Draw: Remove unused shader.
tile images aren't a special case anymore for the image engine.
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@ -90,7 +90,7 @@ template<typename TextureMethod> class ScreenSpaceDrawingMode : public AbstractD
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void add_shgroups(const IMAGE_InstanceData *instance_data) const
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{
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const ShaderParameters &sh_params = instance_data->sh_params;
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GPUShader *shader = IMAGE_shader_image_get(false);
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GPUShader *shader = IMAGE_shader_image_get();
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DRWShadingGroup *shgrp = DRW_shgroup_create(shader, instance_data->passes.image_pass);
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DRW_shgroup_uniform_vec2_copy(shgrp, "farNearDistances", sh_params.far_near);
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@ -72,7 +72,7 @@ class AbstractDrawingMode {
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};
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/* image_shader.c */
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GPUShader *IMAGE_shader_image_get(bool is_tiled_image);
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GPUShader *IMAGE_shader_image_get();
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void IMAGE_shader_library_ensure();
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void IMAGE_shader_free();
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@ -41,13 +41,13 @@ extern char datatoc_engine_image_vert_glsl[];
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namespace blender::draw::image_engine {
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struct IMAGE_Shaders {
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GPUShader *image_sh[2];
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GPUShader *image_sh;
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};
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static struct {
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IMAGE_Shaders shaders;
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DRWShaderLibrary *lib;
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} e_data = {{{nullptr}}}; /* Engine data */
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} e_data = {{nullptr}}; /* Engine data */
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void IMAGE_shader_library_ensure()
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{
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@ -60,19 +60,17 @@ void IMAGE_shader_library_ensure()
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}
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}
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GPUShader *IMAGE_shader_image_get(bool is_tiled_image)
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GPUShader *IMAGE_shader_image_get()
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{
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const int index = is_tiled_image ? 1 : 0;
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IMAGE_Shaders *sh_data = &e_data.shaders;
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if (sh_data->image_sh[index] == nullptr) {
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sh_data->image_sh[index] = DRW_shader_create_with_shaderlib(
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datatoc_engine_image_vert_glsl,
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nullptr,
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datatoc_engine_image_frag_glsl,
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e_data.lib,
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is_tiled_image ? "#define TILED_IMAGE\n" : nullptr);
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if (sh_data->image_sh == nullptr) {
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sh_data->image_sh = DRW_shader_create_with_shaderlib(datatoc_engine_image_vert_glsl,
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nullptr,
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datatoc_engine_image_frag_glsl,
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e_data.lib,
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nullptr);
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}
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return sh_data->image_sh[index];
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return sh_data->image_sh;
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}
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void IMAGE_shader_free()
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@ -185,8 +185,7 @@ static void test_image_glsl_shaders()
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{
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IMAGE_shader_library_ensure();
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EXPECT_NE(IMAGE_shader_image_get(false), nullptr);
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EXPECT_NE(IMAGE_shader_image_get(true), nullptr);
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EXPECT_NE(IMAGE_shader_image_get(), nullptr);
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IMAGE_shader_free();
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}
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