[Bf-blender-cvs] [f5e90a943f1] master: Remove GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR.

Jeroen Bakker noreply at git.blender.org
Mon Jan 10 12:56:32 CET 2022


Commit: f5e90a943f1150a067ca4334b4852c3a62df1597
Author: Jeroen Bakker
Date:   Mon Jan 10 12:51:01 2022 +0100
Branches: master
https://developer.blender.org/rBf5e90a943f1150a067ca4334b4852c3a62df1597

Remove GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR.

Shader isn't used and not accessible via py-api.

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

M	source/blender/gpu/CMakeLists.txt
M	source/blender/gpu/GPU_shader.h
M	source/blender/gpu/intern/gpu_shader_builtin.c
D	source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl
M	source/blender/gpu/tests/gpu_shader_builtin_test.cc

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

diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 4b98359eff6..2987709c875 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -245,7 +245,6 @@ data_to_c_simple(shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl SRC)
 
 data_to_c_simple(shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl SRC)
 
-data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_point_uniform_color_aa_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 2ac1e5dd553..f36c8f99064 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -293,14 +293,6 @@ typedef enum eGPUBuiltinShader {
    */
   GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
   /* points */
-  /**
-   * Draw round points with a hardcoded size.
-   * Take a single color for all the vertices and a 2D position for each vertex.
-   *
-   * \param color: uniform vec4
-   * \param pos: in vec2
-   */
-  GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
   /**
    * Draw round points with a constant size.
    * Take a single color for all the vertices and a 2D position for each vertex.
diff --git a/source/blender/gpu/intern/gpu_shader_builtin.c b/source/blender/gpu/intern/gpu_shader_builtin.c
index 695ea440316..24ca691be78 100644
--- a/source/blender/gpu/intern/gpu_shader_builtin.c
+++ b/source/blender/gpu/intern/gpu_shader_builtin.c
@@ -93,7 +93,6 @@ extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
 
 extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[];
 
-extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
 extern char datatoc_gpu_shader_point_uniform_color_aa_frag_glsl[];
 extern char datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl[];
 extern char datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl[];
@@ -331,12 +330,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
             .frag = datatoc_gpu_shader_2D_line_dashed_frag_glsl,
         },
 
-    [GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] =
-        {
-            .name = "GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR",
-            .vert = datatoc_gpu_shader_2D_vert_glsl,
-            .frag = datatoc_gpu_shader_point_uniform_color_frag_glsl,
-        },
     [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] =
         {
             .name = "GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA",
diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl
deleted file mode 100644
index 692320bea93..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl
+++ /dev/null
@@ -1,18 +0,0 @@
-
-uniform vec4 color;
-
-out vec4 fragColor;
-
-void main()
-{
-  vec2 centered = gl_PointCoord - vec2(0.5);
-  float dist_squared = dot(centered, centered);
-  const float rad_squared = 0.25;
-
-  // round point with jaggy edges
-  if (dist_squared > rad_squared) {
-    discard;
-  }
-
-  fragColor = color;
-}
diff --git a/source/blender/gpu/tests/gpu_shader_builtin_test.cc b/source/blender/gpu/tests/gpu_shader_builtin_test.cc
index db1967de5c5..6d6a772f5fb 100644
--- a/source/blender/gpu/tests/gpu_shader_builtin_test.cc
+++ b/source/blender/gpu/tests/gpu_shader_builtin_test.cc
@@ -52,8 +52,6 @@ static void test_shader_builtin()
   test_compile_builtin_shader(GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE, GPU_SHADER_CFG_DEFAULT);
   test_compile_builtin_shader(GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE, GPU_SHADER_CFG_DEFAULT);
   test_compile_builtin_shader(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR, GPU_SHADER_CFG_DEFAULT);
-  test_compile_builtin_shader(GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
-                              GPU_SHADER_CFG_DEFAULT);
   test_compile_builtin_shader(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA,
                               GPU_SHADER_CFG_DEFAULT);
   test_compile_builtin_shader(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA,



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