[Bf-blender-cvs] [227fd753df8] master: GPU: Remove unused UV shaders.

Jeroen Bakker noreply at git.blender.org
Mon Jan 10 12:56:31 CET 2022


Commit: 227fd753df874e1d8c3e221066dde210d3b87aba
Author: Jeroen Bakker
Date:   Mon Jan 10 12:18:30 2022 +0100
Branches: master
https://developer.blender.org/rB227fd753df874e1d8c3e221066dde210d3b87aba

GPU: Remove unused UV shaders.

The UV shaders have been migrated to the overlay engine and aren't
accessible via the python API.

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

M	source/blender/gpu/GPU_shader.h
M	source/blender/gpu/intern/gpu_shader_builtin.c
M	source/blender/gpu/tests/gpu_shader_builtin_test.cc

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

diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 9bcd92f534a..a93a61ebbb0 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -409,17 +409,8 @@ typedef enum eGPUBuiltinShader {
   GPU_SHADER_2D_WIDGET_SHADOW,
   GPU_SHADER_2D_NODELINK,
   GPU_SHADER_2D_NODELINK_INST,
-  /* specialized for edituv drawing */
-  GPU_SHADER_2D_UV_UNIFORM_COLOR,
-  GPU_SHADER_2D_UV_VERTS,
-  GPU_SHADER_2D_UV_FACEDOTS,
-  GPU_SHADER_2D_UV_EDGES,
-  GPU_SHADER_2D_UV_EDGES_SMOOTH,
-  GPU_SHADER_2D_UV_FACES,
-  GPU_SHADER_2D_UV_FACES_STRETCH_AREA,
-  GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE,
 } eGPUBuiltinShader;
-#define GPU_SHADER_BUILTIN_LEN (GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE + 1)
+#define GPU_SHADER_BUILTIN_LEN (GPU_SHADER_2D_NODELINK_INST + 1)
 
 /** Support multiple configurations. */
 typedef enum eGPUShaderConfig {
diff --git a/source/blender/gpu/intern/gpu_shader_builtin.c b/source/blender/gpu/intern/gpu_shader_builtin.c
index bea43bacb23..3ed7fdbbb6b 100644
--- a/source/blender/gpu/intern/gpu_shader_builtin.c
+++ b/source/blender/gpu/intern/gpu_shader_builtin.c
@@ -457,58 +457,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
             .defs = "#define USE_INSTANCE\n",
         },
 
-    [GPU_SHADER_2D_UV_UNIFORM_COLOR] =
-        {
-            .name = "GPU_SHADER_2D_UV_UNIFORM_COLOR",
-            .vert = datatoc_gpu_shader_2D_vert_glsl,
-            .frag = datatoc_gpu_shader_uniform_color_frag_glsl,
-            .defs = "#define UV_POS\n",
-        },
-    [GPU_SHADER_2D_UV_VERTS] =
-        {
-            .name = "GPU_SHADER_2D_UV_VERTS",
-            .vert = datatoc_gpu_shader_2D_edituvs_points_vert_glsl,
-            .frag = datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl,
-        },
-    [GPU_SHADER_2D_UV_FACEDOTS] =
-        {
-            .name = "GPU_SHADER_2D_UV_FACEDOTS",
-            .vert = datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl,
-            .frag = datatoc_gpu_shader_point_varying_color_frag_glsl,
-        },
-    [GPU_SHADER_2D_UV_EDGES] =
-        {
-            .name = "GPU_SHADER_2D_UV_EDGES",
-            .vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl,
-            .frag = datatoc_gpu_shader_2D_edituvs_edges_frag_glsl,
-        },
-    [GPU_SHADER_2D_UV_EDGES_SMOOTH] =
-        {
-            .name = "GPU_SHADER_2D_UV_EDGES_SMOOTH",
-            .vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl,
-            .frag = datatoc_gpu_shader_2D_edituvs_edges_frag_glsl,
-            .defs = "#define SMOOTH_COLOR\n",
-        },
-    [GPU_SHADER_2D_UV_FACES] =
-        {
-            .name = "GPU_SHADER_2D_UV_FACES",
-            .vert = datatoc_gpu_shader_2D_edituvs_faces_vert_glsl,
-            .frag = datatoc_gpu_shader_flat_color_frag_glsl,
-        },
-    [GPU_SHADER_2D_UV_FACES_STRETCH_AREA] =
-        {
-            .name = "GPU_SHADER_2D_UV_FACES_STRETCH_AREA",
-            .vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
-            .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
-        },
-    [GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE] =
-        {
-            .name = "GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE",
-            .vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
-            .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl,
-            .defs = "#define STRETCH_ANGLE\n",
-        },
-
     [GPU_SHADER_GPENCIL_STROKE] =
         {
             .name = "GPU_SHADER_GPENCIL_STROKE",
diff --git a/source/blender/gpu/tests/gpu_shader_builtin_test.cc b/source/blender/gpu/tests/gpu_shader_builtin_test.cc
index 523a7e5b881..4266824e5ff 100644
--- a/source/blender/gpu/tests/gpu_shader_builtin_test.cc
+++ b/source/blender/gpu/tests/gpu_shader_builtin_test.cc
@@ -79,14 +79,6 @@ static void test_shader_builtin()
   test_compile_builtin_shader(GPU_SHADER_2D_WIDGET_SHADOW, GPU_SHADER_CFG_DEFAULT);
   test_compile_builtin_shader(GPU_SHADER_2D_NODELINK, GPU_SHADER_CFG_DEFAULT);
   test_compile_builtin_shader(GPU_SHADER_2D_NODELINK_INST, GPU_SHADER_CFG_DEFAULT);
-  test_compile_builtin_shader(GPU_SHADER_2D_UV_UNIFORM_COLOR, GPU_SHADER_CFG_DEFAULT);
-  test_compile_builtin_shader(GPU_SHADER_2D_UV_VERTS, GPU_SHADER_CFG_DEFAULT);
-  test_compile_builtin_shader(GPU_SHADER_2D_UV_FACEDOTS, GPU_SHADER_CFG_DEFAULT);
-  test_compile_builtin_shader(GPU_SHADER_2D_UV_EDGES, GPU_SHADER_CFG_DEFAULT);
-  test_compile_builtin_shader(GPU_SHADER_2D_UV_EDGES_SMOOTH, GPU_SHADER_CFG_DEFAULT);
-  test_compile_builtin_shader(GPU_SHADER_2D_UV_FACES, GPU_SHADER_CFG_DEFAULT);
-  test_compile_builtin_shader(GPU_SHADER_2D_UV_FACES_STRETCH_AREA, GPU_SHADER_CFG_DEFAULT);
-  test_compile_builtin_shader(GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE, GPU_SHADER_CFG_DEFAULT);
 }
 
 GPU_TEST(shader_builtin)



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