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authorMike Erwin <significant.bit@gmail.com>2017-03-15 18:52:54 +0300
committerMike Erwin <significant.bit@gmail.com>2017-03-15 18:53:48 +0300
commitfce0ff0a3134579f5084f8ae61bec3599cc09db1 (patch)
treec5012f3c41ff0edc9c0c064b39c8ff0d133e466e /source
parent8892c7869e2310eb0299049708e3b1275632fb27 (diff)
OpenGL: remove non-GLSL option from basic shader
This code path was only used when Blender was launched with --enable-legacy-basic-shader at the command line. Part of general OpenGL upgrade (T49165)
Diffstat (limited to 'source')
-rw-r--r--source/blender/gpu/GPU_basic_shader.h3
-rw-r--r--source/blender/gpu/intern/gpu_basic_shader.c160
-rw-r--r--source/creator/creator_args.c12
3 files changed, 17 insertions, 158 deletions
diff --git a/source/blender/gpu/GPU_basic_shader.h b/source/blender/gpu/GPU_basic_shader.h
index bfdf4ab6bbd..dc378927e79 100644
--- a/source/blender/gpu/GPU_basic_shader.h
+++ b/source/blender/gpu/GPU_basic_shader.h
@@ -126,9 +126,6 @@ void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id);
void GPU_basic_shader_line_stipple(GLint stipple_factor, GLushort stipple_pattern);
void GPU_basic_shader_line_width(float line_width);
-bool GPU_basic_shader_use_glsl_get(void);
-void GPU_basic_shader_use_glsl_set(bool enabled);
-
#ifdef __cplusplus
}
#endif
diff --git a/source/blender/gpu/intern/gpu_basic_shader.c b/source/blender/gpu/intern/gpu_basic_shader.c
index 757982d1b30..960181df545 100644
--- a/source/blender/gpu/intern/gpu_basic_shader.c
+++ b/source/blender/gpu/intern/gpu_basic_shader.c
@@ -159,24 +159,6 @@ const GLubyte stipple_hexagon[128] = {
0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22};
/* ********************************************* */
-/* GLSL State */
-
-static bool USE_GLSL = true;
-
-/**
- * \note this isn't part of the basic shader API,
- * only set from the command line once on startup.
- */
-void GPU_basic_shader_use_glsl_set(bool enabled)
-{
- USE_GLSL = enabled;
-}
-
-bool GPU_basic_shader_use_glsl_get(void)
-{
- return USE_GLSL;
-}
-
/* Init / exit */
void GPU_basic_shaders_init(void)
@@ -312,85 +294,16 @@ static void GPU_basic_shader_uniform_autoset(GPUShader *shader, int options)
void GPU_basic_shader_bind(int options)
{
- if (USE_GLSL) {
- if (options) {
- GPUShader *shader = gpu_basic_shader(options);
+ if (options) {
+ GPUShader *shader = gpu_basic_shader(options);
- if (shader) {
- GPU_shader_bind(shader);
- GPU_basic_shader_uniform_autoset(shader, options);
- }
- }
- else {
- GPU_shader_unbind();
+ if (shader) {
+ GPU_shader_bind(shader);
+ GPU_basic_shader_uniform_autoset(shader, options);
}
}
else {
- const int bound_options = GPU_MATERIAL_STATE.bound_options;
-
- if (options & GPU_SHADER_LIGHTING) {
- glEnable(GL_LIGHTING);
-
- if (options & GPU_SHADER_USE_COLOR)
- glEnable(GL_COLOR_MATERIAL);
- else
- glDisable(GL_COLOR_MATERIAL);
-
- if (options & GPU_SHADER_TWO_SIDED)
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
- else
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
- }
- else if (bound_options & GPU_SHADER_LIGHTING) {
- glDisable(GL_LIGHTING);
- glDisable(GL_COLOR_MATERIAL);
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
- }
-
- if (options & GPU_SHADER_TEXTURE_2D) {
- GLint env_mode = (options & (GPU_SHADER_USE_COLOR | GPU_SHADER_LIGHTING)) ? GL_MODULATE : GL_REPLACE;
- glEnable(GL_TEXTURE_2D);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env_mode);
- }
- else if (bound_options & GPU_SHADER_TEXTURE_2D) {
- if ((options & GPU_SHADER_TEXTURE_RECT) == 0) {
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- }
- glDisable(GL_TEXTURE_2D);
- }
-
- if (options & GPU_SHADER_TEXTURE_RECT) {
- GLint env_mode = (options & (GPU_SHADER_USE_COLOR | GPU_SHADER_LIGHTING)) ? GL_MODULATE : GL_REPLACE;
- glEnable(GL_TEXTURE_RECTANGLE);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, env_mode);
- }
- else if (bound_options & GPU_SHADER_TEXTURE_RECT) {
- if ((options & GPU_SHADER_TEXTURE_2D) == 0) {
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- }
- glDisable(GL_TEXTURE_RECTANGLE);
- }
-
- if ((options & GPU_SHADER_LINE) && (options & GPU_SHADER_STIPPLE)) {
- glEnable(GL_LINE_STIPPLE);
- }
- else if ((bound_options & GPU_SHADER_LINE) && (bound_options & GPU_SHADER_STIPPLE)) {
- glDisable(GL_LINE_STIPPLE);
- }
-
- if (((options & GPU_SHADER_LINE) == 0) && (options & GPU_SHADER_STIPPLE)) {
- glEnable(GL_POLYGON_STIPPLE);
- }
- else if (((bound_options & GPU_SHADER_LINE) == 0) && (bound_options & GPU_SHADER_STIPPLE)) {
- glDisable(GL_POLYGON_STIPPLE);
- }
-
- if (options & GPU_SHADER_FLAT_NORMAL) {
- glShadeModel(GL_FLAT);
- }
- else if (bound_options & GPU_SHADER_FLAT_NORMAL) {
- glShadeModel(GL_SMOOTH);
- }
+ GPU_shader_unbind();
}
GPU_MATERIAL_STATE.bound_options = options;
@@ -500,14 +413,12 @@ void GPU_basic_shader_light_set(int light_num, GPULightData *light)
}
else {
/* TODO(sergey): Needs revisit. */
- if (USE_GLSL || true) {
- /* glsl shader needs these zero to skip them */
- const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ /* 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);
- }
+ 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);
}
@@ -520,56 +431,19 @@ void GPU_basic_shader_light_set_viewer(bool local)
void GPU_basic_shader_stipple(GPUBasicShaderStipple stipple_id)
{
- if (USE_GLSL) {
- glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_id"), stipple_id);
- }
- else {
- switch (stipple_id) {
- case GPU_SHADER_STIPPLE_HALFTONE:
- glPolygonStipple(stipple_halftone);
- return;
- case GPU_SHADER_STIPPLE_QUARTTONE:
- glPolygonStipple(stipple_quarttone);
- return;
- case GPU_SHADER_STIPPLE_CHECKER_8PX:
- glPolygonStipple(stipple_checker_8px);
- return;
- case GPU_SHADER_STIPPLE_HEXAGON:
- glPolygonStipple(stipple_hexagon);
- return;
- case GPU_SHADER_STIPPLE_DIAG_STRIPES_SWAP:
- glPolygonStipple(stipple_diag_stripes_neg);
- return;
- case GPU_SHADER_STIPPLE_DIAG_STRIPES:
- glPolygonStipple(stipple_diag_stripes_pos);
- return;
- default:
- glPolygonStipple(stipple_hexagon);
- return;
- }
- }
+ glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_id"), stipple_id);
}
void GPU_basic_shader_line_width(float line_width)
{
- if (USE_GLSL) {
- GPU_MATERIAL_STATE.line_width = line_width;
- if (GPU_MATERIAL_STATE.bound_options & GPU_SHADER_LINE) {
- glUniform1f(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "line_width"), line_width);
- }
- }
- else {
- glLineWidth(line_width);
+ GPU_MATERIAL_STATE.line_width = line_width;
+ if (GPU_MATERIAL_STATE.bound_options & GPU_SHADER_LINE) {
+ glUniform1f(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "line_width"), line_width);
}
}
void GPU_basic_shader_line_stipple(GLint stipple_factor, GLushort stipple_pattern)
{
- if (USE_GLSL) {
- glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_factor"), stipple_factor);
- glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_pattern"), stipple_pattern);
- }
- else {
- glLineStipple(stipple_factor, stipple_pattern);
- }
+ glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_factor"), stipple_factor);
+ glUniform1i(GPU_shader_get_uniform(gpu_basic_shader(GPU_MATERIAL_STATE.bound_options), "stipple_pattern"), stipple_pattern);
}
diff --git a/source/creator/creator_args.c b/source/creator/creator_args.c
index f05dc59875f..3850846b0b9 100644
--- a/source/creator/creator_args.c
+++ b/source/creator/creator_args.c
@@ -1182,16 +1182,6 @@ static int arg_handle_threads_set(int argc, const char **argv, void *UNUSED(data
}
}
-static const char arg_handle_basic_shader_use_legacy_doc[] =
-"\n\tUse legacy (non-GLSL) basic shader"
-;
-static int arg_handle_basic_shader_use_legacy(int UNUSED(argc), const char **UNUSED(argv), void *UNUSED(data))
-{
- printf("Using legacy (non-GLSL) basic shader.\n");
- GPU_basic_shader_use_glsl_set(false);
- return 0;
-}
-
static const char arg_handle_verbosity_set_doc[] =
"<verbose>\n"
"\tSet logging verbosity level."
@@ -1829,8 +1819,6 @@ void main_args_setup(bContext *C, bArgs *ba, SYS_SystemHandle *syshandle)
BLI_argsAdd(ba, 1, NULL, "--debug-gpumem",
CB_EX(arg_handle_debug_mode_generic_set, gpumem), (void *)G_DEBUG_GPU_MEM);
- BLI_argsAdd(ba, 1, NULL, "--enable-legacy-basic-shader", CB(arg_handle_basic_shader_use_legacy), NULL);
-
BLI_argsAdd(ba, 1, NULL, "--verbose", CB(arg_handle_verbosity_set), NULL);
BLI_argsAdd(ba, 1, NULL, "--factory-startup", CB(arg_handle_factory_startup_set), NULL);