[Bf-blender-cvs] [edcce96] blender2.8: OpenGL: more built-in GPU_SHADERs for points

Mike Erwin noreply at git.blender.org
Thu Oct 6 20:20:56 CEST 2016


Commit: edcce96d971fc71d7329dce79247a4bf4cf7d591
Author: Mike Erwin
Date:   Thu Oct 6 14:20:20 2016 -0400
Branches: blender2.8
https://developer.blender.org/rBedcce96d971fc71d7329dce79247a4bf4cf7d591

OpenGL: more built-in GPU_SHADERs for points

No new GLSL shaders were needed! Just combined existing vertex & fragment shaders in new ways.

===================================================================

M	source/blender/gpu/GPU_shader.h
M	source/blender/gpu/intern/gpu_shader.c

===================================================================

diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index f303697..042aa7f 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -105,6 +105,8 @@ typedef enum GPUBuiltinShader {
 	GPU_SHADER_2D_TEXTURE_2D,
 	GPU_SHADER_2D_TEXTURE_RECT,
 	/* points */
+	GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
+	GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR,
 	GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
 	GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
 	GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 26dea79..01ced90 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -110,6 +110,8 @@ static struct GPUShadersGlobal {
 		GPUShader *smooth_color_3D;
 		GPUShader *depth_only_3D;
 		/* points */
+		GPUShader *point_fixed_size_uniform_color_2D;
+		GPUShader *point_fixed_size_uniform_color_3D;
 		GPUShader *point_fixed_size_varying_color_3D;
 		GPUShader *point_varying_size_uniform_color_3D;
 		GPUShader *point_varying_size_varying_color_3D;
@@ -719,6 +721,22 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
 				        NULL, NULL, NULL, 0, 0, 0);
 			retval = GG.shaders.depth_only_3D;
 			break;
+		case GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR:
+			if (!GG.shaders.point_fixed_size_uniform_color_2D)
+				GG.shaders.point_fixed_size_uniform_color_2D = GPU_shader_create(
+				        datatoc_gpu_shader_2D_no_color_vert_glsl,
+				        datatoc_gpu_shader_point_uniform_color_frag_glsl,
+				        NULL, NULL, NULL, 0, 0, 0);
+			retval = GG.shaders.point_fixed_size_uniform_color_2D;
+			break;
+		case GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR:
+			if (!GG.shaders.point_fixed_size_uniform_color_3D)
+				GG.shaders.point_fixed_size_uniform_color_3D = GPU_shader_create(
+				        datatoc_gpu_shader_3D_no_color_vert_glsl,
+				        datatoc_gpu_shader_point_uniform_color_frag_glsl,
+				        NULL, NULL, NULL, 0, 0, 0);
+			retval = GG.shaders.point_fixed_size_uniform_color_3D;
+			break;
 		case GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR:
 			if (!GG.shaders.point_fixed_size_varying_color_3D)
 				GG.shaders.point_fixed_size_varying_color_3D = GPU_shader_create(
@@ -899,6 +917,16 @@ void GPU_shader_free_builtin_shaders(void)
 		GG.shaders.smooth_color_3D = NULL;
 	}
 
+	if (GG.shaders.point_fixed_size_uniform_color_2D) {
+		GPU_shader_free(GG.shaders.point_fixed_size_uniform_color_2D);
+		GG.shaders.point_fixed_size_uniform_color_2D = NULL;
+	}
+
+	if (GG.shaders.point_fixed_size_uniform_color_3D) {
+		GPU_shader_free(GG.shaders.point_fixed_size_uniform_color_3D);
+		GG.shaders.point_fixed_size_uniform_color_3D = NULL;
+	}
+
 	if (GG.shaders.point_fixed_size_varying_color_3D) {
 		GPU_shader_free(GG.shaders.point_fixed_size_varying_color_3D);
 		GG.shaders.point_fixed_size_varying_color_3D = NULL;




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