From 265950083566b78175a18df858a27550489dd117 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Tue, 16 Jan 2018 23:40:15 +0100 Subject: DRW: Codestyle refactor: Use macro to create shader libs. This clears up the code from many DynStr usage. Easier to read. --- source/blender/draw/engines/eevee/eevee_occlusion.c | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'source/blender/draw/engines/eevee/eevee_occlusion.c') diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c index 0ae5fb91db3..bf76e9350a1 100644 --- a/source/blender/draw/engines/eevee/eevee_occlusion.c +++ b/source/blender/draw/engines/eevee/eevee_occlusion.c @@ -49,12 +49,12 @@ extern char datatoc_effect_gtao_frag_glsl[]; static void eevee_create_shader_occlusion(void) { - DynStr *ds_frag = BLI_dynstr_new(); - BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl); - BLI_dynstr_append(ds_frag, datatoc_ambient_occlusion_lib_glsl); - BLI_dynstr_append(ds_frag, datatoc_effect_gtao_frag_glsl); - char *frag_str = BLI_dynstr_get_cstring(ds_frag); - BLI_dynstr_free(ds_frag); + char *frag_str; + + DRW_shader_create_lib(frag_str, + datatoc_bsdf_common_lib_glsl, + datatoc_ambient_occlusion_lib_glsl, + datatoc_effect_gtao_frag_glsl); e_data.gtao_sh = DRW_shader_create_fullscreen(frag_str, NULL); e_data.gtao_layer_sh = DRW_shader_create_fullscreen(frag_str, "#define LAYERED_DEPTH\n"); -- cgit v1.2.3