Cleanup: Subdiv: Remove common_ prefix

The `common_` prefix can be confusing as there are other common_ files as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/134184
This commit is contained in:
Jeroen Bakker
2025-02-07 07:48:49 +01:00
parent 75574f8a0a
commit d496e69eca
15 changed files with 50 additions and 50 deletions

View File

@@ -555,18 +555,18 @@ set(GLSL_SRC
intern/shaders/common_math_lib.glsl
intern/shaders/common_pointcloud_lib.glsl
intern/shaders/common_shape_lib.glsl
intern/shaders/common_subdiv_custom_data_interp_comp.glsl
intern/shaders/common_subdiv_ibo_lines_comp.glsl
intern/shaders/common_subdiv_ibo_tris_comp.glsl
intern/shaders/common_subdiv_lib.glsl
intern/shaders/common_subdiv_normals_accumulate_comp.glsl
intern/shaders/common_subdiv_normals_finalize_comp.glsl
intern/shaders/common_subdiv_patch_evaluation_comp.glsl
intern/shaders/common_subdiv_vbo_edge_fac_comp.glsl
intern/shaders/common_subdiv_vbo_edituv_strech_angle_comp.glsl
intern/shaders/common_subdiv_vbo_edituv_strech_area_comp.glsl
intern/shaders/common_subdiv_vbo_lnor_comp.glsl
intern/shaders/common_subdiv_vbo_sculpt_data_comp.glsl
intern/shaders/subdiv_custom_data_interp_comp.glsl
intern/shaders/subdiv_ibo_lines_comp.glsl
intern/shaders/subdiv_ibo_tris_comp.glsl
intern/shaders/subdiv_lib.glsl
intern/shaders/subdiv_normals_accumulate_comp.glsl
intern/shaders/subdiv_normals_finalize_comp.glsl
intern/shaders/subdiv_patch_evaluation_comp.glsl
intern/shaders/subdiv_vbo_edge_fac_comp.glsl
intern/shaders/subdiv_vbo_edituv_strech_angle_comp.glsl
intern/shaders/subdiv_vbo_edituv_strech_area_comp.glsl
intern/shaders/subdiv_vbo_lnor_comp.glsl
intern/shaders/subdiv_vbo_sculpt_data_comp.glsl
intern/shaders/common_view_clipping_lib.glsl
intern/shaders/draw_command_generate_comp.glsl
intern/shaders/draw_debug_draw_display_frag.glsl

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@@ -45,18 +45,18 @@
#include "draw_cache_inline.hh"
#include "mesh_extractors/extract_mesh.hh"
extern "C" char datatoc_common_subdiv_custom_data_interp_comp_glsl[];
extern "C" char datatoc_common_subdiv_ibo_lines_comp_glsl[];
extern "C" char datatoc_common_subdiv_ibo_tris_comp_glsl[];
extern "C" char datatoc_common_subdiv_lib_glsl[];
extern "C" char datatoc_common_subdiv_normals_accumulate_comp_glsl[];
extern "C" char datatoc_common_subdiv_normals_finalize_comp_glsl[];
extern "C" char datatoc_common_subdiv_patch_evaluation_comp_glsl[];
extern "C" char datatoc_common_subdiv_vbo_edge_fac_comp_glsl[];
extern "C" char datatoc_common_subdiv_vbo_lnor_comp_glsl[];
extern "C" char datatoc_common_subdiv_vbo_sculpt_data_comp_glsl[];
extern "C" char datatoc_common_subdiv_vbo_edituv_strech_angle_comp_glsl[];
extern "C" char datatoc_common_subdiv_vbo_edituv_strech_area_comp_glsl[];
extern "C" char datatoc_subdiv_custom_data_interp_comp_glsl[];
extern "C" char datatoc_subdiv_ibo_lines_comp_glsl[];
extern "C" char datatoc_subdiv_ibo_tris_comp_glsl[];
extern "C" char datatoc_subdiv_lib_glsl[];
extern "C" char datatoc_subdiv_normals_accumulate_comp_glsl[];
extern "C" char datatoc_subdiv_normals_finalize_comp_glsl[];
extern "C" char datatoc_subdiv_patch_evaluation_comp_glsl[];
extern "C" char datatoc_subdiv_vbo_edge_fac_comp_glsl[];
extern "C" char datatoc_subdiv_vbo_lnor_comp_glsl[];
extern "C" char datatoc_subdiv_vbo_sculpt_data_comp_glsl[];
extern "C" char datatoc_subdiv_vbo_edituv_strech_angle_comp_glsl[];
extern "C" char datatoc_subdiv_vbo_edituv_strech_area_comp_glsl[];
namespace blender::draw {
@@ -96,46 +96,46 @@ static StringRefNull get_shader_code(SubdivShaderType shader_type)
switch (shader_type) {
case SHADER_BUFFER_LINES:
case SHADER_BUFFER_LINES_LOOSE: {
return datatoc_common_subdiv_ibo_lines_comp_glsl;
return datatoc_subdiv_ibo_lines_comp_glsl;
}
case SHADER_BUFFER_EDGE_FAC: {
return datatoc_common_subdiv_vbo_edge_fac_comp_glsl;
return datatoc_subdiv_vbo_edge_fac_comp_glsl;
}
case SHADER_BUFFER_LNOR: {
return datatoc_common_subdiv_vbo_lnor_comp_glsl;
return datatoc_subdiv_vbo_lnor_comp_glsl;
}
case SHADER_BUFFER_TRIS:
case SHADER_BUFFER_TRIS_MULTIPLE_MATERIALS: {
return datatoc_common_subdiv_ibo_tris_comp_glsl;
return datatoc_subdiv_ibo_tris_comp_glsl;
}
case SHADER_BUFFER_NORMALS_ACCUMULATE: {
return datatoc_common_subdiv_normals_accumulate_comp_glsl;
return datatoc_subdiv_normals_accumulate_comp_glsl;
}
case SHADER_BUFFER_NORMALS_FINALIZE:
case SHADER_BUFFER_CUSTOM_NORMALS_FINALIZE: {
return datatoc_common_subdiv_normals_finalize_comp_glsl;
return datatoc_subdiv_normals_finalize_comp_glsl;
}
case SHADER_PATCH_EVALUATION:
case SHADER_PATCH_EVALUATION_FVAR:
case SHADER_PATCH_EVALUATION_FACE_DOTS:
case SHADER_PATCH_EVALUATION_FACE_DOTS_WITH_NORMALS:
case SHADER_PATCH_EVALUATION_ORCO: {
return datatoc_common_subdiv_patch_evaluation_comp_glsl;
return datatoc_subdiv_patch_evaluation_comp_glsl;
}
case SHADER_COMP_CUSTOM_DATA_INTERP_1D:
case SHADER_COMP_CUSTOM_DATA_INTERP_2D:
case SHADER_COMP_CUSTOM_DATA_INTERP_3D:
case SHADER_COMP_CUSTOM_DATA_INTERP_4D: {
return datatoc_common_subdiv_custom_data_interp_comp_glsl;
return datatoc_subdiv_custom_data_interp_comp_glsl;
}
case SHADER_BUFFER_SCULPT_DATA: {
return datatoc_common_subdiv_vbo_sculpt_data_comp_glsl;
return datatoc_subdiv_vbo_sculpt_data_comp_glsl;
}
case SHADER_BUFFER_UV_STRETCH_ANGLE: {
return datatoc_common_subdiv_vbo_edituv_strech_angle_comp_glsl;
return datatoc_subdiv_vbo_edituv_strech_angle_comp_glsl;
}
case SHADER_BUFFER_UV_STRETCH_AREA: {
return datatoc_common_subdiv_vbo_edituv_strech_area_comp_glsl;
return datatoc_subdiv_vbo_edituv_strech_area_comp_glsl;
}
}
BLI_assert_unreachable();
@@ -253,7 +253,7 @@ static GPUShader *get_patch_evaluation_shader(SubdivShaderType shader_type)
/* Merge OpenSubdiv library code with our own library code. */
const StringRefNull patch_basis_source = openSubdiv_getGLSLPatchBasisSource();
const StringRefNull subdiv_lib_code = datatoc_common_subdiv_lib_glsl;
const StringRefNull subdiv_lib_code = datatoc_subdiv_lib_glsl;
std::string library_code = patch_basis_source + subdiv_lib_code;
g_subdiv_shaders[shader_type] = GPU_shader_create_compute(
compute_code, library_code, defines, get_shader_name(shader_type));
@@ -311,7 +311,7 @@ static GPUShader *get_subdiv_shader(SubdivShaderType shader_type)
}
g_subdiv_shaders[shader_type] = GPU_shader_create_compute(
compute_code, datatoc_common_subdiv_lib_glsl, defines, get_shader_name(shader_type));
compute_code, datatoc_subdiv_lib_glsl, defines, get_shader_name(shader_type));
}
return g_subdiv_shaders[shader_type];
}
@@ -348,7 +348,7 @@ static GPUShader *get_subdiv_custom_data_shader(int comp_type, int dimensions)
}
shader = GPU_shader_create_compute(
compute_code, datatoc_common_subdiv_lib_glsl, defines, get_shader_name(shader_type));
compute_code, datatoc_subdiv_lib_glsl, defines, get_shader_name(shader_type));
}
return shader;
}

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@@ -27,7 +27,7 @@ struct MEdgeDataPrev {
/**
* Calculates a factor that is used to identify the minimum angle in the shader to display an edge.
* NOTE: Keep in sync with `common_subdiv_vbo_edge_fac_comp.glsl`.
* NOTE: Keep in sync with `subdiv_vbo_edge_fac_comp.glsl`.
*/
template<typename T> T edge_factor_calc(const float3 &a, const float3 &b);

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@@ -2,7 +2,7 @@
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */
/* To be compiled with subdiv_lib.glsl */
layout(std430, binding = 1) readonly restrict buffer sourceBuffer
{

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@@ -2,7 +2,7 @@
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */
/* To be compiled with subdiv_lib.glsl */
#ifndef LINES_LOOSE

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@@ -2,7 +2,7 @@
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */
/* To be compiled with subdiv_lib.glsl */
/* Generate triangles from subdivision quads indices. */

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@@ -2,7 +2,7 @@
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */
/* To be compiled with subdiv_lib.glsl */
layout(std430, binding = 0) readonly buffer inputVertexData
{

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@@ -2,7 +2,7 @@
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */
/* To be compiled with subdiv_lib.glsl */
#ifdef CUSTOM_NORMALS
struct CustomNormal {

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@@ -2,7 +2,7 @@
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */
/* To be compiled with subdiv_lib.glsl */
/* Source buffer. */
layout(std430, binding = 0) buffer src_buffer

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@@ -2,7 +2,7 @@
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */
/* To be compiled with subdiv_lib.glsl */
layout(std430, binding = 0) readonly buffer inputVertexData
{

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@@ -2,7 +2,7 @@
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */
/* To be compiled with subdiv_lib.glsl */
layout(std430, binding = 0) readonly buffer inputVerts
{

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@@ -2,7 +2,7 @@
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */
/* To be compiled with subdiv_lib.glsl */
layout(std430, binding = 1) readonly buffer inputCoarseData
{

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@@ -2,7 +2,7 @@
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */
/* To be compiled with subdiv_lib.glsl */
layout(std430, binding = 1) readonly buffer inputVertexData
{

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@@ -2,7 +2,7 @@
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* To be compiled with common_subdiv_lib.glsl */
/* To be compiled with subdiv_lib.glsl */
struct SculptData {
uint face_set_color;