernel/intern/cdderivedmesh.c49
-rw-r--r--source/blender/gpu/GPU_matrix.h6
-rw-r--r--source/blender/gpu/intern/gpu_basic_shader.c99
-rw-r--r--source/blender/gpu/intern/gpu_draw.c7
-rw-r--r--source/blender/gpu/intern/gpu_extensions.c10
-rw-r--r--source/blender/modifiers/intern/MOD_subsurf.c5
6 files changed, 9 insertions, 167 deletions
diff --git a/source/blender/blenkernel/intern/cdderivedmesh.c b/source/blender/blenkernel/intern/cdderivedmesh.c
index 76cf7966181..54ccad64c90 100644
--- a/source/blender/blenkernel/intern/cdderivedmesh.c
+++ b/source/blender/blenkernel/intern/cdderivedmesh.c
@@ -58,13 +58,10 @@
#include "GPU_buffers.h"
#include "GPU_draw.h"
#include "GPU_glew.h"
+#include "GPU_immediate.h"
#include "GPU_shader.h"
#include "GPU_basic_shader.h"
-#ifdef WITH_GL_PROFILE_CORE
-# include "GPU_immediate.h"
-#endif
-
#include <string.h>
#include <limits.h>
#include <math.h>
@@ -376,7 +373,7 @@ static void cdDM_drawVerts(DerivedMesh *dm)
GPU_buffers_unbind();
}
-static void cdDM_drawEdges(DerivedMesh *dm, bool drawLooseEdges, bool drawAllEdges)
+static void cdDM_drawEdges(DerivedMesh *dm, bool UNUSED(drawLooseEdges), bool UNUSED(drawAllEdges))
{
CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
@@ -388,28 +385,6 @@ static void cdDM_drawEdges(DerivedMesh *dm, bool drawLooseEdges, bool drawAllEdg
return;
}
-#ifndef WITH_GL_PROFILE_CORE
- GPUDrawObject *gdo;
-
- GPU_edge_setup(dm);
- gdo = dm->drawObject;
- if (gdo->edges && gdo->points) {
- if (drawAllEdges && drawLooseEdges) {
- GPU_buffer_draw_elements(gdo->edges, GL_LINES, 0, gdo->totedge * 2);
- }
- else if (drawAllEdges) {
- GPU_buffer_draw_elements(gdo->edges, GL_LINES, 0, gdo->loose_edge_offset * 2);
- }
- else {
- GPU_buffer_draw_elements(gdo->edges, GL_LINES, 0, gdo->tot_edge_drawn * 2);
- GPU_buffer_draw_elements(gdo->edges, GL_LINES, gdo->loose_edge_offset * 2, dm->drawObject->tot_loose_edge_drawn * 2);
- }
- }
- GPU_buffers_unbind();
-#else
- (void) drawLooseEdges;
- (void) drawAllEdges;
-
MVert *vert = cddm->mvert;
MEdge *edge = cddm->medge;
@@ -440,7 +415,6 @@ static void cdDM_drawEdges(DerivedMesh *dm, bool drawLooseEdges, bool drawAllEdg
}
immUnbindProgram();
-#endif
}
static void cdDM_drawLooseEdges(DerivedMesh *dm)
@@ -463,8 +437,9 @@ static void cdDM_drawLooseEdges(DerivedMesh *dm)
static void cdDM_drawFacesSolid(
DerivedMesh *dm,
float (*partial_redraw_planes)[4],
- bool UNUSED(fast), DMSetMaterial setMaterial)
+ bool fast, DMSetMaterial setMaterial)
{
+ UNUSED_VARS(partial_redraw_planes, fast, setMaterial);
CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
int a;
@@ -478,21 +453,6 @@ static void cdDM_drawFacesSolid(
}
}
-#ifndef WITH_GL_PROFILE_CORE
- GPU_vertex_setup(dm);
- GPU_normal_setup(dm);
- GPU_triangle_setup(dm);
- for (a = 0; a < dm->drawObject->totmaterial; a++) {
- if (!setMaterial || setMaterial(dm->drawObject->materials[a].mat_nr + 1, NULL)) {
- GPU_buffer_draw_elements(
- dm->drawObject->triangles, GL_TRIANGLES,
- dm->drawObject->materials[a].start, dm->drawObject->materials[a].totelements);
- }
- }
-#else
- (void) partial_redraw_planes;
- (void) setMaterial;
-
const MVert *mvert = cddm->mvert;
const MLoop *mloop = cddm->mloop;
const MPoly *mpoly = cddm->mpoly;
@@ -565,7 +525,6 @@ static void cdDM_drawFacesSolid(
}
immUnbindProgram();
-#endif
}
static void cdDM_drawFacesTex_common(
diff --git a/source/blender/gpu/GPU_matrix.h b/source/blender/gpu/GPU_matrix.h
index 2d43d1ad573..9512587c754 100644
--- a/source/blender/gpu/GPU_matrix.h
+++ b/source/blender/gpu/GPU_matrix.h
@@ -43,11 +43,7 @@ extern "C" {
/* For now we support the legacy matrix stack in gpuGetMatrix functions.
* Will remove this after switching to core profile, which can happen after
* we convert all code to use the API in this file. */
-#ifdef WITH_GL_PROFILE_CORE
-# define SUPPORT_LEGACY_MATRIX 0
-#else
-# define SUPPORT_LEGACY_MATRIX 1
-#endif
+#define SUPPORT_LEGACY_MATRIX 0
void gpuMatrixReset(void); /* to Identity transform & empty stack */
diff --git a/source/blender/gpu/intern/gpu_basic_shader.c b/source/blender/gpu/intern/gpu_basic_shader.c
index 42fb39a6eb0..620a06ae606 100644
--- a/source/blender/gpu/intern/gpu_basic_shader.c
+++ b/source/blender/gpu/intern/gpu_basic_shader.c
@@ -307,113 +307,20 @@ void GPU_basic_shader_colors(
const float diffuse[3], const float specular[3],
int shininess, float alpha)
{
-#ifdef WITH_GL_PROFILE_CORE
+ UNUSED_VARS(diffuse, specular, shininess, alpha);
return;
-#endif
-
- float gl_diffuse[4], gl_specular[4];
-
- if (diffuse)
- copy_v3_v3(gl_diffuse, diffuse);
- else
- zero_v3(gl_diffuse);
- gl_diffuse[3] = alpha;
-
- if (specular)
- copy_v3_v3(gl_specular, specular);
- else
- zero_v3(gl_specular);
- gl_specular[3] = 1.0f;
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, gl_diffuse);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, gl_specular);
- glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, CLAMPIS(shininess, 1, 128));
}
void GPU_basic_shader_light_set(int light_num, GPULightData *light)
{
-#ifdef WITH_GL_PROFILE_CORE
+ UNUSED_VARS(light_num, light);
return;
-#endif
-
- int light_bit = (1 << light_num);
-
- /* note that light position is affected by the current modelview matrix! */
-
- GPU_MATERIAL_STATE.lights_enabled &= ~light_bit;
- GPU_MATERIAL_STATE.lights_directional &= ~light_bit;
-
- if (light) {
- float position[4], diffuse[4], specular[4];
-
- glEnable(GL_LIGHT0 + light_num);
-
- /* position */
- if (light->type == GPU_LIGHT_SUN) {
- copy_v3_v3(position, light->direction);
- position[3] = 0.0f;
- }
- else {
- copy_v3_v3(position, light->position);
- position[3] = 1.0f;
- }
- glLightfv(GL_LIGHT0 + light_num, GL_POSITION, position);
-
- /* energy */
- copy_v3_v3(diffuse, light->diffuse);
- copy_v3_v3(specular, light->specular);
- diffuse[3] = 1.0f;
- specular[3] = 1.0f;
- glLightfv(GL_LIGHT0 + light_num, GL_DIFFUSE, diffuse);
- glLightfv(GL_LIGHT0 + light_num, GL_SPECULAR, specular);
-
- /* attenuation */
- if (light->type == GPU_LIGHT_SUN) {
- glLightf(GL_LIGHT0 + light_num, GL_CONSTANT_ATTENUATION, 1.0f);
- glLightf(GL_LIGHT0 + light_num, GL_LINEAR_ATTENUATION, 0.0f);
- glLightf(GL_LIGHT0 + light_num, GL_QUADRATIC_ATTENUATION, 0.0f);
- }
- else {
- glLightf(GL_LIGHT0 + light_num, GL_CONSTANT_ATTENUATION, light->constant_attenuation);
- glLightf(GL_LIGHT0 + light_num, GL_LINEAR_ATTENUATION, light->linear_attenuation);
- glLightf(GL_LIGHT0 + light_num, GL_QUADRATIC_ATTENUATION, light->quadratic_attenuation);
- }
-
- /* spot */
- glLightfv(GL_LIGHT0 + light_num, GL_SPOT_DIRECTION, light->direction);
- if (light->type == GPU_LIGHT_SPOT) {
- glLightf(GL_LIGHT0 + light_num, GL_SPOT_CUTOFF, light->spot_cutoff);
- glLightf(GL_LIGHT0 + light_num, GL_SPOT_EXPONENT, light->spot_exponent);
- }
- else {
- glLightf(GL_LIGHT0 + light_num, GL_SPOT_CUTOFF, 180.0f);
- glLightf(GL_LIGHT0 + light_num, GL_SPOT_EXPONENT, 0.0f);
- }
-
- GPU_MATERIAL_STATE.lights_enabled |= light_bit;
- if (position[3] == 0.0f)
- GPU_MATERIAL_STATE.lights_directional |= light_bit;
- }
- else {
- /* TODO(sergey): Needs revisit. */
- /* glsl shader needs these zero to skip them */
- const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
-
- glLightfv(GL_LIGHT0 + light_num, GL_POSITION, zero);
- glLightfv(GL_LIGHT0 + light_num, GL_DIFFUSE, zero);
- glLightfv(GL_LIGHT0 + light_num, GL_SPECULAR, zero);
-
- glDisable(GL_LIGHT0 + light_num);
- }
}
void GPU_basic_shader_light_set_viewer(bool local)
{
-#ifdef WITH_GL_PROFILE_CORE
+ UNUSED_VARS(local);
return;
-#endif
-
- glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (local) ? GL_TRUE: GL_FALSE);
}
void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id)
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 0f4b105731d..d2a86dbcfa4 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -2271,13 +2271,6 @@ void GPU_state_init(void)
GPU_disable_program_point_size();
-#ifndef WITH_GL_PROFILE_CORE
- /* TODO: remove this when we switch to core profile */
- {
- glEnable(GL_POINT_SPRITE);
- }
-#endif
-
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
glDepthFunc(GL_LEQUAL);
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c
index b1876e93876..502cfeb6f02 100644
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -137,17 +137,7 @@ void gpu_extensions_init(void)
* final 2.8 release will be unified on OpenGL 3.3 core profile, no required extensions
* see developer.blender.org/T49012 for details
*/
-#if defined(WITH_GL_PROFILE_CORE) || defined(_WIN32)
BLI_assert(GLEW_VERSION_3_3);
-#elif defined(__APPLE__)
- BLI_assert(GLEW_VERSION_2_1 && GLEW_EXT_gpu_shader4
- && GLEW_ARB_framebuffer_object
- && GLEW_ARB_draw_elements_base_vertex
- && GLEW_APPLE_flush_buffer_range);
-#else
- BLI_assert(GLEW_VERSION_3_3 || (GLEW_VERSION_3_0 && GLEW_ARB_draw_elements_base_vertex));
- /* vendor driver || Mesa compatibility profile */
-#endif
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &GG.maxtextures);
diff --git a/source/blender/modifiers/intern/MOD_subsurf.c b/source/blender/modifiers/intern/MOD_subsurf.c
index e444fb85162..407fd63d5c3 100644
--- a/source/blender/modifiers/intern/MOD_subsurf.c
+++ b/source/blender/modifiers/intern/MOD_subsurf.c
@@ -148,16 +148,13 @@ static DerivedMesh *applyModifier(ModifierData *md, Object *ob,
result = subsurf_make_derived_from_derived(derivedData, smd, NULL, subsurf_flags);
result->cd_flag = derivedData->cd_flag;
-#ifndef WITH_GL_PROFILE_CORE
- if (do_cddm_convert)
-#endif
{
DerivedMesh *cddm = CDDM_copy(result);
result->release(result);
result = cddm;
}
-#if defined(WITH_GL_PROFILE_CORE) && !defined(WITH_OPESUBDIV)
+#ifndef WITH_OPESUBDIV
(void) do_cddm_convert;
#endif