Cleanup: GPU: Remove unused shader library guards
Nowadays every shader uses the new include system and there is no need for these manual double include guards.
This commit is contained in:
@@ -6,24 +6,20 @@
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#include "gpu_glsl_cpp_stubs.hh"
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/* WORKAROUND: to guard against double include in EEVEE. */
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#ifndef GPU_SHADER_MATH_BASE_LIB_GLSL
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# define GPU_SHADER_MATH_BASE_LIB_GLSL
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# define M_PI 3.14159265358979323846f /* pi */
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# define M_TAU 6.28318530717958647692f /* tau = 2*pi */
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# define M_PI_2 1.57079632679489661923f /* pi/2 */
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# define M_PI_4 0.78539816339744830962f /* pi/4 */
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# define M_SQRT2 1.41421356237309504880f /* sqrt(2) */
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# define M_SQRT1_2 0.70710678118654752440f /* 1/sqrt(2) */
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# define M_SQRT3 1.73205080756887729352f /* sqrt(3) */
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# define M_SQRT1_3 0.57735026918962576450f /* 1/sqrt(3) */
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# define M_1_PI 0.318309886183790671538f /* 1/pi */
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# define M_E 2.7182818284590452354f /* e */
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# define M_LOG2E 1.4426950408889634074f /* log_2 e */
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# define M_LOG10E 0.43429448190325182765f /* log_10 e */
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# define M_LN2 0.69314718055994530942f /* log_e 2 */
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# define M_LN10 2.30258509299404568402f /* log_e 10 */
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#define M_PI 3.14159265358979323846f /* pi */
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#define M_TAU 6.28318530717958647692f /* tau = 2*pi */
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#define M_PI_2 1.57079632679489661923f /* pi/2 */
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#define M_PI_4 0.78539816339744830962f /* pi/4 */
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#define M_SQRT2 1.41421356237309504880f /* sqrt(2) */
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#define M_SQRT1_2 0.70710678118654752440f /* 1/sqrt(2) */
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#define M_SQRT3 1.73205080756887729352f /* sqrt(3) */
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#define M_SQRT1_3 0.57735026918962576450f /* 1/sqrt(3) */
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#define M_1_PI 0.318309886183790671538f /* 1/pi */
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#define M_E 2.7182818284590452354f /* e */
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#define M_LOG2E 1.4426950408889634074f /* log_2 e */
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#define M_LOG10E 0.43429448190325182765f /* log_10 e */
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#define M_LN2 0.69314718055994530942f /* log_e 2 */
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#define M_LN10 2.30258509299404568402f /* log_e 10 */
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/* `powf` is really slow for raising to integer powers. */
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@@ -106,7 +102,7 @@ float _atan2(float y, float x)
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{
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return atan(y, x);
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}
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# define atan2 _atan2
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#define atan2 _atan2
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/**
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* Safe `a` modulo `b`.
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@@ -277,5 +273,3 @@ float wrap(float a, float b, float c)
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}
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/** \} */
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#endif /* GPU_SHADER_MATH_BASE_LIB_GLSL */
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@@ -6,10 +6,6 @@
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#include "gpu_shader_math_base_lib.glsl"
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/* WORKAROUND: to guard against double include in EEVEE. */
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#ifndef GPU_SHADER_MATH_FAST_LIB_GLSL
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# define GPU_SHADER_MATH_FAST_LIB_GLSL
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/* [Drobot2014a] Low Level Optimizations for GCN. */
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float sqrt_fast(float v)
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{
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@@ -54,5 +50,3 @@ float atan_fast(float x)
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}
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return (x < 0.0f) ? -r : r;
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}
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#endif /* GPU_SHADER_MATH_FAST_LIB_GLSL */
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@@ -7,10 +7,6 @@
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#include "gpu_shader_math_rotation_lib.glsl"
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#include "gpu_shader_math_vector_lib.glsl"
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/* WORKAROUND: to guard against double include in EEVEE. */
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#ifndef GPU_SHADER_MATH_MATRIX_LIB_GLSL
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# define GPU_SHADER_MATH_MATRIX_LIB_GLSL
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/* -------------------------------------------------------------------- */
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/** \name Static constructors
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* \{ */
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@@ -73,7 +69,7 @@ float4x4 mat4x4_identity()
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/** \} */
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/* Metal does not need prototypes. */
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# ifndef GPU_METAL
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#ifndef GPU_METAL
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/* -------------------------------------------------------------------- */
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/** \name Matrix Operations
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@@ -461,7 +457,7 @@ bool is_uniformly_scaled(float3x3 mat);
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/** \} */
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# endif /* GPU_METAL */
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#endif /* GPU_METAL */
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/* ---------------------------------------------------------------------- */
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/** \name Implementation
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@@ -496,7 +492,7 @@ float4x4 invert(float4x4 mat, out bool r_success)
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return r_success ? inverse(mat) : float4x4(0.0f);
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}
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# if defined(GPU_OPENGL) || defined(GPU_METAL)
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#if defined(GPU_OPENGL) || defined(GPU_METAL)
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float2 normalize(float2 a)
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{
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return a * inversesqrt(length_squared(a));
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@@ -509,7 +505,7 @@ float4 normalize(float4 a)
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{
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return a * inversesqrt(length_squared(a));
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}
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# endif
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#endif
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float2x2 normalize(float2x2 mat)
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{
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@@ -1577,5 +1573,3 @@ bool is_unit_scale(float2x2 m)
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}
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/** \} */
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#endif /* GPU_SHADER_MATH_MATRIX_LIB_GLSL */
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@@ -7,10 +7,6 @@
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#include "gpu_shader_math_vector_lib.glsl"
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#include "gpu_shader_utildefines_lib.glsl"
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/* WORKAROUND: to guard against double include in EEVEE. */
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#ifndef GPU_SHADER_MATH_ROTATION_LIB_GLSL
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# define GPU_SHADER_MATH_ROTATION_LIB_GLSL
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/* -------------------------------------------------------------------- */
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/** \name Rotation Types
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* \{ */
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@@ -181,5 +177,3 @@ AxisAngle to_axis_angle(EulerXYZ eul)
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}
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/** \} */
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#endif /* GPU_SHADER_MATH_ROTATION_LIB_GLSL */
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@@ -6,12 +6,8 @@
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#include "gpu_shader_math_base_lib.glsl"
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/* WORKAROUND: to guard against double include in EEVEE. */
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#ifndef GPU_SHADER_MATH_VECTOR_LIB_GLSL
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# define GPU_SHADER_MATH_VECTOR_LIB_GLSL
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/* Metal does not need prototypes. */
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# ifndef GPU_METAL
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#ifndef GPU_METAL
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/**
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* Return true if all components is equal to zero.
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@@ -260,7 +256,7 @@ float average(float2 a);
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float average(float3 a);
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float average(float4 a);
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# endif /* !GPU_METAL */
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#endif /* !GPU_METAL */
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/* ---------------------------------------------------------------------- */
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/** \name Implementation
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@@ -714,7 +710,7 @@ float average(float4 a)
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return reduce_add(a) * (1.0f / 4.0f);
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}
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# define ASSERT_UNIT_EPSILON 0.0002f
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#define ASSERT_UNIT_EPSILON 0.0002f
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/* Checks are flipped so NAN doesn't assert because we're making sure the value was
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* normalized and in the case we don't want NAN to be raising asserts since there
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@@ -739,5 +735,3 @@ bool is_unit_scale(float4 v)
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}
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/** \} */
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#endif /* GPU_SHADER_MATH_VECTOR_LIB_GLSL */
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@@ -6,10 +6,6 @@
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#include "gpu_glsl_cpp_stubs.hh"
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/* WORKAROUND: to guard against double include in EEVEE. */
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#ifndef GPU_SHADER_UTILDEFINES_GLSL
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# define GPU_SHADER_UTILDEFINES_GLSL
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# ifndef FLT_MAX
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# define FLT_MAX uintBitsToFloat(0x7F7FFFFFu)
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# define FLT_MIN uintBitsToFloat(0x00800000u)
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@@ -162,5 +158,3 @@ float3 offset_ray(float3 P, float3 Ng)
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(abs(P.y) < origin) ? uf.y : P_i.y,
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(abs(P.z) < origin) ? uf.z : P_i.z);
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}
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#endif /* GPU_SHADER_UTILDEFINES_GLSL */
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