Files
test/source/blender/draw/engines/basic/basic_shader.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

99 lines
3.1 KiB
C++

/* SPDX-FileCopyrightText: 2019 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "GPU_shader.h"
#include "basic_private.h"
extern "C" char datatoc_basic_depth_frag_glsl[];
extern "C" char datatoc_basic_depth_vert_glsl[];
extern "C" char datatoc_basic_conservative_depth_geom_glsl[];
extern "C" char datatoc_common_view_lib_glsl[];
extern "C" char datatoc_common_pointcloud_lib_glsl[];
/* Shaders */
struct BASIC_Shaders {
/* Depth Pre Pass */
GPUShader *depth;
GPUShader *pointcloud_depth;
GPUShader *curves_depth;
GPUShader *depth_conservative;
GPUShader *pointcloud_depth_conservative;
};
static struct {
BASIC_Shaders sh_data[GPU_SHADER_CFG_LEN];
} e_data = {{{nullptr}}}; /* Engine data */
GPUShader *BASIC_shaders_depth_sh_get(eGPUShaderConfig config)
{
BASIC_Shaders *sh_data = &e_data.sh_data[config];
if (sh_data->depth == nullptr) {
sh_data->depth = GPU_shader_create_from_info_name(
config == GPU_SHADER_CFG_CLIPPED ? "basic_depth_mesh_clipped" : "basic_depth_mesh");
}
return sh_data->depth;
}
GPUShader *BASIC_shaders_pointcloud_depth_sh_get(eGPUShaderConfig config)
{
BASIC_Shaders *sh_data = &e_data.sh_data[config];
if (sh_data->pointcloud_depth == nullptr) {
sh_data->pointcloud_depth = GPU_shader_create_from_info_name(
config == GPU_SHADER_CFG_CLIPPED ? "basic_depth_pointcloud_clipped" :
"basic_depth_pointcloud");
}
return sh_data->pointcloud_depth;
}
GPUShader *BASIC_shaders_curves_depth_sh_get(eGPUShaderConfig config)
{
BASIC_Shaders *sh_data = &e_data.sh_data[config];
if (sh_data->curves_depth == nullptr) {
sh_data->curves_depth = GPU_shader_create_from_info_name(
config == GPU_SHADER_CFG_CLIPPED ? "basic_depth_curves_clipped" : "basic_depth_curves");
}
return sh_data->curves_depth;
}
GPUShader *BASIC_shaders_depth_conservative_sh_get(eGPUShaderConfig config)
{
BASIC_Shaders *sh_data = &e_data.sh_data[config];
if (sh_data->depth_conservative == nullptr) {
sh_data->depth_conservative = GPU_shader_create_from_info_name(
config == GPU_SHADER_CFG_CLIPPED ? "basic_depth_mesh_conservative_clipped" :
"basic_depth_mesh_conservative");
}
return sh_data->depth_conservative;
}
GPUShader *BASIC_shaders_pointcloud_depth_conservative_sh_get(eGPUShaderConfig config)
{
BASIC_Shaders *sh_data = &e_data.sh_data[config];
if (sh_data->pointcloud_depth_conservative == nullptr) {
sh_data->pointcloud_depth_conservative = GPU_shader_create_from_info_name(
config == GPU_SHADER_CFG_CLIPPED ? "basic_depth_pointcloud_conservative_clipped" :
"basic_depth_pointcloud_conservative");
}
return sh_data->pointcloud_depth_conservative;
}
void BASIC_shaders_free()
{
for (int i = 0; i < GPU_SHADER_CFG_LEN; i++) {
GPUShader **sh_data_as_array = (GPUShader **)&e_data.sh_data[i];
for (int j = 0; j < (sizeof(BASIC_Shaders) / sizeof(GPUShader *)); j++) {
DRW_SHADER_FREE_SAFE(sh_data_as_array[j]);
}
}
}