/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2020 Blender Foundation. */ /** \file * \ingroup draw_engine */ #include "DRW_render.h" #include "BLI_dynstr.h" #include "GPU_batch.h" #include "image_engine.h" #include "image_private.hh" namespace blender::draw::image_engine { struct IMAGE_Shaders { GPUShader *image_sh; GPUShader *depth_sh; }; static struct { IMAGE_Shaders shaders; } e_data = {{nullptr}}; /* Engine data */ GPUShader *IMAGE_shader_image_get() { IMAGE_Shaders *sh_data = &e_data.shaders; if (sh_data->image_sh == nullptr) { sh_data->image_sh = GPU_shader_create_from_info_name("image_engine_color_shader"); } return sh_data->image_sh; } GPUShader *IMAGE_shader_depth_get() { IMAGE_Shaders *sh_data = &e_data.shaders; if (sh_data->depth_sh == nullptr) { sh_data->depth_sh = GPU_shader_create_from_info_name("image_engine_depth_shader"); } return sh_data->depth_sh; } void IMAGE_shader_free() { GPUShader **sh_data_as_array = (GPUShader **)&e_data.shaders; for (int i = 0; i < (sizeof(IMAGE_Shaders) / sizeof(GPUShader *)); i++) { DRW_SHADER_FREE_SAFE(sh_data_as_array[i]); } } } // namespace blender::draw::image_engine