Basic engine shaders test
This patch adds shader compilation tests for the basic engine in `shaders_test.cc` Addresses T92701 Reviewed By: jbakker Differential Revision: https://developer.blender.org/D13066
This commit is contained in:
parent
bb6547cb5f
commit
495e60c0da
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@ -112,6 +112,7 @@ set(SRC
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intern/draw_view_data.cc
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intern/smaa_textures.c
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engines/basic/basic_engine.c
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engines/basic/basic_shader.c
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engines/image/image_engine.cc
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engines/image/image_shader.cc
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engines/eevee/eevee_bloom.c
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@ -214,6 +215,7 @@ set(SRC
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intern/mesh_extractors/extract_mesh.h
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intern/smaa_textures.h
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engines/basic/basic_engine.h
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engines/basic/basic_private.h
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engines/eevee/eevee_engine.h
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engines/eevee/eevee_lightcache.h
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engines/eevee/eevee_lut.h
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@ -36,17 +36,11 @@
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#include "GPU_shader.h"
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#include "basic_engine.h"
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/* Shaders */
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#include "basic_private.h"
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#define BASIC_ENGINE "BLENDER_BASIC"
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extern char datatoc_depth_frag_glsl[];
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extern char datatoc_depth_vert_glsl[];
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extern char datatoc_conservative_depth_geom_glsl[];
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extern char datatoc_common_view_lib_glsl[];
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extern char datatoc_common_pointcloud_lib_glsl[];
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/* *********** LISTS *********** */
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/* GPUViewport.storage
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@ -69,20 +63,8 @@ typedef struct BASIC_Data {
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BASIC_StorageList *stl;
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} BASIC_Data;
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typedef struct BASIC_Shaders {
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/* Depth Pre Pass */
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struct GPUShader *depth;
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struct GPUShader *pointcloud_depth;
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struct GPUShader *depth_conservative;
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struct GPUShader *pointcloud_depth_conservative;
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} BASIC_Shaders;
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/* *********** STATIC *********** */
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static struct {
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BASIC_Shaders sh_data[GPU_SHADER_CFG_LEN];
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} e_data = {{{NULL}}}; /* Engine data */
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typedef struct BASIC_PrivateData {
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DRWShadingGroup *depth_shgrp[2];
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DRWShadingGroup *depth_shgrp_cull[2];
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@ -91,74 +73,6 @@ typedef struct BASIC_PrivateData {
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bool use_material_slot_selection;
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} BASIC_PrivateData; /* Transient data */
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/* Functions */
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static void basic_engine_init(void *UNUSED(vedata))
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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BASIC_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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/* Depth prepass */
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if (!sh_data->depth) {
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const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[draw_ctx->sh_cfg];
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sh_data->depth = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_view_lib_glsl,
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datatoc_depth_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def, NULL},
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});
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sh_data->pointcloud_depth = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_view_lib_glsl,
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datatoc_common_pointcloud_lib_glsl,
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datatoc_depth_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def,
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"#define POINTCLOUD\n",
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"#define INSTANCED_ATTR\n",
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"#define UNIFORM_RESOURCE_ID\n",
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NULL},
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});
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sh_data->depth_conservative = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_view_lib_glsl,
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datatoc_depth_vert_glsl,
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NULL},
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.geom = (const char *[]){sh_cfg->lib,
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datatoc_common_view_lib_glsl,
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datatoc_conservative_depth_geom_glsl,
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NULL},
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.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def, "#define CONSERVATIVE_RASTER\n", NULL},
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});
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sh_data->pointcloud_depth_conservative = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_view_lib_glsl,
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datatoc_common_pointcloud_lib_glsl,
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datatoc_depth_vert_glsl,
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NULL},
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.geom = (const char *[]){sh_cfg->lib,
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datatoc_common_view_lib_glsl,
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datatoc_conservative_depth_geom_glsl,
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NULL},
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.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def,
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"#define CONSERVATIVE_RASTER\n",
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"#define POINTCLOUD\n",
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"#define INSTANCED_ATTR\n",
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"#define UNIFORM_RESOURCE_ID\n",
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NULL},
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});
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}
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}
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static void basic_cache_init(void *vedata)
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{
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BASIC_PassList *psl = ((BASIC_Data *)vedata)->psl;
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@ -166,7 +80,6 @@ static void basic_cache_init(void *vedata)
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DRWShadingGroup *grp;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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BASIC_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
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if (!stl->g_data) {
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/* Alloc transient pointers */
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@ -181,24 +94,29 @@ static void basic_cache_init(void *vedata)
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DRWState infront_state = (DRW_state_is_select() && (i == 1)) ? DRW_STATE_IN_FRONT_SELECT : 0;
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DRWState state = DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
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GPUShader *sh = DRW_state_is_select() ? sh_data->depth_conservative : sh_data->depth;
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GPUShader *sh = DRW_state_is_select() ?
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BASIC_shaders_depth_conservative_sh_get(draw_ctx->sh_cfg) :
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BASIC_shaders_depth_sh_get(draw_ctx->sh_cfg);
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DRW_PASS_CREATE(psl->depth_pass[i], state | clip_state | infront_state);
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stl->g_data->depth_shgrp[i] = grp = DRW_shgroup_create(sh, psl->depth_pass[i]);
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DRW_shgroup_uniform_vec2(grp, "sizeViewport", DRW_viewport_size_get(), 1);
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DRW_shgroup_uniform_vec2(grp, "sizeViewportInv", DRW_viewport_invert_size_get(), 1);
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sh = DRW_state_is_select() ? sh_data->pointcloud_depth_conservative : sh_data->pointcloud_depth;
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sh = DRW_state_is_select() ?
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BASIC_shaders_pointcloud_depth_conservative_sh_get(draw_ctx->sh_cfg) :
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BASIC_shaders_pointcloud_depth_sh_get(draw_ctx->sh_cfg);
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DRW_PASS_CREATE(psl->depth_pass_pointcloud[i], state | clip_state | infront_state);
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stl->g_data->depth_pointcloud_shgrp[i] = grp = DRW_shgroup_create(sh, psl->depth_pass_pointcloud[i]);
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DRW_shgroup_uniform_vec2(grp, "sizeViewport", DRW_viewport_size_get(), 1);
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DRW_shgroup_uniform_vec2(grp, "sizeViewportInv", DRW_viewport_invert_size_get(), 1);
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stl->g_data->depth_hair_shgrp[i] = grp = DRW_shgroup_create(sh_data->depth,
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psl->depth_pass[i]);
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stl->g_data->depth_hair_shgrp[i] = grp = DRW_shgroup_create(
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BASIC_shaders_depth_sh_get(draw_ctx->sh_cfg), psl->depth_pass[i]);
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sh = DRW_state_is_select() ? sh_data->depth_conservative : sh_data->depth;
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sh = DRW_state_is_select() ? BASIC_shaders_depth_conservative_sh_get(draw_ctx->sh_cfg) :
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BASIC_shaders_depth_sh_get(draw_ctx->sh_cfg);
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state |= DRW_STATE_CULL_BACK;
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DRW_PASS_CREATE(psl->depth_pass_cull[i], state | clip_state | infront_state);
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stl->g_data->depth_shgrp_cull[i] = grp = DRW_shgroup_create(sh, psl->depth_pass_cull[i]);
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@ -336,13 +254,7 @@ static void basic_draw_scene(void *vedata)
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static void basic_engine_free(void)
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{
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for (int i = 0; i < GPU_SHADER_CFG_LEN; i++) {
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BASIC_Shaders *sh_data = &e_data.sh_data[i];
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DRW_SHADER_FREE_SAFE(sh_data->depth);
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DRW_SHADER_FREE_SAFE(sh_data->depth_conservative);
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DRW_SHADER_FREE_SAFE(sh_data->pointcloud_depth);
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DRW_SHADER_FREE_SAFE(sh_data->pointcloud_depth_conservative);
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}
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BASIC_shaders_free();
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}
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static const DrawEngineDataSize basic_data_size = DRW_VIEWPORT_DATA_SIZE(BASIC_Data);
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@ -352,7 +264,7 @@ DrawEngineType draw_engine_basic_type = {
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NULL,
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N_("Basic"),
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&basic_data_size,
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&basic_engine_init,
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NULL,
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&basic_engine_free,
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&basic_cache_init,
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&basic_cache_populate,
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@ -0,0 +1,35 @@
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/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2020, Blender Foundation.
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*/
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/** \file
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* \ingroup draw_engine
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*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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GPUShader *BASIC_shaders_depth_sh_get(eGPUShaderConfig config);
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GPUShader *BASIC_shaders_pointcloud_depth_sh_get(eGPUShaderConfig config);
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GPUShader *BASIC_shaders_depth_conservative_sh_get(eGPUShaderConfig config);
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GPUShader *BASIC_shaders_pointcloud_depth_conservative_sh_get(eGPUShaderConfig config);
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void BASIC_shaders_free(void);
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#ifdef __cplusplus
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}
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#endif
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@ -0,0 +1,167 @@
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/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2019, Blender Foundation.
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*/
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/** \file
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* \ingroup draw_engine
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*/
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#include "DRW_render.h"
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#include "GPU_shader.h"
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#include "basic_private.h"
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extern char datatoc_depth_frag_glsl[];
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extern char datatoc_depth_vert_glsl[];
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extern char datatoc_conservative_depth_geom_glsl[];
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extern char datatoc_common_view_lib_glsl[];
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extern char datatoc_common_pointcloud_lib_glsl[];
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/* Shaders */
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typedef struct BASIC_Shaders {
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/* Depth Pre Pass */
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struct GPUShader *depth;
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struct GPUShader *pointcloud_depth;
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struct GPUShader *depth_conservative;
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struct GPUShader *pointcloud_depth_conservative;
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} BASIC_Shaders;
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static struct {
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BASIC_Shaders sh_data[GPU_SHADER_CFG_LEN];
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} e_data = {{{NULL}}}; /* Engine data */
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static GPUShader *BASIC_shader_create_depth_sh(const GPUShaderConfigData *sh_cfg)
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{
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return GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_view_lib_glsl,
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datatoc_depth_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def, NULL},
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});
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}
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static GPUShader *BASIC_shader_create_pointcloud_depth_sh(const GPUShaderConfigData *sh_cfg)
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{
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return GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_view_lib_glsl,
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datatoc_common_pointcloud_lib_glsl,
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datatoc_depth_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def,
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"#define POINTCLOUD\n",
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"#define INSTANCED_ATTR\n",
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"#define UNIFORM_RESOURCE_ID\n",
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NULL},
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});
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}
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static GPUShader *BASIC_shader_create_depth_conservative_sh(const GPUShaderConfigData *sh_cfg)
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{
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return GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_view_lib_glsl,
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datatoc_depth_vert_glsl,
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NULL},
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.geom = (const char *[]){sh_cfg->lib,
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datatoc_common_view_lib_glsl,
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datatoc_conservative_depth_geom_glsl,
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NULL},
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.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def, "#define CONSERVATIVE_RASTER\n", NULL},
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});
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}
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static GPUShader *BASIC_shader_create_pointcloud_depth_conservative_sh(
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const GPUShaderConfigData *sh_cfg)
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{
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return GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_view_lib_glsl,
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datatoc_common_pointcloud_lib_glsl,
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datatoc_depth_vert_glsl,
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NULL},
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.geom = (const char *[]){sh_cfg->lib,
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datatoc_common_view_lib_glsl,
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datatoc_conservative_depth_geom_glsl,
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NULL},
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.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def,
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"#define CONSERVATIVE_RASTER\n",
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"#define POINTCLOUD\n",
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"#define INSTANCED_ATTR\n",
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"#define UNIFORM_RESOURCE_ID\n",
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NULL},
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});
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}
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GPUShader *BASIC_shaders_depth_sh_get(eGPUShaderConfig config)
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{
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BASIC_Shaders *sh_data = &e_data.sh_data[config];
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const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[config];
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if (sh_data->depth == NULL) {
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sh_data->depth = BASIC_shader_create_depth_sh(sh_cfg);
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}
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return sh_data->depth;
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}
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GPUShader *BASIC_shaders_pointcloud_depth_sh_get(eGPUShaderConfig config)
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{
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BASIC_Shaders *sh_data = &e_data.sh_data[config];
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const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[config];
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if (sh_data->pointcloud_depth == NULL) {
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sh_data->pointcloud_depth = BASIC_shader_create_pointcloud_depth_sh(sh_cfg);
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}
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return sh_data->pointcloud_depth;
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}
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GPUShader *BASIC_shaders_depth_conservative_sh_get(eGPUShaderConfig config)
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{
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BASIC_Shaders *sh_data = &e_data.sh_data[config];
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const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[config];
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if (sh_data->depth_conservative == NULL) {
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sh_data->depth_conservative = BASIC_shader_create_depth_conservative_sh(sh_cfg);
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}
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return sh_data->depth_conservative;
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}
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GPUShader *BASIC_shaders_pointcloud_depth_conservative_sh_get(eGPUShaderConfig config)
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{
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BASIC_Shaders *sh_data = &e_data.sh_data[config];
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const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[config];
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if (sh_data->pointcloud_depth_conservative == NULL) {
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sh_data->pointcloud_depth_conservative = BASIC_shader_create_pointcloud_depth_conservative_sh(
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sh_cfg);
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}
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return sh_data->pointcloud_depth_conservative;
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}
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void BASIC_shaders_free(void)
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{
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for (int i = 0; i < GPU_SHADER_CFG_LEN; i++) {
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GPUShader **sh_data_as_array = (GPUShader **)&e_data.sh_data[i];
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for (int j = 0; j < (sizeof(BASIC_Shaders) / sizeof(GPUShader *)); j++) {
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DRW_SHADER_FREE_SAFE(sh_data_as_array[j]);
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}
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}
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}
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@ -18,6 +18,7 @@
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#include "engines/image/image_private.hh"
|
||||
#include "engines/overlay/overlay_private.h"
|
||||
#include "engines/workbench/workbench_private.h"
|
||||
#include "engines/basic/basic_private.h"
|
||||
#include "intern/draw_shader.h"
|
||||
|
||||
namespace blender::draw {
|
||||
|
@ -396,4 +397,17 @@ static void test_draw_glsl_shaders()
|
|||
}
|
||||
DRAW_TEST(draw_glsl_shaders)
|
||||
|
||||
static void test_basic_glsl_shaders()
|
||||
{
|
||||
for (int i = 0; i < GPU_SHADER_CFG_LEN; i++) {
|
||||
eGPUShaderConfig sh_cfg = static_cast<eGPUShaderConfig>(i);
|
||||
BASIC_shaders_depth_sh_get(sh_cfg);
|
||||
BASIC_shaders_pointcloud_depth_sh_get(sh_cfg);
|
||||
BASIC_shaders_depth_conservative_sh_get(sh_cfg);
|
||||
BASIC_shaders_pointcloud_depth_conservative_sh_get(sh_cfg);
|
||||
}
|
||||
BASIC_shaders_free();
|
||||
}
|
||||
DRAW_TEST(basic_glsl_shaders)
|
||||
|
||||
} // namespace blender::draw
|
||||
|
|
Loading…
Reference in New Issue