Cleanup: Remove unused DRW_shader functions

These are not used anymore after removal of EEVEE-Legacy

Pull Request: https://projects.blender.org/blender/blender/pulls/125099
This commit is contained in:
Miguel Pozo
2024-07-21 16:59:51 +02:00
committed by Clément Foucault
parent fe1bf4897d
commit db286bbb7f
2 changed files with 0 additions and 306 deletions

View File

@@ -259,44 +259,6 @@ void DRW_texture_free(GPUTexture *tex);
} while (0)
/* Shaders */
GPUShader *DRW_shader_create_from_info_name(const char *info_name);
GPUShader *DRW_shader_create_ex(
const char *vert, const char *geom, const char *frag, const char *defines, const char *name);
GPUShader *DRW_shader_create_with_lib_ex(const char *vert,
const char *geom,
const char *frag,
const char *lib,
const char *defines,
const char *name);
GPUShader *DRW_shader_create_with_shaderlib_ex(const char *vert,
const char *geom,
const char *frag,
const DRWShaderLibrary *lib,
const char *defines,
const char *name);
GPUShader *DRW_shader_create_with_transform_feedback(const char *vert,
const char *geom,
const char *defines,
eGPUShaderTFBType prim_type,
const char **varying_names,
int varying_count);
GPUShader *DRW_shader_create_fullscreen_ex(const char *frag,
const char *defines,
const char *name);
GPUShader *DRW_shader_create_fullscreen_with_shaderlib_ex(const char *frag,
const DRWShaderLibrary *lib,
const char *defines,
const char *name);
#define DRW_shader_create(vert, geom, frag, defines) \
DRW_shader_create_ex(vert, geom, frag, defines, __func__)
#define DRW_shader_create_with_lib(vert, geom, frag, lib, defines) \
DRW_shader_create_with_lib_ex(vert, geom, frag, lib, defines, __func__)
#define DRW_shader_create_with_shaderlib(vert, geom, frag, lib, defines) \
DRW_shader_create_with_shaderlib_ex(vert, geom, frag, lib, defines, __func__)
#define DRW_shader_create_fullscreen(frag, defines) \
DRW_shader_create_fullscreen_ex(frag, defines, __func__)
#define DRW_shader_create_fullscreen_with_shaderlib(frag, lib, defines) \
DRW_shader_create_fullscreen_with_shaderlib_ex(frag, lib, defines, __func__)
GPUMaterial *DRW_shader_from_world(World *wo,
bNodeTree *ntree,
@@ -326,36 +288,6 @@ void DRW_shader_free(GPUShader *shader);
} \
} while (0)
DRWShaderLibrary *DRW_shader_library_create();
/**
* \warning Each library must be added after all its dependencies.
*/
void DRW_shader_library_add_file(DRWShaderLibrary *lib,
const char *lib_code,
const char *lib_name);
#define DRW_SHADER_LIB_ADD(lib, lib_name) \
DRW_shader_library_add_file(lib, datatoc_##lib_name##_glsl, STRINGIFY(lib_name) ".glsl")
#define DRW_SHADER_LIB_ADD_SHARED(lib, lib_name) \
DRW_shader_library_add_file(lib, datatoc_##lib_name##_h, STRINGIFY(lib_name) ".h")
/**
* \return an allocN'ed string containing the shader code with its dependencies prepended.
* Caller must free the string with #MEM_freeN after use.
*/
char *DRW_shader_library_create_shader_string(const DRWShaderLibrary *lib,
const char *shader_code);
void DRW_shader_library_free(DRWShaderLibrary *lib);
#define DRW_SHADER_LIB_FREE_SAFE(lib) \
do { \
if (lib != nullptr) { \
DRW_shader_library_free(lib); \
lib = nullptr; \
} \
} while (0)
/* Batches */
enum eDRWAttrType {

View File

@@ -440,109 +440,6 @@ void DRW_deferred_shader_optimize_remove(GPUMaterial *mat)
/** \{ */
GPUShader *DRW_shader_create_from_info_name(const char *info_name)
{
return GPU_shader_create_from_info_name(info_name);
}
GPUShader *DRW_shader_create_ex(
const char *vert, const char *geom, const char *frag, const char *defines, const char *name)
{
return GPU_shader_create(vert, frag, geom, nullptr, defines, name);
}
GPUShader *DRW_shader_create_with_lib_ex(const char *vert,
const char *geom,
const char *frag,
const char *lib,
const char *defines,
const char *name)
{
GPUShader *sh;
char *vert_with_lib = nullptr;
char *frag_with_lib = nullptr;
char *geom_with_lib = nullptr;
vert_with_lib = BLI_string_joinN(lib, vert);
frag_with_lib = BLI_string_joinN(lib, frag);
if (geom) {
geom_with_lib = BLI_string_joinN(lib, geom);
}
sh = GPU_shader_create(vert_with_lib, frag_with_lib, geom_with_lib, nullptr, defines, name);
MEM_freeN(vert_with_lib);
MEM_freeN(frag_with_lib);
if (geom) {
MEM_freeN(geom_with_lib);
}
return sh;
}
GPUShader *DRW_shader_create_with_shaderlib_ex(const char *vert,
const char *geom,
const char *frag,
const DRWShaderLibrary *lib,
const char *defines,
const char *name)
{
GPUShader *sh;
char *vert_with_lib = DRW_shader_library_create_shader_string(lib, vert);
char *frag_with_lib = DRW_shader_library_create_shader_string(lib, frag);
char *geom_with_lib = (geom) ? DRW_shader_library_create_shader_string(lib, geom) : nullptr;
sh = GPU_shader_create(vert_with_lib, frag_with_lib, geom_with_lib, nullptr, defines, name);
MEM_SAFE_FREE(vert_with_lib);
MEM_SAFE_FREE(frag_with_lib);
MEM_SAFE_FREE(geom_with_lib);
return sh;
}
GPUShader *DRW_shader_create_with_transform_feedback(const char *vert,
const char *geom,
const char *defines,
const eGPUShaderTFBType prim_type,
const char **varying_names,
const int varying_count)
{
return GPU_shader_create_ex(vert,
datatoc_gpu_shader_depth_only_frag_glsl,
geom,
nullptr,
nullptr,
defines,
prim_type,
varying_names,
varying_count,
__func__);
}
GPUShader *DRW_shader_create_fullscreen_ex(const char *frag, const char *defines, const char *name)
{
return GPU_shader_create(
datatoc_common_fullscreen_vert_glsl, frag, nullptr, nullptr, defines, name);
}
GPUShader *DRW_shader_create_fullscreen_with_shaderlib_ex(const char *frag,
const DRWShaderLibrary *lib,
const char *defines,
const char *name)
{
GPUShader *sh;
char *vert = datatoc_common_fullscreen_vert_glsl;
char *frag_with_lib = DRW_shader_library_create_shader_string(lib, frag);
sh = GPU_shader_create(vert, frag_with_lib, nullptr, nullptr, defines, name);
MEM_SAFE_FREE(frag_with_lib);
return sh;
}
GPUMaterial *DRW_shader_from_world(World *wo,
bNodeTree *ntree,
eGPUMaterialEngine engine,
@@ -662,138 +559,3 @@ void DRW_shader_free(GPUShader *shader)
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Shader Library
*
* Simple include system for glsl files.
*
* Usage: Create a DRWShaderLibrary and add the library in the right order.
* You can have nested dependencies but each new library needs to have all its dependencies already
* added to the DRWShaderLibrary.
* Finally you can use DRW_shader_library_create_shader_string to get a shader string that also
* contains the needed libraries for this shader.
* \{ */
/* 64 because we use a 64bit bitmap. */
#define MAX_LIB 64
#define MAX_LIB_NAME 64
#define MAX_LIB_DEPS 8
struct DRWShaderLibrary {
const char *libs[MAX_LIB];
char libs_name[MAX_LIB][MAX_LIB_NAME];
uint64_t libs_deps[MAX_LIB];
};
DRWShaderLibrary *DRW_shader_library_create()
{
return static_cast<DRWShaderLibrary *>(
MEM_callocN(sizeof(DRWShaderLibrary), "DRWShaderLibrary"));
}
void DRW_shader_library_free(DRWShaderLibrary *lib)
{
MEM_SAFE_FREE(lib);
}
static int drw_shader_library_search(const DRWShaderLibrary *lib, const char *name)
{
for (int i = 0; i < MAX_LIB; i++) {
if (lib->libs[i]) {
if (!strncmp(lib->libs_name[i], name, strlen(lib->libs_name[i]))) {
return i;
}
}
else {
break;
}
}
return -1;
}
/* Return bitmap of dependencies. */
static uint64_t drw_shader_dependencies_get(const DRWShaderLibrary *lib,
const char *pragma_str,
const char *lib_code,
const char * /*lib_name*/)
{
/* Search dependencies. */
uint pragma_len = strlen(pragma_str);
uint64_t deps = 0;
const char *haystack = lib_code;
while ((haystack = strstr(haystack, pragma_str))) {
haystack += pragma_len;
int dep = drw_shader_library_search(lib, haystack);
if (dep == -1) {
char dbg_name[MAX_NAME];
int i = 0;
while ((*haystack != ')') && (i < (sizeof(dbg_name) - 2))) {
dbg_name[i] = *haystack;
haystack++;
i++;
}
dbg_name[i] = '\0';
CLOG_INFO(&LOG,
0,
"Dependency '%s' not found\n"
"This might be due to bad lib ordering or overriding a builtin shader.\n",
dbg_name);
}
else {
deps |= 1llu << uint64_t(dep);
}
}
return deps;
}
void DRW_shader_library_add_file(DRWShaderLibrary *lib, const char *lib_code, const char *lib_name)
{
int index = -1;
for (int i = 0; i < MAX_LIB; i++) {
if (lib->libs[i] == nullptr) {
index = i;
break;
}
}
if (index > -1) {
lib->libs[index] = lib_code;
STRNCPY(lib->libs_name[index], lib_name);
lib->libs_deps[index] = drw_shader_dependencies_get(
lib, "BLENDER_REQUIRE(", lib_code, lib_name);
}
else {
printf("Error: Too many libraries. Cannot add %s.\n", lib_name);
BLI_assert(0);
}
}
char *DRW_shader_library_create_shader_string(const DRWShaderLibrary *lib, const char *shader_code)
{
uint64_t deps = drw_shader_dependencies_get(lib, "BLENDER_REQUIRE(", shader_code, "shader code");
DynStr *ds = BLI_dynstr_new();
/* Add all dependencies recursively. */
for (int i = MAX_LIB - 1; i > -1; i--) {
if (lib->libs[i] && (deps & (1llu << uint64_t(i)))) {
deps |= lib->libs_deps[i];
}
}
/* Concatenate all needed libs into one string. */
for (int i = 0; i < MAX_LIB && deps != 0llu; i++, deps >>= 1llu) {
if (deps & 1llu) {
BLI_dynstr_append(ds, lib->libs[i]);
}
}
BLI_dynstr_append(ds, shader_code);
char *str = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
return str;
}
/** \} */