Cleanup: DRW: Remove builtin 3D only shader usage

This commit is contained in:
2020-06-03 10:29:32 +02:00
parent 55f8758b87
commit 3e4c8d48aa
7 changed files with 38 additions and 31 deletions

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@@ -304,8 +304,8 @@ data_to_c_simple(engines/select/shaders/selection_id_3D_vert.glsl SRC)
data_to_c_simple(engines/select/shaders/selection_id_frag.glsl SRC)
data_to_c_simple(engines/basic/shaders/conservative_depth_geom.glsl SRC)
data_to_c_simple(engines/basic/shaders/conservative_depth_vert.glsl SRC)
data_to_c_simple(engines/basic/shaders/conservative_depth_frag.glsl SRC)
data_to_c_simple(engines/basic/shaders/depth_vert.glsl SRC)
data_to_c_simple(engines/basic/shaders/depth_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/antialiasing_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/antialiasing_vert.glsl SRC)

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@@ -37,8 +37,8 @@
#define BASIC_ENGINE "BLENDER_BASIC"
extern char datatoc_conservative_depth_frag_glsl[];
extern char datatoc_conservative_depth_vert_glsl[];
extern char datatoc_depth_frag_glsl[];
extern char datatoc_depth_vert_glsl[];
extern char datatoc_conservative_depth_geom_glsl[];
extern char datatoc_common_view_lib_glsl[];
@@ -91,22 +91,28 @@ static void basic_engine_init(void *UNUSED(vedata))
/* Depth prepass */
if (!sh_data->depth) {
sh_data->depth = DRW_shader_create_3d_depth_only(draw_ctx->sh_cfg);
const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
sh_data->depth = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_depth_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, NULL},
});
sh_data->depth_conservative = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_conservative_depth_vert_glsl,
datatoc_depth_vert_glsl,
NULL},
.geom = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_conservative_depth_geom_glsl,
NULL},
.frag = (const char *[]){datatoc_common_view_lib_glsl,
datatoc_conservative_depth_frag_glsl,
NULL},
.defs = (const char *[]){sh_cfg->def, NULL},
.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, "#define CONSERVATIVE_RASTER\n", NULL},
});
}
}
@@ -233,6 +239,7 @@ static void basic_engine_free(void)
{
for (int i = 0; i < GPU_SHADER_CFG_LEN; i++) {
BASIC_Shaders *sh_data = &e_data.sh_data[i];
DRW_SHADER_FREE_SAFE(sh_data->depth);
DRW_SHADER_FREE_SAFE(sh_data->depth_conservative);
}
}

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@@ -1,12 +1,16 @@
#ifdef CONSERVATIVE_RASTER
RESOURCE_ID_VARYING
#endif
in vec3 pos;
void main()
{
GPU_INTEL_VERTEX_SHADER_WORKAROUND
#ifdef CONSERVATIVE_RASTER
PASS_RESOURCE_ID
#endif
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);

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@@ -44,6 +44,11 @@
#define EXTERNAL_ENGINE "BLENDER_EXTERNAL"
extern char datatoc_depth_frag_glsl[];
extern char datatoc_depth_vert_glsl[];
extern char datatoc_common_view_lib_glsl[];
/* *********** LISTS *********** */
/* GPUViewport.storage
@@ -106,7 +111,16 @@ static void external_engine_init(void *vedata)
/* Depth prepass */
if (!e_data.depth_sh) {
e_data.depth_sh = DRW_shader_create_3d_depth_only(GPU_SHADER_CFG_DEFAULT);
const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[GPU_SHADER_CFG_DEFAULT];
e_data.depth_sh = GPU_shader_create_from_arrays({
.vert = (const char *[]){sh_cfg->lib,
datatoc_common_view_lib_glsl,
datatoc_depth_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg->def, NULL},
});
}
if (!stl->g_data) {
@@ -277,7 +291,7 @@ static void external_draw_scene(void *vedata)
static void external_engine_free(void)
{
/* All shaders are builtin. */
DRW_SHADER_FREE_SAFE(e_data.depth_sh);
}
static const DrawEngineDataSize external_data_size = DRW_VIEWPORT_DATA_SIZE(EXTERNAL_Data);

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@@ -210,10 +210,7 @@ struct GPUShader *DRW_shader_create_with_transform_feedback(const char *vert,
const eGPUShaderTFBType prim_type,
const char **varying_names,
const int varying_count);
struct GPUShader *DRW_shader_create_2d(const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_3d(const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_3d_depth_only(eGPUShaderConfig slot);
struct GPUMaterial *DRW_shader_find_from_world(struct World *wo,
const void *engine_type,
const int options,

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@@ -343,27 +343,12 @@ GPUShader *DRW_shader_create_with_transform_feedback(const char *vert,
__func__);
}
GPUShader *DRW_shader_create_2d(const char *frag, const char *defines)
{
return GPU_shader_create(datatoc_gpu_shader_2D_vert_glsl, frag, NULL, NULL, defines, __func__);
}
GPUShader *DRW_shader_create_3d(const char *frag, const char *defines)
{
return GPU_shader_create(datatoc_gpu_shader_3D_vert_glsl, frag, NULL, NULL, defines, __func__);
}
GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines)
{
return GPU_shader_create(
datatoc_common_fullscreen_vert_glsl, frag, NULL, NULL, defines, __func__);
}
GPUShader *DRW_shader_create_3d_depth_only(eGPUShaderConfig sh_cfg)
{
return GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_DEPTH_ONLY, sh_cfg);
}
GPUMaterial *DRW_shader_find_from_world(World *wo,
const void *engine_type,
const int options,