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blender-archive/source/blender/draw/engines/image/image_shader.cc
Campbell Barton c434782e3a File headers: SPDX License migration
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
2022-02-11 09:14:36 +11:00

55 lines
1.2 KiB
C++

/* 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