[Bf-blender-cvs] [c995eb1f9f6] master: Cleanup: GPUShader: Remove unused edge fancy shader
Clément Foucault
noreply at git.blender.org
Wed May 8 23:31:07 CEST 2019
Commit: c995eb1f9f69b9f94ea0b82c4d50495cfd1b38a9
Author: Clément Foucault
Date: Wed May 8 23:27:51 2019 +0200
Branches: master
https://developer.blender.org/rBc995eb1f9f69b9f94ea0b82c4d50495cfd1b38a9
Cleanup: GPUShader: Remove unused edge fancy shader
===================================================================
M source/blender/gpu/CMakeLists.txt
M source/blender/gpu/GPU_shader.h
M source/blender/gpu/intern/gpu_shader.c
D source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl
D source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_geom.glsl
D source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl
D source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_vert.glsl
D source/blender/gpu/shaders/gpu_shader_edges_overlay_frag.glsl
D source/blender/gpu/shaders/gpu_shader_edges_overlay_geom.glsl
D source/blender/gpu/shaders/gpu_shader_edges_overlay_simple_geom.glsl
D source/blender/gpu/shaders/gpu_shader_edges_overlay_vert.glsl
===================================================================
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 5a42c4d3d1b..f30eff1484b 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -178,7 +178,6 @@ data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_normal_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_3D_line_dashed_uniform_color_legacy_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_normal_smooth_color_vert.glsl SRC)
@@ -225,14 +224,6 @@ data_to_c_simple(shaders/gpu_shader_2D_edituvs_stretch_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_selection_id_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_selection_id_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_geom.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_edges_front_back_ortho_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_edges_overlay_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_edges_overlay_geom.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_edges_overlay_simple_geom.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_edges_overlay_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_simple_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_simple_geom.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 9bcf732a35a..00570bd7ebc 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -100,10 +100,6 @@ typedef enum eGPUBuiltinShader {
/* specialized drawing */
GPU_SHADER_TEXT,
GPU_SHADER_TEXT_SIMPLE,
- GPU_SHADER_EDGES_FRONT_BACK_PERSP,
- GPU_SHADER_EDGES_FRONT_BACK_ORTHO,
- GPU_SHADER_EDGES_OVERLAY_SIMPLE,
- GPU_SHADER_EDGES_OVERLAY,
GPU_SHADER_KEYFRAME_DIAMOND,
GPU_SHADER_SIMPLE_LIGHTING,
GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR,
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 4b130cdbb3e..7201025ad8a 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -145,17 +145,8 @@ extern char datatoc_gpu_shader_selection_id_frag_glsl[];
extern char datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[];
extern char datatoc_gpu_shader_2D_line_dashed_geom_glsl[];
-extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl[];
extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl[];
-extern char datatoc_gpu_shader_edges_front_back_persp_vert_glsl[];
-extern char datatoc_gpu_shader_edges_front_back_persp_geom_glsl[];
-extern char datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl[];
-extern char datatoc_gpu_shader_edges_front_back_ortho_vert_glsl[];
-extern char datatoc_gpu_shader_edges_overlay_vert_glsl[];
-extern char datatoc_gpu_shader_edges_overlay_geom_glsl[];
-extern char datatoc_gpu_shader_edges_overlay_simple_geom_glsl[];
-extern char datatoc_gpu_shader_edges_overlay_frag_glsl[];
extern char datatoc_gpu_shader_text_vert_glsl[];
extern char datatoc_gpu_shader_text_geom_glsl[];
extern char datatoc_gpu_shader_text_frag_glsl[];
@@ -842,30 +833,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.vert = datatoc_gpu_shader_keyframe_diamond_vert_glsl,
.frag = datatoc_gpu_shader_keyframe_diamond_frag_glsl,
},
- /* This version is magical but slow! */
- [GPU_SHADER_EDGES_FRONT_BACK_PERSP] =
- {
- .vert = datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
- .geom = datatoc_gpu_shader_edges_front_back_persp_geom_glsl,
- .frag = datatoc_gpu_shader_flat_color_frag_glsl,
- },
- [GPU_SHADER_EDGES_FRONT_BACK_ORTHO] =
- {
- .vert = datatoc_gpu_shader_edges_front_back_ortho_vert_glsl,
- .frag = datatoc_gpu_shader_flat_color_frag_glsl,
- },
- [GPU_SHADER_EDGES_OVERLAY_SIMPLE] =
- {
- .vert = datatoc_gpu_shader_3D_vert_glsl,
- .geom = datatoc_gpu_shader_edges_overlay_simple_geom_glsl,
- .frag = datatoc_gpu_shader_edges_overlay_frag_glsl,
- },
- [GPU_SHADER_EDGES_OVERLAY] =
- {
- .vert = datatoc_gpu_shader_edges_overlay_vert_glsl,
- .geom = datatoc_gpu_shader_edges_overlay_geom_glsl,
- .frag = datatoc_gpu_shader_edges_overlay_frag_glsl,
- },
[GPU_SHADER_SIMPLE_LIGHTING] =
{
.vert = datatoc_gpu_shader_3D_normal_vert_glsl,
@@ -1332,28 +1299,8 @@ GPUShader *GPU_shader_get_builtin_shader_with_config(eGPUBuiltinShader shader,
GPUShader **sh_p = &builtin_shaders[sh_cfg][shader];
if (*sh_p == NULL) {
- GPUShaderStages stages_legacy = {NULL};
const GPUShaderStages *stages = &builtin_shader_stages[shader];
- if (shader == GPU_SHADER_EDGES_FRONT_BACK_PERSP) {
- /* TODO: remove after switch to core profile (maybe) */
- if (!GLEW_VERSION_3_2) {
- stages_legacy.vert = datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl;
- stages_legacy.frag = datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl;
- stages = &stages_legacy;
- }
- }
- else if (shader == GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR) {
- /* Dashed need geometry shader, which are not supported by legacy OpenGL,
- * fallback to solid lines. */
- /* TODO: remove after switch to core profile (maybe) */
- if (!GLEW_VERSION_3_2) {
- stages_legacy.vert = datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl;
- stages_legacy.frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl;
- stages = &stages_legacy;
- }
- }
-
/* common case */
if (sh_cfg == GPU_SHADER_CFG_DEFAULT) {
*sh_p = GPU_shader_create(
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl b/source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl
deleted file mode 100644
index a71dfba575b..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl
+++ /dev/null
@@ -1,54 +0,0 @@
-
-// Draw "fancy" wireframe, displaying front-facing, back-facing and
-// silhouette lines differently.
-// Mike Erwin, April 2015
-
-uniform bool drawFront = true;
-uniform bool drawBack = true;
-uniform bool drawSilhouette = true;
-
-uniform vec4 frontColor;
-uniform vec4 backColor;
-uniform vec4 silhouetteColor;
-
-uniform vec3 eye; // direction we are looking
-
-uniform mat4 ModelViewProjectionMatrix;
-
-in vec3 pos;
-
-// normals of faces this edge joins (object coords)
-in vec3 N1;
-in vec3 N2;
-
-flat out vec4 finalColor;
-
-// TODO: in float angle; // [-pi .. +pi], + peak, 0 flat, - valley
-
-// to discard an entire line, set both endpoints to nowhere
-// and it won't produce any fragments
-const vec4 nowhere = vec4(vec3(0.0), 1.0);
-
-void main()
-{
- bool face_1_front = dot(N1, eye) > 0.0;
- bool face_2_front = dot(N2, eye) > 0.0;
-
- vec4 position = ModelViewProjectionMatrix * vec4(pos, 1.0);
-
- if (face_1_front && face_2_front) {
- // front-facing edge
- gl_Position = drawFront ? position : nowhere;
- finalColor = frontColor;
- }
- else if (face_1_front || face_2_front) {
- // exactly one face is front-facing, silhouette edge
- gl_Position = drawSilhouette ? position : nowhere;
- finalColor = silhouetteColor;
- }
- else {
- // back-facing edge
- gl_Position = drawBack ? position : nowhere;
- finalColor = backColor;
- }
-}
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_geom.glsl b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_geom.glsl
deleted file mode 100644
index 3de14704781..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_geom.glsl
+++ /dev/null
@@ -1,60 +0,0 @@
-
-// Draw "fancy" wireframe, displaying front-facing, back-facing and
-// silhouette lines differently.
-// Mike Erwin, April 2015
-
-// After working with this shader a while, convinced we should make
-// separate shaders for perpective & ortho. (Oct 2016)
-
-// Due to perspective, the line segment's endpoints might disagree on
-// whether the adjacent faces are front facing. This geometry shader
-// decides which edge type to use if endpoints disagree.
-
-uniform mat4 ProjectionMatrix;
-
-uniform bool drawFront = true;
-uniform bool drawBack = true;
-uniform bool drawSilhouette = true;
-
-uniform vec4 frontColor;
-uniform vec4 backColor;
-uniform vec4 silhouetteColor;
-
-layout(lines) in;
-layout(line_strip, max_vertices = 2) out;
-
-in vec4 MV_pos[];
-in float edgeClass[];
-
-flat out vec4 finalColor;
-
-void emitLine(vec4 color)
-{
- gl_Position = ProjectionMatrix * MV_pos[0];
- EmitVertex();
- gl_Position = ProjectionMatrix * MV_pos[1];
- finalColor = color;
- EmitVertex();
- EndPrimitive();
-}
-
-void main()
-{
- float finalEdgeClass = max(edgeClass[0], edgeClass[1]);
-
- if (finalEdgeClass > 0.0f) {
- // front-facing edge
- if (drawFront)
- emitLine(frontColor);
- }
- else if (finalEdgeClass < 0.0f) {
- // back-facing edge
- if (drawBack)
- emitLine(backColor);
- }
- else {
- // exactly one face is front-facing, silhouette edge
- if (drawSilhouette)
- emitLine(silhouetteColor);
- }
-}
diff --git a/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl
deleted file mode 100644
index ffd52a0a225..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl
+++ /dev/null
@@ -1,68 +0,0 @@
-
-// Draw "fancy" wireframe, displaying front-facing, back-facing and
-//
@@ Diff output truncated at 10240 characters. @@
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