Approximately 91 spelling corrections, almost all in comments. Differential Revision: https://developer.blender.org/D10288 Reviewed by Harley Acheson
83 lines
2.4 KiB
C
83 lines
2.4 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2020, Blender Foundation.
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*/
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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.h"
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extern char datatoc_common_colormanagement_lib_glsl[];
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extern char datatoc_common_globals_lib_glsl[];
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extern char datatoc_common_view_lib_glsl[];
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extern char datatoc_engine_image_frag_glsl[];
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extern char datatoc_engine_image_vert_glsl[];
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typedef struct IMAGE_Shaders {
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GPUShader *image_sh[2];
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} IMAGE_Shaders;
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static struct {
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IMAGE_Shaders shaders;
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DRWShaderLibrary *lib;
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} e_data = {{{0}}}; /* Engine data */
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void IMAGE_shader_library_ensure(void)
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{
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if (e_data.lib == NULL) {
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e_data.lib = DRW_shader_library_create();
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/* NOTE: These need to be ordered by dependencies. */
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DRW_SHADER_LIB_ADD(e_data.lib, common_colormanagement_lib);
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DRW_SHADER_LIB_ADD(e_data.lib, common_globals_lib);
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DRW_SHADER_LIB_ADD(e_data.lib, common_view_lib);
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}
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}
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GPUShader *IMAGE_shader_image_get(bool is_tiled_image)
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{
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const int index = is_tiled_image ? 1 : 0;
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IMAGE_Shaders *sh_data = &e_data.shaders;
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if (!sh_data->image_sh[index]) {
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sh_data->image_sh[index] = DRW_shader_create_with_shaderlib(
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datatoc_engine_image_vert_glsl,
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NULL,
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datatoc_engine_image_frag_glsl,
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e_data.lib,
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is_tiled_image ? "#define TILED_IMAGE\n" : NULL);
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}
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return sh_data->image_sh[index];
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}
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void IMAGE_shader_free(void)
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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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DRW_SHADER_LIB_FREE_SAFE(e_data.lib);
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}
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