Commit: edcce96d971fc71d7329dce79247a4bf4cf7d591
Author: Mike Erwin
Date:   Thu Oct 6 14:20:20 2016 -0400
Branches: blender2.8
https://developer.blender.org/rBedcce96d971fc71d7329dce79247a4bf4cf7d591

OpenGL: more built-in GPU_SHADERs for points

No new GLSL shaders were needed! Just combined existing vertex & fragment 
shaders in new ways.

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

M       source/blender/gpu/GPU_shader.h
M       source/blender/gpu/intern/gpu_shader.c

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

diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index f303697..042aa7f 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -105,6 +105,8 @@ typedef enum GPUBuiltinShader {
        GPU_SHADER_2D_TEXTURE_2D,
        GPU_SHADER_2D_TEXTURE_RECT,
        /* points */
+       GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
+       GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR,
        GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
        GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
        GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
diff --git a/source/blender/gpu/intern/gpu_shader.c 
b/source/blender/gpu/intern/gpu_shader.c
index 26dea79..01ced90 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -110,6 +110,8 @@ static struct GPUShadersGlobal {
                GPUShader *smooth_color_3D;
                GPUShader *depth_only_3D;
                /* points */
+               GPUShader *point_fixed_size_uniform_color_2D;
+               GPUShader *point_fixed_size_uniform_color_3D;
                GPUShader *point_fixed_size_varying_color_3D;
                GPUShader *point_varying_size_uniform_color_3D;
                GPUShader *point_varying_size_varying_color_3D;
@@ -719,6 +721,22 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader 
shader)
                                        NULL, NULL, NULL, 0, 0, 0);
                        retval = GG.shaders.depth_only_3D;
                        break;
+               case GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR:
+                       if (!GG.shaders.point_fixed_size_uniform_color_2D)
+                               GG.shaders.point_fixed_size_uniform_color_2D = 
GPU_shader_create(
+                                       
datatoc_gpu_shader_2D_no_color_vert_glsl,
+                                       
datatoc_gpu_shader_point_uniform_color_frag_glsl,
+                                       NULL, NULL, NULL, 0, 0, 0);
+                       retval = GG.shaders.point_fixed_size_uniform_color_2D;
+                       break;
+               case GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR:
+                       if (!GG.shaders.point_fixed_size_uniform_color_3D)
+                               GG.shaders.point_fixed_size_uniform_color_3D = 
GPU_shader_create(
+                                       
datatoc_gpu_shader_3D_no_color_vert_glsl,
+                                       
datatoc_gpu_shader_point_uniform_color_frag_glsl,
+                                       NULL, NULL, NULL, 0, 0, 0);
+                       retval = GG.shaders.point_fixed_size_uniform_color_3D;
+                       break;
                case GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR:
                        if (!GG.shaders.point_fixed_size_varying_color_3D)
                                GG.shaders.point_fixed_size_varying_color_3D = 
GPU_shader_create(
@@ -899,6 +917,16 @@ void GPU_shader_free_builtin_shaders(void)
                GG.shaders.smooth_color_3D = NULL;
        }
 
+       if (GG.shaders.point_fixed_size_uniform_color_2D) {
+               GPU_shader_free(GG.shaders.point_fixed_size_uniform_color_2D);
+               GG.shaders.point_fixed_size_uniform_color_2D = NULL;
+       }
+
+       if (GG.shaders.point_fixed_size_uniform_color_3D) {
+               GPU_shader_free(GG.shaders.point_fixed_size_uniform_color_3D);
+               GG.shaders.point_fixed_size_uniform_color_3D = NULL;
+       }
+
        if (GG.shaders.point_fixed_size_varying_color_3D) {
                GPU_shader_free(GG.shaders.point_fixed_size_varying_color_3D);
                GG.shaders.point_fixed_size_varying_color_3D = NULL;

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