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authorJeroen Bakker <jeroen@blender.org>2022-01-10 14:37:42 +0300
committerJeroen Bakker <jeroen@blender.org>2022-01-10 14:51:21 +0300
commitf813aab787376be0c9649d0480d84f1aa6332371 (patch)
tree741832e569f2407811cb6a90fa134ec34bee3af7 /source
parentcfb3f5062ddfbe8974d4cafab16b6b6e25f1d9b9 (diff)
Remove GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA.
Shader isn't used and isn't accessible via py-api.
Diffstat (limited to 'source')
-rw-r--r--source/blender/gpu/CMakeLists.txt1
-rw-r--r--source/blender/gpu/GPU_shader.h11
-rw-r--r--source/blender/gpu/intern/gpu_shader_builtin.c8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl33
-rw-r--r--source/blender/gpu/tests/gpu_shader_builtin_test.cc1
5 files changed, 0 insertions, 54 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 83d83882d94..998244c085e 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -255,7 +255,6 @@ data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 7ea34b257c0..38f39639866 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -370,17 +370,6 @@ typedef enum eGPUBuiltinShader {
* Draw round points with a constant size and an outline.
* Take a single color for all the vertices and a 3D position for each vertex.
*
- * \param size: uniform float
- * \param outlineWidth: uniform float
- * \param color: uniform vec4
- * \param outlineColor: uniform vec4
- * \param pos: in vec3
- */
- GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
- /**
- * Draw round points with a constant size and an outline.
- * Take a single color for all the vertices and a 3D position for each vertex.
- *
* \param color: uniform vec4
* \param size: in float
* \param pos: in vec3
diff --git a/source/blender/gpu/intern/gpu_shader_builtin.c b/source/blender/gpu/intern/gpu_shader_builtin.c
index 6efa31f41dd..076c89c8795 100644
--- a/source/blender/gpu/intern/gpu_shader_builtin.c
+++ b/source/blender/gpu/intern/gpu_shader_builtin.c
@@ -103,7 +103,6 @@ extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_varying_size_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl[];
-extern char datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl[];
@@ -396,12 +395,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.vert = datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl,
.frag = datatoc_gpu_shader_point_uniform_color_aa_frag_glsl,
},
- [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
- {
- .name = "GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA",
- .vert = datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl,
- .frag = datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl,
- },
[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] =
{
@@ -487,7 +480,6 @@ GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
GPU_SHADER_3D_SMOOTH_COLOR,
GPU_SHADER_3D_DEPTH_ONLY,
GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE,
- GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
GPU_SHADER_3D_FLAT_COLOR,
GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR));
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl
deleted file mode 100644
index fb5506a778d..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl
+++ /dev/null
@@ -1,33 +0,0 @@
-
-uniform mat4 ModelViewProjectionMatrix;
-#ifdef USE_WORLD_CLIP_PLANES
-uniform mat4 ModelMatrix;
-#endif
-uniform float size;
-uniform float outlineWidth;
-
-in vec3 pos;
-out vec4 radii;
-
-void main()
-{
- vec4 pos_4d = vec4(pos, 1.0);
- gl_Position = ModelViewProjectionMatrix * pos_4d;
- gl_PointSize = size;
-
- /* calculate concentric radii in pixels */
- float radius = 0.5 * size;
-
- /* start at the outside and progress toward the center */
- radii[0] = radius;
- radii[1] = radius - 1.0;
- radii[2] = radius - outlineWidth;
- radii[3] = radius - outlineWidth - 1.0;
-
- /* convert to PointCoord units */
- radii /= size;
-
-#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
-#endif
-}
diff --git a/source/blender/gpu/tests/gpu_shader_builtin_test.cc b/source/blender/gpu/tests/gpu_shader_builtin_test.cc
index 9e8e057e28a..40b4498dbbf 100644
--- a/source/blender/gpu/tests/gpu_shader_builtin_test.cc
+++ b/source/blender/gpu/tests/gpu_shader_builtin_test.cc
@@ -29,7 +29,6 @@ static void test_shader_builtin()
test_compile_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE);
test_compile_builtin_shader(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
test_compile_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA);
- test_compile_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
test_compile_builtin_shader(GPU_SHADER_TEXT, GPU_SHADER_CFG_DEFAULT);
test_compile_builtin_shader(GPU_SHADER_KEYFRAME_SHAPE, GPU_SHADER_CFG_DEFAULT);