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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
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*/
#include "MEM_guardedalloc.h"
#include "BLI_math_base.h"
#include "BLI_math_vector.h"
#include "BLI_path_util.h"
#include "BLI_string.h"
#include "BLI_string_utils.h"
#include "BLI_utildefines.h"
#include "BKE_appdir.h"
#include "BKE_global.h"
#include "DNA_space_types.h"
#include "GPU_matrix.h"
#include "GPU_platform.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "GPU_uniform_buffer.h"
/* Adjust these constants as needed. */
#define MAX_DEFINE_LENGTH 256
#define MAX_EXT_DEFINE_LENGTH 512
/* Non-generated shaders */
extern char datatoc_gpu_shader_depth_only_frag_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_checker_frag_glsl[];
extern char datatoc_gpu_shader_diag_stripes_frag_glsl[];
extern char datatoc_gpu_shader_simple_lighting_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
extern char datatoc_gpu_shader_flat_id_frag_glsl[];
extern char datatoc_gpu_shader_2D_area_borders_vert_glsl[];
extern char datatoc_gpu_shader_2D_area_borders_frag_glsl[];
extern char datatoc_gpu_shader_2D_vert_glsl[];
extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_uniform_alpha_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_2D_image_vert_glsl[];
extern char datatoc_gpu_shader_2D_image_rect_vert_glsl[];
extern char datatoc_gpu_shader_2D_image_multi_rect_vert_glsl[];
extern char datatoc_gpu_shader_2D_widget_base_vert_glsl[];
extern char datatoc_gpu_shader_2D_widget_base_frag_glsl[];
extern char datatoc_gpu_shader_2D_widget_shadow_vert_glsl[];
extern char datatoc_gpu_shader_2D_widget_shadow_frag_glsl[];
extern char datatoc_gpu_shader_2D_nodelink_frag_glsl[];
extern char datatoc_gpu_shader_2D_nodelink_vert_glsl[];
extern char datatoc_gpu_shader_3D_image_vert_glsl[];
extern char datatoc_gpu_shader_image_frag_glsl[];
extern char datatoc_gpu_shader_image_overlays_merge_frag_glsl[];
extern char datatoc_gpu_shader_image_overlays_stereo_merge_frag_glsl[];
extern char datatoc_gpu_shader_image_color_frag_glsl[];
extern char datatoc_gpu_shader_image_desaturate_frag_glsl[];
extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
extern char datatoc_gpu_shader_image_varying_color_frag_glsl[];
extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_polyline_frag_glsl[];
extern char datatoc_gpu_shader_3D_polyline_geom_glsl[];
extern char datatoc_gpu_shader_3D_polyline_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[];
extern char datatoc_gpu_shader_point_uniform_color_aa_frag_glsl[];
extern char datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl[];
extern char datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl[];
extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl[];
extern char datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[];
extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_text_vert_glsl[];
extern char datatoc_gpu_shader_text_frag_glsl[];
extern char datatoc_gpu_shader_keyframe_shape_vert_glsl[];
extern char datatoc_gpu_shader_keyframe_shape_frag_glsl[];
extern char datatoc_gpu_shader_gpencil_stroke_vert_glsl[];
extern char datatoc_gpu_shader_gpencil_stroke_frag_glsl[];
extern char datatoc_gpu_shader_gpencil_stroke_geom_glsl[];
extern char datatoc_gpu_shader_cfg_world_clip_lib_glsl[];
extern char datatoc_gpu_shader_colorspace_lib_glsl[];
const struct GPUShaderConfigData GPU_shader_cfg_data[GPU_SHADER_CFG_LEN] = {
[GPU_SHADER_CFG_DEFAULT] =
{
.lib = "",
.def = "#define blender_srgb_to_framebuffer_space(a) a\n",
},
[GPU_SHADER_CFG_CLIPPED] =
{
.lib = datatoc_gpu_shader_cfg_world_clip_lib_glsl,
.def = "#define USE_WORLD_CLIP_PLANES\n"
"#define blender_srgb_to_framebuffer_space(a) a\n",
},
};
/* cache of built-in shaders (each is created on first use) */
2019-03-16 19:48:28 +01:00
static GPUShader *builtin_shaders[GPU_SHADER_CFG_LEN][GPU_SHADER_BUILTIN_LEN] = {{NULL}};
typedef struct {
const char *name;
const char *vert;
/** Optional. */
const char *geom;
const char *frag;
/** Optional. */
const char *defs;
const char *create_info;
const char *clipped_create_info;
} GPUShaderStages;
static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
[GPU_SHADER_TEXT] =
{
.name = "GPU_SHADER_TEXT",
.create_info = "gpu_shader_text",
},
[GPU_SHADER_KEYFRAME_SHAPE] =
{
.name = "GPU_SHADER_KEYFRAME_SHAPE",
.create_info = "gpu_shader_keyframe_shape",
},
[GPU_SHADER_SIMPLE_LIGHTING] =
{
.name = "GPU_SHADER_SIMPLE_LIGHTING",
.create_info = "gpu_shader_simple_lighting",
},
[GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] =
{
.name = "GPU_SHADER_3D_IMAGE_MODULATE_ALPHA",
.create_info = "gpu_shader_3D_image_modulate_alpha",
},
[GPU_SHADER_2D_CHECKER] =
{
.name = "GPU_SHADER_2D_CHECKER",
.create_info = "gpu_shader_2D_checker",
},
[GPU_SHADER_2D_DIAG_STRIPES] =
{
.name = "GPU_SHADER_2D_DIAG_STRIPES",
.create_info = "gpu_shader_2D_diag_stripes",
},
[GPU_SHADER_2D_UNIFORM_COLOR] = {.name = "GPU_SHADER_2D_UNIFORM_COLOR",
.create_info = "gpu_shader_2D_uniform_color"},
[GPU_SHADER_2D_FLAT_COLOR] = {.name = "GPU_SHADER_2D_FLAT_COLOR",
.create_info = "gpu_shader_2D_flat_color"},
[GPU_SHADER_2D_SMOOTH_COLOR] = {.name = "GPU_SHADER_2D_SMOOTH_COLOR",
.create_info = "gpu_shader_2D_smooth_color"},
[GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE] =
{
.name = "GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE",
#ifdef __APPLE__
/* GPUShaderCreateInfo is disabled on MacOS due to mismatch with OCIO shader. See
* T95052 for more details. */
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.vert = datatoc_gpu_shader_2D_image_vert_glsl,
.frag = datatoc_gpu_shader_image_overlays_merge_frag_glsl,
#else
.create_info = "gpu_shader_2D_image_overlays_merge",
#endif
},
[GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE] =
{.name = "GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE",
.create_info = "gpu_shader_2D_image_overlays_stereo_merge"},
[GPU_SHADER_2D_IMAGE] = {.name = "GPU_SHADER_2D_IMAGE", .create_info = "gpu_shader_2D_image"},
[GPU_SHADER_2D_IMAGE_COLOR] = {.name = "GPU_SHADER_2D_IMAGE_COLOR",
.create_info = "gpu_shader_2D_image_color"},
[GPU_SHADER_2D_IMAGE_DESATURATE_COLOR] = {.name = "GPU_SHADER_2D_IMAGE_DESATURATE_COLOR",
.create_info =
"gpu_shader_2D_image_desaturate_color"},
[GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] =
{
.name = "GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR",
.create_info = "gpu_shader_2D_image_shuffle_color",
},
[GPU_SHADER_2D_IMAGE_RECT_COLOR] = {.name = "GPU_SHADER_2D_IMAGE_RECT_COLOR",
.create_info = "gpu_shader_2D_image_rect_color"},
[GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR] = {.name = "GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR",
.create_info =
"gpu_shader_2D_image_multi_rect_color"},
[GPU_SHADER_3D_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_3D_UNIFORM_COLOR",
.create_info = "gpu_shader_3D_uniform_color",
.clipped_create_info = "gpu_shader_3D_uniform_color_clipped",
},
[GPU_SHADER_3D_FLAT_COLOR] = {.name = "GPU_SHADER_3D_FLAT_COLOR",
.create_info = "gpu_shader_3D_flat_color",
.clipped_create_info = "gpu_shader_3D_flat_color_clipped"},
[GPU_SHADER_3D_SMOOTH_COLOR] = {.name = "GPU_SHADER_3D_SMOOTH_COLOR",
.create_info = "gpu_shader_3D_smooth_color",
.clipped_create_info = "gpu_shader_3D_smooth_color_clipped"},
[GPU_SHADER_3D_DEPTH_ONLY] = {.name = "GPU_SHADER_3D_DEPTH_ONLY",
.create_info = "gpu_shader_3D_depth_only",
.clipped_create_info = "gpu_shader_3D_depth_only_clipped"},
[GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR",
.vert = datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
},
[GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR",
.vert = datatoc_gpu_shader_3D_polyline_vert_glsl,
.geom = datatoc_gpu_shader_3D_polyline_geom_glsl,
.frag = datatoc_gpu_shader_3D_polyline_frag_glsl,
.defs = "#define UNIFORM\n",
},
[GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_3D_POLYLINE_CLIPPED_UNIFORM_COLOR",
.vert = datatoc_gpu_shader_3D_polyline_vert_glsl,
.geom = datatoc_gpu_shader_3D_polyline_geom_glsl,
.frag = datatoc_gpu_shader_3D_polyline_frag_glsl,
.defs = "#define UNIFORM\n"
"#define CLIP\n",
},
[GPU_SHADER_3D_POLYLINE_FLAT_COLOR] =
{
.name = "GPU_SHADER_3D_POLYLINE_FLAT_COLOR",
.vert = datatoc_gpu_shader_3D_polyline_vert_glsl,
.geom = datatoc_gpu_shader_3D_polyline_geom_glsl,
.frag = datatoc_gpu_shader_3D_polyline_frag_glsl,
.defs = "#define FLAT\n",
},
[GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR] =
{
.name = "GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR",
.vert = datatoc_gpu_shader_3D_polyline_vert_glsl,
.geom = datatoc_gpu_shader_3D_polyline_geom_glsl,
.frag = datatoc_gpu_shader_3D_polyline_frag_glsl,
.defs = "#define SMOOTH\n",
},
[GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR",
.vert = datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl,
.frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl,
},
[GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] =
{
.name = "GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR",
.vert = datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl,
.frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl,
},
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
{
.name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA",
.create_info = "gpu_shader_2D_point_uniform_size_uniform_color_aa",
},
[GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] =
{
.name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA",
.create_info = "gpu_shader_2D_point_uniform_size_uniform_color_outline_aa",
},
[GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] =
{.name = "GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR",
.create_info = "gpu_shader_3D_point_fixed_size_varying_color"},
[GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] =
{.name = "GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR",
.create_info = "gpu_shader_3D_point_varying_size_varying_color"},
[GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
{.name = "GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA",
.create_info = "gpu_shader_3D_point_uniform_size_uniform_color_aa",
.clipped_create_info = "gpu_shader_3D_point_uniform_size_uniform_color_aa_clipped"},
[GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] =
{
.name = "GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE",
.vert = datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl,
.frag = datatoc_gpu_shader_flat_color_frag_glsl,
.defs = "#define UNIFORM_SCALE\n",
},
[GPU_SHADER_2D_AREA_BORDERS] = {.name = "GPU_SHADER_2D_AREA_BORDERS",
.create_info = "gpu_shader_2D_area_borders"},
[GPU_SHADER_2D_WIDGET_BASE] = {.name = "GPU_SHADER_2D_WIDGET_BASE",
.create_info = "gpu_shader_2D_widget_base"},
[GPU_SHADER_2D_WIDGET_BASE_INST] = {.name = "GPU_SHADER_2D_WIDGET_BASE_INST",
.defs = "#define USE_INSTANCE\n",
.create_info = "gpu_shader_2D_widget_base_inst"},
[GPU_SHADER_2D_WIDGET_SHADOW] = {.name = "GPU_SHADER_2D_WIDGET_SHADOW",
.create_info = "gpu_shader_2D_widget_shadow"},
[GPU_SHADER_2D_NODELINK] = {.name = "GPU_SHADER_2D_NODELINK",
.create_info = "gpu_shader_2D_nodelink"},
GPUShaderCreateInfo for interface abstraction This is a first part of the Shader Create Info system could be. A shader create info provides a way to define shader structure, resources and interfaces. This makes for a quick way to provide backend agnostic binding informations while also making shader variations easy to declare. - Clear source input (only one file). Cleans up the GPU api since we can create a shader from one descriptor - Resources and interfaces are generated by the backend (much simpler than parsing). - Bindings are explicit from position in the array. - GPUShaderInterface becomes a trivial translation of enums and string copy. - No external dependency to third party lib. - Cleaner code, less fragmentation of resources in several libs. - Easy to modify / extend at runtime. - no parser involve, very easy to code. - Does not hold any data, can be static and kept on disc. - Could hold precompiled bytecode for static shaders. This also includes a new global dependency system. GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...). This patch already migrated several builtin shaders. Other shaders should be migrated one at a time, and could be done inside master. There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional directive for linting shaders to increase turn around time. What is remaining: - pyGPU API {T94975} - Migration of other shaders. This could be a community effort. Reviewed By: jbakker Maniphest Tasks: T94975 Differential Revision: https://developer.blender.org/D13360
2022-01-17 14:32:03 +01:00
[GPU_SHADER_2D_NODELINK_INST] = {.name = "GPU_SHADER_2D_NODELINK_INST",
.create_info = "gpu_shader_2D_nodelink_inst"},
[GPU_SHADER_GPENCIL_STROKE] = {.name = "GPU_SHADER_GPENCIL_STROKE",
.create_info = "gpu_shader_gpencil_stroke"},
};
GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
eGPUShaderConfig sh_cfg)
{
BLI_assert(shader < GPU_SHADER_BUILTIN_LEN);
BLI_assert(sh_cfg < GPU_SHADER_CFG_LEN);
GPUShader **sh_p = &builtin_shaders[sh_cfg][shader];
if (*sh_p == NULL) {
const GPUShaderStages *stages = &builtin_shader_stages[shader];
/* common case */
if (sh_cfg == GPU_SHADER_CFG_DEFAULT) {
if (stages->create_info != NULL) {
*sh_p = GPU_shader_create_from_info_name(stages->create_info);
}
else {
*sh_p = GPU_shader_create_from_arrays_named(
stages->name,
{
.vert = (const char *[]){stages->vert, NULL},
.geom = (const char *[]){stages->geom, NULL},
.frag =
(const char *[]){datatoc_gpu_shader_colorspace_lib_glsl, stages->frag, NULL},
.defs = (const char *[]){stages->defs, NULL},
});
}
}
else if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
/* Remove eventually, for now ensure support for each shader has been added. */
BLI_assert(ELEM(shader,
GPU_SHADER_3D_UNIFORM_COLOR,
GPU_SHADER_3D_SMOOTH_COLOR,
GPU_SHADER_3D_DEPTH_ONLY,
GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE,
GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
GPU_SHADER_3D_FLAT_COLOR,
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296
2019-12-02 01:40:58 +01:00
GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR));
/* In rare cases geometry shaders calculate clipping themselves. */
if (stages->clipped_create_info != NULL) {
*sh_p = GPU_shader_create_from_info_name(stages->clipped_create_info);
}
else {
const char *world_clip_lib = datatoc_gpu_shader_cfg_world_clip_lib_glsl;
const char *world_clip_def = "#define USE_WORLD_CLIP_PLANES\n";
*sh_p = GPU_shader_create_from_arrays_named(
stages->name,
{
.vert = (const char *[]){world_clip_lib, stages->vert, NULL},
.geom = (const char *[]){stages->geom ? world_clip_lib : NULL, stages->geom, NULL},
.frag =
(const char *[]){datatoc_gpu_shader_colorspace_lib_glsl, stages->frag, NULL},
.defs = (const char *[]){world_clip_def, stages->defs, NULL},
});
}
}
else {
BLI_assert(0);
}
}
return *sh_p;
}
GPUShader *GPU_shader_get_builtin_shader(eGPUBuiltinShader shader)
{
return GPU_shader_get_builtin_shader_with_config(shader, GPU_SHADER_CFG_DEFAULT);
}
void GPU_shader_free_builtin_shaders(void)
{
for (int i = 0; i < GPU_SHADER_CFG_LEN; i++) {
for (int j = 0; j < GPU_SHADER_BUILTIN_LEN; j++) {
if (builtin_shaders[i][j]) {
GPU_shader_free(builtin_shaders[i][j]);
builtin_shaders[i][j] = NULL;
}
}
}
}