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authorJeroen Bakker <jeroen@blender.org>2022-01-10 14:18:30 +0300
committerJeroen Bakker <jeroen@blender.org>2022-01-10 14:51:21 +0300
commit227fd753df874e1d8c3e221066dde210d3b87aba (patch)
tree4c66e409e8d728b5f087a1e6ed36fd546e48ac8d /source/blender
parentbd8fa07a3df6d55ca83778253a3ccaa5a9ca4660 (diff)
GPU: Remove unused UV shaders.
The UV shaders have been migrated to the overlay engine and aren't accessible via the python API.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/gpu/GPU_shader.h11
-rw-r--r--source/blender/gpu/intern/gpu_shader_builtin.c52
-rw-r--r--source/blender/gpu/tests/gpu_shader_builtin_test.cc8
3 files changed, 1 insertions, 70 deletions
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 9bcd92f534a..a93a61ebbb0 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -409,17 +409,8 @@ typedef enum eGPUBuiltinShader {
GPU_SHADER_2D_WIDGET_SHADOW,
GPU_SHADER_2D_NODELINK,
GPU_SHADER_2D_NODELINK_INST,
- /* specialized for edituv drawing */
- GPU_SHADER_2D_UV_UNIFORM_COLOR,
- GPU_SHADER_2D_UV_VERTS,
- GPU_SHADER_2D_UV_FACEDOTS,
- GPU_SHADER_2D_UV_EDGES,
- GPU_SHADER_2D_UV_EDGES_SMOOTH,
- GPU_SHADER_2D_UV_FACES,
- GPU_SHADER_2D_UV_FACES_STRETCH_AREA,
- GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE,
} eGPUBuiltinShader;
-#define GPU_SHADER_BUILTIN_LEN (GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE + 1)
+#define GPU_SHADER_BUILTIN_LEN (GPU_SHADER_2D_NODELINK_INST + 1)
/** Support multiple configurations. */
typedef enum eGPUShaderConfig {
diff --git a/source/blender/gpu/intern/gpu_shader_builtin.c b/source/blender/gpu/intern/gpu_shader_builtin.c
index bea43bacb23..3ed7fdbbb6b 100644
--- a/source/blender/gpu/intern/gpu_shader_builtin.c
+++ b/source/blender/gpu/intern/gpu_shader_builtin.c
@@ -457,58 +457,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.defs = "#define USE_INSTANCE\n",
},
- [GPU_SHADER_2D_UV_UNIFORM_COLOR] =
- {
- .name = "GPU_SHADER_2D_UV_UNIFORM_COLOR",
- .vert = datatoc_gpu_shader_2D_vert_glsl,
- .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
- .defs = "#define UV_POS\n",
- },
- [GPU_SHADER_2D_UV_VERTS] =
- {
- .name = "GPU_SHADER_2D_UV_VERTS",
- .vert = datatoc_gpu_shader_2D_edituvs_points_vert_glsl,
- .frag = datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl,
- },
- [GPU_SHADER_2D_UV_FACEDOTS] =
- {
- .name = "GPU_SHADER_2D_UV_FACEDOTS",
- .vert = datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl,
- .frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
- },
- [GPU_SHADER_2D_UV_EDGES] =
- {
- .name = "GPU_SHADER_2D_UV_EDGES",
- .vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl,
- .frag = datatoc_gpu_shader_2D_edituvs_edges_frag_glsl,
- },
- [GPU_SHADER_2D_UV_EDGES_SMOOTH] =
- {
- .name = "GPU_SHADER_2D_UV_EDGES_SMOOTH",
- .vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl,
- .frag = datatoc_gpu_shader_2D_edituvs_edges_frag_glsl,
- .defs = "#define SMOOTH_COLOR\n",
- },
- [GPU_SHADER_2D_UV_FACES] =
- {
- .name = "GPU_SHADER_2D_UV_FACES",
- .vert = datatoc_gpu_shader_2D_edituvs_faces_vert_glsl,
- .frag = datatoc_gpu_shader_flat_color_frag_glsl,
- },
- [GPU_SHADER_2D_UV_FACES_STRETCH_AREA] =
- {
- .name = "GPU_SHADER_2D_UV_FACES_STRETCH_AREA",
- .vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
- .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
- },
- [GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE] =
- {
- .name = "GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE",
- .vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
- .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
- .defs = "#define STRETCH_ANGLE\n",
- },
-
[GPU_SHADER_GPENCIL_STROKE] =
{
.name = "GPU_SHADER_GPENCIL_STROKE",
diff --git a/source/blender/gpu/tests/gpu_shader_builtin_test.cc b/source/blender/gpu/tests/gpu_shader_builtin_test.cc
index 523a7e5b881..4266824e5ff 100644
--- a/source/blender/gpu/tests/gpu_shader_builtin_test.cc
+++ b/source/blender/gpu/tests/gpu_shader_builtin_test.cc
@@ -79,14 +79,6 @@ static void test_shader_builtin()
test_compile_builtin_shader(GPU_SHADER_2D_WIDGET_SHADOW, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_NODELINK, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_2D_NODELINK_INST, GPU_SHADER_CFG_DEFAULT);
- test_compile_builtin_shader(GPU_SHADER_2D_UV_UNIFORM_COLOR, GPU_SHADER_CFG_DEFAULT);
- test_compile_builtin_shader(GPU_SHADER_2D_UV_VERTS, GPU_SHADER_CFG_DEFAULT);
- test_compile_builtin_shader(GPU_SHADER_2D_UV_FACEDOTS, GPU_SHADER_CFG_DEFAULT);
- test_compile_builtin_shader(GPU_SHADER_2D_UV_EDGES, GPU_SHADER_CFG_DEFAULT);
- test_compile_builtin_shader(GPU_SHADER_2D_UV_EDGES_SMOOTH, GPU_SHADER_CFG_DEFAULT);
- test_compile_builtin_shader(GPU_SHADER_2D_UV_FACES, GPU_SHADER_CFG_DEFAULT);
- test_compile_builtin_shader(GPU_SHADER_2D_UV_FACES_STRETCH_AREA, GPU_SHADER_CFG_DEFAULT);
- test_compile_builtin_shader(GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE, GPU_SHADER_CFG_DEFAULT);
}
GPU_TEST(shader_builtin)