Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
55 lines
1.2 KiB
C++
55 lines
1.2 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2020 Blender Foundation. */
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/** \file
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* \ingroup draw_engine
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*/
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#include "DRW_render.h"
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#include "BLI_dynstr.h"
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#include "GPU_batch.h"
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#include "image_engine.h"
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#include "image_private.hh"
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namespace blender::draw::image_engine {
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struct IMAGE_Shaders {
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GPUShader *image_sh;
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GPUShader *depth_sh;
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};
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static struct {
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IMAGE_Shaders shaders;
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} e_data = {{nullptr}}; /* Engine data */
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GPUShader *IMAGE_shader_image_get()
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{
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IMAGE_Shaders *sh_data = &e_data.shaders;
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if (sh_data->image_sh == nullptr) {
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sh_data->image_sh = GPU_shader_create_from_info_name("image_engine_color_shader");
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}
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return sh_data->image_sh;
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}
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GPUShader *IMAGE_shader_depth_get()
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{
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IMAGE_Shaders *sh_data = &e_data.shaders;
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if (sh_data->depth_sh == nullptr) {
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sh_data->depth_sh = GPU_shader_create_from_info_name("image_engine_depth_shader");
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}
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return sh_data->depth_sh;
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}
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void IMAGE_shader_free()
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{
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GPUShader **sh_data_as_array = (GPUShader **)&e_data.shaders;
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for (int i = 0; i < (sizeof(IMAGE_Shaders) / sizeof(GPUShader *)); i++) {
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DRW_SHADER_FREE_SAFE(sh_data_as_array[i]);
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}
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}
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} // namespace blender::draw::image_engine
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