[Bf-blender-cvs] [e72fa714a80] master: Cleanup: remove duplicated shaders that only added clipping checks

Campbell Barton noreply at git.blender.org
Thu Jan 24 22:31:48 CET 2019


Commit: e72fa714a800f851298dc29f736aa5231501dd0b
Author: Campbell Barton
Date:   Fri Jan 25 08:01:07 2019 +1100
Branches: master
https://developer.blender.org/rBe72fa714a800f851298dc29f736aa5231501dd0b

Cleanup: remove duplicated shaders that only added clipping checks

Originally I wanted to avoid adding draw manager specific ifdef's all
over generic shaders however this isn't needed in so many places.

Also there are shaders that are only used by the draw manager so
duplicating them only to have the original unused doesn't make sense.

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

M	source/blender/draw/CMakeLists.txt
M	source/blender/draw/intern/draw_builtin_shader.c
M	source/blender/draw/modes/object_mode.c
D	source/blender/draw/modes/shaders/drw_shader_3D_smooth_color_vert.glsl
D	source/blender/draw/modes/shaders/drw_shader_3D_vert.glsl
M	source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl
M	source/blender/gpu/shaders/gpu_shader_3D_vert.glsl

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

diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index c25d5564b21..acad2a5d14b 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -325,8 +325,6 @@ data_to_c_simple(modes/shaders/particle_strand_frag.glsl SRC)
 data_to_c_simple(modes/shaders/particle_strand_vert.glsl SRC)
 data_to_c_simple(modes/shaders/sculpt_mask_vert.glsl SRC)
 data_to_c_simple(modes/shaders/volume_velocity_vert.glsl SRC)
-data_to_c_simple(modes/shaders/drw_shader_3D_vert.glsl SRC)
-data_to_c_simple(modes/shaders/drw_shader_3D_smooth_color_vert.glsl SRC)
 
 data_to_c_simple(engines/gpencil/shaders/gpencil_fill_vert.glsl SRC)
 data_to_c_simple(engines/gpencil/shaders/gpencil_fill_frag.glsl SRC)
diff --git a/source/blender/draw/intern/draw_builtin_shader.c b/source/blender/draw/intern/draw_builtin_shader.c
index 6a70b91d67a..889dbaed3da 100644
--- a/source/blender/draw/intern/draw_builtin_shader.c
+++ b/source/blender/draw/intern/draw_builtin_shader.c
@@ -38,14 +38,13 @@
 
 extern char datatoc_common_world_clip_lib_glsl[];
 
-extern char datatoc_drw_shader_3D_vert_glsl[];
-extern char datatoc_drw_shader_3D_smooth_color_vert_glsl[];
-
-extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
 extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
+extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
+extern char datatoc_gpu_shader_3D_vert_glsl[];
 extern char datatoc_gpu_shader_depth_only_frag_glsl[];
 extern char datatoc_gpu_shader_flat_color_frag_glsl[];
 extern char datatoc_gpu_shader_instance_camera_vert_glsl[];
+extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
 
 /* cache of built-in shaders (each is created on first use) */
 static struct {
@@ -68,7 +67,7 @@ static GPUShader *drw_shader_get_builtin_shader_clipped(eGPUBuiltinShader shader
 				break;
 			}
 			shader = DRW_shader_create_from_arrays({
-			        .vert = (const char *[]){world_clip_lib, datatoc_drw_shader_3D_vert_glsl, NULL},
+			        .vert = (const char *[]){world_clip_lib, datatoc_gpu_shader_3D_vert_glsl, NULL},
 			        .frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
 			        .defs = (const char *[]){world_clip_def, NULL}});
 			break;
@@ -77,7 +76,7 @@ static GPUShader *drw_shader_get_builtin_shader_clipped(eGPUBuiltinShader shader
 				break;
 			}
 			shader = DRW_shader_create_from_arrays({
-			        .vert = (const char *[]){world_clip_lib, datatoc_drw_shader_3D_smooth_color_vert_glsl, NULL},
+			        .vert = (const char *[]){world_clip_lib, datatoc_gpu_shader_3D_smooth_color_vert_glsl, NULL},
 			        .frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL},
 			        .defs = (const char *[]){world_clip_def, NULL}});
 			break;
@@ -86,7 +85,7 @@ static GPUShader *drw_shader_get_builtin_shader_clipped(eGPUBuiltinShader shader
 				break;
 			}
 			shader = DRW_shader_create_from_arrays({
-			        .vert = (const char *[]){world_clip_lib, datatoc_drw_shader_3D_vert_glsl, NULL},
+			        .vert = (const char *[]){world_clip_lib, datatoc_gpu_shader_3D_vert_glsl, NULL},
 			        .frag = (const char *[]){datatoc_gpu_shader_depth_only_frag_glsl, NULL},
 			        .defs = (const char *[]){world_clip_def, NULL}});
 			break;
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index 52a173e433f..837de9c9ca7 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -105,7 +105,7 @@ extern char datatoc_gpu_shader_flat_color_frag_glsl[];
 extern char datatoc_gpu_shader_flat_id_frag_glsl[];
 extern char datatoc_common_fullscreen_vert_glsl[];
 extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
-extern char datatoc_drw_shader_3D_vert_glsl[];
+extern char datatoc_gpu_shader_3D_vert_glsl[];
 
 /* *********** LISTS *********** */
 typedef struct OBJECT_PassList {
@@ -419,7 +419,7 @@ static void OBJECT_engine_init(void *vedata)
 	if (!sh_data->outline_resolve) {
 		/* Outline */
 		sh_data->outline_prepass = DRW_shader_create_from_arrays({
-		        .vert = (const char *[]){world_clip_lib_or_empty, datatoc_drw_shader_3D_vert_glsl, NULL},
+		        .vert = (const char *[]){world_clip_lib_or_empty, datatoc_gpu_shader_3D_vert_glsl, NULL},
 		        .frag = (const char *[]){datatoc_object_outline_prepass_frag_glsl, NULL},
 		        .defs = (const char *[]){world_clip_def_or_empty, NULL}});
 		sh_data->outline_prepass_wire = DRW_shader_create_from_arrays({
@@ -495,7 +495,7 @@ static void OBJECT_engine_init(void *vedata)
 
 		/* Loose Points */
 		sh_data->loose_points = DRW_shader_create_from_arrays({
-		        .vert = (const char *[]){world_clip_lib_or_empty, datatoc_drw_shader_3D_vert_glsl, NULL},
+		        .vert = (const char *[]){world_clip_lib_or_empty, datatoc_gpu_shader_3D_vert_glsl, NULL},
 		        .frag = (const char *[]){datatoc_object_loose_points_frag_glsl, NULL},
 		        .defs = (const char *[]){world_clip_def_or_empty, NULL}});
 	}
diff --git a/source/blender/draw/modes/shaders/drw_shader_3D_smooth_color_vert.glsl b/source/blender/draw/modes/shaders/drw_shader_3D_smooth_color_vert.glsl
deleted file mode 100644
index 05f9618a7f7..00000000000
--- a/source/blender/draw/modes/shaders/drw_shader_3D_smooth_color_vert.glsl
+++ /dev/null
@@ -1,17 +0,0 @@
-/* Keep 'gpu_shader_3D_smooth_color_vert.glsl' compatible. */
-uniform mat4 ModelViewProjectionMatrix;
-uniform mat4 ModelMatrix;
-
-in vec3 pos;
-in vec4 color;
-
-out vec4 finalColor;
-
-void main()
-{
-	gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
-	finalColor = color;
-#ifdef USE_WORLD_CLIP_PLANES
-       world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
-#endif
-}
diff --git a/source/blender/draw/modes/shaders/drw_shader_3D_vert.glsl b/source/blender/draw/modes/shaders/drw_shader_3D_vert.glsl
deleted file mode 100644
index f0d477527ce..00000000000
--- a/source/blender/draw/modes/shaders/drw_shader_3D_vert.glsl
+++ /dev/null
@@ -1,13 +0,0 @@
-/* Keep 'gpu_shader_3D_vert.glsl' compatible. */
-uniform mat4 ModelViewProjectionMatrix;
-uniform mat4 ModelMatrix;
-
-in vec3 pos;
-
-void main()
-{
-	gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
-#ifdef USE_WORLD_CLIP_PLANES
-       world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
-#endif
-}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl
index a1feb2f75b7..955ce07780c 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl
@@ -1,6 +1,10 @@
 
 uniform mat4 ModelViewProjectionMatrix;
 
+#ifdef USE_WORLD_CLIP_PLANES
+uniform mat4 ModelMatrix;
+#endif
+
 in vec3 pos;
 in vec4 color;
 
@@ -10,4 +14,8 @@ void main()
 {
 	gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
 	finalColor = color;
+
+#ifdef USE_WORLD_CLIP_PLANES
+	world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
+#endif
 }
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl
index 059473ebb74..9fc748b292b 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl
@@ -1,9 +1,17 @@
 
 uniform mat4 ModelViewProjectionMatrix;
 
+#ifdef USE_WORLD_CLIP_PLANES
+uniform mat4 ModelMatrix;
+#endif
+
 in vec3 pos;
 
 void main()
 {
 	gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+
+#ifdef USE_WORLD_CLIP_PLANES
+	world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
+#endif
 }



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