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/*
* 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.
*
* 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"
extern char datatoc_common_colormanagement_lib_glsl[];
extern char datatoc_common_globals_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_engine_image_frag_glsl[];
extern char datatoc_engine_image_vert_glsl[];
namespace blender::draw::image_engine {
struct IMAGE_Shaders {
GPUShader *image_sh[2];
};
static struct {
IMAGE_Shaders shaders;
DRWShaderLibrary *lib;
} e_data = {{{nullptr}}}; /* Engine data */
void IMAGE_shader_library_ensure(void)
{
if (e_data.lib == nullptr) {
e_data.lib = DRW_shader_library_create();
/* NOTE: These need to be ordered by dependencies. */
DRW_SHADER_LIB_ADD(e_data.lib, common_colormanagement_lib);
DRW_SHADER_LIB_ADD(e_data.lib, common_globals_lib);
DRW_SHADER_LIB_ADD(e_data.lib, common_view_lib);
}
}
GPUShader *IMAGE_shader_image_get(bool is_tiled_image)
{
const int index = is_tiled_image ? 1 : 0;
IMAGE_Shaders *sh_data = &e_data.shaders;
if (sh_data->image_sh[index] == nullptr) {
sh_data->image_sh[index] = DRW_shader_create_with_shaderlib(
datatoc_engine_image_vert_glsl,
nullptr,
datatoc_engine_image_frag_glsl,
e_data.lib,
is_tiled_image ? "#define TILED_IMAGE\n" : nullptr);
}
return sh_data->image_sh[index];
}
void IMAGE_shader_free(void)
{
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]);
}
DRW_SHADER_LIB_FREE_SAFE(e_data.lib);
}
} // namespace blender::draw::image_engine
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