Files
test/source/blender/draw/engines/basic/basic_shader.c
Clément Foucault eba06fee49 Basic Engine: Port depth shader (object selection) to shaderCreateInfo
This should have no functional changes.
2022-05-01 19:35:37 +02:00

87 lines
2.7 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2019 Blender Foundation. */
/** \file
* \ingroup draw_engine
*/
#include "DRW_render.h"
#include "GPU_shader.h"
#include "basic_private.h"
extern char datatoc_depth_frag_glsl[];
extern char datatoc_depth_vert_glsl[];
extern char datatoc_conservative_depth_geom_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_common_pointcloud_lib_glsl[];
/* Shaders */
typedef struct BASIC_Shaders {
/* Depth Pre Pass */
struct GPUShader *depth;
struct GPUShader *pointcloud_depth;
struct GPUShader *depth_conservative;
struct GPUShader *pointcloud_depth_conservative;
} BASIC_Shaders;
static struct {
BASIC_Shaders sh_data[GPU_SHADER_CFG_LEN];
} e_data = {{{NULL}}}; /* Engine data */
GPUShader *BASIC_shaders_depth_sh_get(eGPUShaderConfig config)
{
BASIC_Shaders *sh_data = &e_data.sh_data[config];
if (sh_data->depth == NULL) {
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 == NULL) {
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_depth_conservative_sh_get(eGPUShaderConfig config)
{
BASIC_Shaders *sh_data = &e_data.sh_data[config];
if (sh_data->depth_conservative == NULL) {
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 == NULL) {
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(void)
{
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]);
}
}
}