Commit: a7110618ff3205e2389768f1c387f263dc0d4da3
Author: Clément Foucault
Date:   Fri Mar 27 17:20:48 2020 +0100
Branches: master
https://developer.blender.org/rBa7110618ff3205e2389768f1c387f263dc0d4da3

Cleanup: GPUShader: Remove unused shaders

===================================================================

M       source/blender/gpu/CMakeLists.txt
M       source/blender/gpu/GPU_shader.h
M       source/blender/gpu/intern/gpu_shader.c
D       source/blender/gpu/shaders/gpu_shader_2D_smooth_color_dithered_frag.glsl
D       source/blender/gpu/shaders/gpu_shader_3D_normal_smooth_color_vert.glsl
D       source/blender/gpu/shaders/gpu_shader_image_depth_copy_frag.glsl
D       source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl
D       
source/blender/gpu/shaders/gpu_shader_image_multisample_resolve_frag.glsl
D       
source/blender/gpu/shaders/gpu_shader_simple_lighting_smooth_color_alpha_frag.glsl
D       
source/blender/gpu/shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl
M       source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl

===================================================================

diff --git a/source/blender/gpu/CMakeLists.txt 
b/source/blender/gpu/CMakeLists.txt
index cf1d449ad3b..a8a0288f895 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -146,8 +146,6 @@ data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl 
SRC)
 data_to_c_simple(shaders/gpu_shader_checker_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_diag_stripes_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_simple_lighting_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_alpha_frag.glsl
 SRC)
 data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_flat_id_frag.glsl SRC)
@@ -165,7 +163,6 @@ 
data_to_c_simple(shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_2D_line_dashed_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_2D_smooth_color_dithered_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_2D_image_rect_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_2D_image_multi_rect_vert.glsl SRC)
@@ -179,16 +176,12 @@ 
data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_image_alpha_color_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_image_varying_color_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_image_depth_copy_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_image_multisample_resolve_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_3D_normal_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_3D_normal_smooth_color_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_3D_passthrough_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 334e295c636..bb26f5d41a3 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -107,10 +107,6 @@ typedef enum eGPUBuiltinShader {
   GPU_SHADER_TEXT,
   GPU_SHADER_KEYFRAME_DIAMOND,
   GPU_SHADER_SIMPLE_LIGHTING,
-  GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR,
-  GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR,
-  GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA,
-
   /* for simple 2D drawing */
   /**
    * Take a single color for all the vertices and a 2D position for each 
vertex.
@@ -133,7 +129,6 @@ typedef enum eGPUBuiltinShader {
    * \param pos: in vec2
    */
   GPU_SHADER_2D_SMOOTH_COLOR,
-  GPU_SHADER_2D_SMOOTH_COLOR_DITHER,
   GPU_SHADER_2D_IMAGE,
   GPU_SHADER_2D_IMAGE_COLOR,
   GPU_SHADER_2D_IMAGE_DESATURATE_COLOR,
@@ -141,14 +136,6 @@ typedef enum eGPUBuiltinShader {
   GPU_SHADER_2D_IMAGE_ALPHA,
   GPU_SHADER_2D_IMAGE_RECT_COLOR,
   GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR,
-  GPU_SHADER_2D_IMAGE_MULTISAMPLE_2,
-  GPU_SHADER_2D_IMAGE_MULTISAMPLE_4,
-  GPU_SHADER_2D_IMAGE_MULTISAMPLE_8,
-  GPU_SHADER_2D_IMAGE_MULTISAMPLE_16,
-  GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST,
-  GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST,
-  GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST,
-  GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST,
   GPU_SHADER_2D_CHECKER,
   GPU_SHADER_2D_DIAG_STRIPES,
   /* for simple 3D drawing */
@@ -159,8 +146,6 @@ typedef enum eGPUBuiltinShader {
    * \param pos: in vec3
    */
   GPU_SHADER_3D_UNIFORM_COLOR,
-  /* Sets Z-depth to 1.0 (draw onto background). */
-  GPU_SHADER_3D_UNIFORM_COLOR_BACKGROUND,
   /**
    * Take a 3D position and color for each vertex without color interpolation.
    *
@@ -196,18 +181,6 @@ typedef enum eGPUBuiltinShader {
    * \param pos: in vec3
    */
   GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
-  /**
-   * Draw linearized depth texture relate to near and far distances.
-   * Take a 3D position and a 2D texture coordinate for each vertex.
-   *
-   * \param znear: uniform float
-   * \param zfar: uniform float
-   * \param image: uniform sampler2D
-   * \param texCoord: in vec2
-   * \param pos: in vec3
-   */
-  GPU_SHADER_3D_IMAGE_DEPTH,
-  GPU_SHADER_3D_IMAGE_DEPTH_COPY,
   /* points */
   /**
    * Draw round points with a hardcoded size.
diff --git a/source/blender/gpu/intern/gpu_shader.c 
b/source/blender/gpu/intern/gpu_shader.c
index c6ffcfa2d86..1a0daf4ac41 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -54,9 +54,6 @@ extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
 extern char datatoc_gpu_shader_checker_frag_glsl[];
 extern char datatoc_gpu_shader_diag_stripes_frag_glsl[];
 extern char datatoc_gpu_shader_simple_lighting_frag_glsl[];
-extern char datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl[];
-extern char datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl[];
-extern char datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl[];
 extern char datatoc_gpu_shader_flat_color_frag_glsl[];
 extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
 extern char datatoc_gpu_shader_flat_id_frag_glsl[];
@@ -67,7 +64,6 @@ extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
 extern char datatoc_gpu_shader_2D_smooth_color_uniform_alpha_vert_glsl[];
 extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
 extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
-extern char datatoc_gpu_shader_2D_smooth_color_dithered_frag_glsl[];
 extern char datatoc_gpu_shader_2D_image_vert_glsl[];
 extern char datatoc_gpu_shader_2D_image_rect_vert_glsl[];
 extern char datatoc_gpu_shader_2D_image_multi_rect_vert_glsl[];
@@ -89,15 +85,10 @@ extern char 
datatoc_gpu_shader_image_alpha_color_frag_glsl[];
 extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[];
 extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
 extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
-extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
-extern char datatoc_gpu_shader_image_depth_copy_frag_glsl[];
-extern char datatoc_gpu_shader_image_multisample_resolve_frag_glsl[];
 extern char datatoc_gpu_shader_3D_vert_glsl[];
 extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
 extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
 extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
-extern char datatoc_gpu_shader_3D_normal_flat_color_vert_glsl[];
-extern char datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl[];
 extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
 extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
 extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
@@ -884,23 +875,6 @@ static const GPUShaderStages 
builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
             .vert = datatoc_gpu_shader_3D_normal_vert_glsl,
             .frag = datatoc_gpu_shader_simple_lighting_frag_glsl,
         },
-    /* Use 'USE_FLAT_NORMAL' to make flat shader from smooth  */
-    [GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] =
-        {
-            .vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
-            .frag = datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl,
-            .defs = "#define USE_FLAT_NORMAL\n",
-        },
-    [GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] =
-        {
-            .vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
-            .frag = datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl,
-        },
-    [GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] =
-        {
-            .vert = datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl,
-            .frag = 
datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl,
-        },
 
     [GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] =
         {
@@ -912,69 +886,6 @@ static const GPUShaderStages 
builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
             .vert = datatoc_gpu_shader_3D_image_vert_glsl,
             .frag = datatoc_gpu_shader_image_modulate_alpha_frag_glsl,
         },
-    [GPU_SHADER_3D_IMAGE_DEPTH] =
-        {
-            .vert = datatoc_gpu_shader_3D_image_vert_glsl,
-            .frag = datatoc_gpu_shader_image_depth_linear_frag_glsl,
-        },
-    [GPU_SHADER_3D_IMAGE_DEPTH_COPY] =
-        {
-            .vert = datatoc_gpu_shader_3D_image_vert_glsl,
-            .frag = datatoc_gpu_shader_image_depth_copy_frag_glsl,
-        },
-    [GPU_SHADER_2D_IMAGE_MULTISAMPLE_2] =
-        {
-            .vert = datatoc_gpu_shader_2D_vert_glsl,
-            .frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
-            .defs = "#define SAMPLES 2\n",
-        },
-    [GPU_SHADER_2D_IMAGE_MULTISAMPLE_4] =
-        {
-            .vert = datatoc_gpu_shader_2D_vert_glsl,
-            .frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
-            .defs = "#define SAMPLES 4\n",
-        },
-    [GPU_SHADER_2D_IMAGE_MULTISAMPLE_8] =
-        {
-            .vert = datatoc_gpu_shader_2D_vert_glsl,
-            .frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
-            .defs = "#define SAMPLES 8\n",
-        },
-    [GPU_SHADER_2D_IMAGE_MULTISAMPLE_16] =
-        {
-            .vert = datatoc_gpu_shader_2D_vert_glsl,
-            .frag = datatoc_gpu_shader_image_multisample_resolve_frag_glsl,
-            .defs = "#define SAMPLES 16\n",
-        },
-    [GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST] =
-        {
-            .vert = datatoc_gpu_shader_2D_vert_glsl,
-            .frag = datatoc_gpu_shader_image_multisampl

@@ Diff output truncated at 10240 characters. @@

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