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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)
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These parts will not be part of final viewport, but are called indirectly during the transition. To avoid runtime errors on core profile, exit early -- functions effectively do nothing.
I put the early exits inside the functions to avoid cluttering the code that calls these. But (long term) the calling functions need to change.
Basic shader's detect_options function was unused and full of old, so I deleted it.
Part of T51164
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This was mostly followed already.
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See gpu_shader.c for the main changes.
EXT_geometry_shader4 brought this feature to GL versions < 3.2, but now it's just cluttering up our code.
Soon all platforms will be on version 3.3 so we won't even have to check support at runtime!
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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)
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This does not address stapling shader in 2.8, though the solution can be
similar (own shader, not polutting interlace shader).
part of T49043
Reviewers: merwin
Differential Revision: https://developer.blender.org/D2440
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switch back to old mode at runtime:
blender --enable-legacy-basic-shader
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No need to enable/disable texturing with GLSL, just use textures in the fragment shader.
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Also add utility functions: GPU_basic_shader_bind_enable/disable
so we don't have to get the previous state every time and manipulate it
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The purpose of the patch is to replace deprecated glShadeModel.
To decrease glShadeModel calls I've set GL_SMOOTH by default
Reviewers: merwin, brecht
Reviewed By: brecht
Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D1958
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Needed to add GL_TEXTURE_RECTANGLE support to basic-shader.
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This allows for it to be more easily tested.
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Enabled state
Was a regression since e1b8a5d.
Probably not very optimal fix, but better than a regression anyway.
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The patch contains an implementation of the wide lines and the line stipple that is necessary for OpenGL upgrade.
For the implementation I have chosen the geometry shader because it required minimum changes for the wrapper calls and such implementation is the best for the "basic shader" architecture.
There are few shortcomings that can be corrected in future. They all are related to the fact that the lines in one strip are not connected with each other. So the stipple pattern is not continuous on the common vertex of two lines. There is also no continuity of form (each line is an independent rectangular).
But the advantage is that even outdated glBegin, glVertex work! Though with the above restrictions.
Continuity of form and stipple can be implemented with additional attributes, and it will require more changes in calls.
At the moment, the patch replaces calls for some "gestures". It works satisfactorily for "cross" or "rectangular" and not so good for "lasso" and "circle" due to the above-mentioned shortcomings.
Don't forget to set USE_GLSL to true for testing.
Alexander Romanov (Blend4Web Team)
Reviewers: merwin, brecht
Reviewed By: merwin, brecht
Subscribers: aligorith, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D1880
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bound before setting uniforms
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The is intended to replace the deprecated glPolygonStipple() calls with a shader
based alternative, once we switch over to GLSL shaders.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D1688
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