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Diffstat (limited to 'source/blender/draw/intern/draw_builtin_shader.c')
-rw-r--r--source/blender/draw/intern/draw_builtin_shader.c116
1 files changed, 0 insertions, 116 deletions
diff --git a/source/blender/draw/intern/draw_builtin_shader.c b/source/blender/draw/intern/draw_builtin_shader.c
deleted file mode 100644
index 5da2271cf16..00000000000
--- a/source/blender/draw/intern/draw_builtin_shader.c
+++ /dev/null
@@ -1,116 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- */
-
-/** \file draw_builtin_shader.c
- * \ingroup draw
- * Draw manager versions of #eGPUBuiltinShader, see #GPU_shader_get_builtin_shader.
- *
- * Allows for modifications to shaders (currently only clipping support).
- * Follow GPU_shader.h conventions to avoid annoyance.
- */
-
-#include "BLI_utildefines.h"
-
-#include "GPU_shader.h"
-
-#include "DRW_render.h"
-
-#include "draw_builtin_shader.h" /* own include */
-
-
-extern char datatoc_common_world_clip_lib_glsl[];
-
-/* Add shaders to this list when support is added. */
-#define GPU_SHADER_IS_SUPPORTED(shader_id) \
- ELEM(shader_id, \
- GPU_SHADER_3D_UNIFORM_COLOR, \
- GPU_SHADER_3D_SMOOTH_COLOR, \
- GPU_SHADER_3D_DEPTH_ONLY, \
- GPU_SHADER_CAMERA, \
- GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, \
- GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE, \
- GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA, \
- GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, \
- GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, \
- GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED, \
- GPU_SHADER_3D_GROUNDLINE, \
- GPU_SHADER_3D_GROUNDPOINT, \
- GPU_SHADER_DISTANCE_LINES, \
- GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR)
-
-/* cache of built-in shaders (each is created on first use) */
-static struct {
- GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS];
-} g_sh_data[DRW_SHADER_SLOT_LEN - 1] = {{{NULL}}};
-
-static GPUShader *drw_shader_get_builtin_shader_clipped(eGPUBuiltinShader shader_id)
-{
- const char *world_clip_lib = datatoc_common_world_clip_lib_glsl;
- const char *world_clip_def = "#define USE_WORLD_CLIP_PLANES\n";
-
- struct { const char *vert, *frag, *geom, *defs; } shader_code;
- GPU_shader_get_builtin_shader_code(
- shader_id,
- &shader_code.vert,
- &shader_code.frag,
- &shader_code.geom,
- &shader_code.defs);
-
- /* In rare cases geometry shaders calculate clipping themselves. */
- return DRW_shader_create_from_arrays({
- .vert = (const char *[]){world_clip_lib, shader_code.vert, NULL},
- .geom = (const char *[]){shader_code.geom ? world_clip_lib : NULL, shader_code.geom, NULL},
- .frag = (const char *[]){shader_code.frag, NULL},
- .defs = (const char *[]){world_clip_def, shader_code.defs, NULL},
- });
-}
-
-GPUShader *DRW_shader_get_builtin_shader(eGPUBuiltinShader shader_id, eDRW_ShaderSlot slot)
-{
- BLI_assert(GPU_SHADER_IS_SUPPORTED(shader_id));
-
- if (slot == DRW_SHADER_SLOT_DEFAULT) {
- return GPU_shader_get_builtin_shader(shader_id);
- }
-
- GPUShader **builtin_shaders = g_sh_data[slot - 1].builtin_shaders;
-
- if (builtin_shaders[shader_id] != NULL) {
- return builtin_shaders[shader_id];
- }
-
- if (slot == DRW_SHADER_SLOT_CLIPPED) {
- builtin_shaders[shader_id] = drw_shader_get_builtin_shader_clipped(shader_id);
- return builtin_shaders[shader_id];
- }
- else {
- BLI_assert(0);
- return NULL;
- }
-}
-
-void DRW_shader_free_builtin_shaders(void)
-{
- for (int j = 0; j < (DRW_SHADER_SLOT_LEN - 1); j++) {
- GPUShader **builtin_shaders = g_sh_data[j].builtin_shaders;
- for (int i = 0; i < GPU_NUM_BUILTIN_SHADERS; i++) {
- if (builtin_shaders[i]) {
- GPU_shader_free(builtin_shaders[i]);
- builtin_shaders[i] = NULL;
- }
- }
- }
-}