Commit: 4a3348cfe049620b9f8bcf421562ff8264bc79fa
Author: Clément Foucault
Date:   Tue Aug 14 21:37:31 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB4a3348cfe049620b9f8bcf421562ff8264bc79fa

GPUShader: Remove some of the unused shaders

keeping GPU_SHADER_SMOKE until other occurences are removed.

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

M       source/blender/gpu/CMakeLists.txt
M       source/blender/gpu/GPU_shader.h
M       source/blender/gpu/intern/gpu_codegen.c
M       source/blender/gpu/intern/gpu_shader.c
D       source/blender/gpu/shaders/gpu_shader_fx_depth_resolve.glsl
D       source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl
D       source/blender/gpu/shaders/gpu_shader_fx_dof_hq_frag.glsl
D       source/blender/gpu/shaders/gpu_shader_fx_dof_hq_geo.glsl
D       source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl
D       source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl
D       source/blender/gpu/shaders/gpu_shader_fx_lib.glsl
D       source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl
D       source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl
D       source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl
D       source/blender/gpu/shaders/gpu_shader_vertex.glsl
D       source/blender/gpu/shaders/gpu_shader_vertex_world.glsl
D       source/blender/gpu/shaders/gpu_shader_vsm_store_frag.glsl
D       source/blender/gpu/shaders/gpu_shader_vsm_store_vert.glsl

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

diff --git a/source/blender/gpu/CMakeLists.txt 
b/source/blender/gpu/CMakeLists.txt
index 938c074920c..1765be552e5 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -87,20 +87,7 @@ set(SRC
        intern/gpu_vertex_format.c
        intern/gpu_viewport.c
 
-       shaders/gpu_shader_fx_lib.glsl
-       shaders/gpu_shader_fx_ssao_frag.glsl
-       shaders/gpu_shader_fx_dof_frag.glsl
-       shaders/gpu_shader_fx_dof_vert.glsl
-       shaders/gpu_shader_fx_dof_hq_frag.glsl
-       shaders/gpu_shader_fx_dof_hq_vert.glsl
-       shaders/gpu_shader_fx_dof_hq_geo.glsl
        shaders/gpu_shader_material.glsl
-       shaders/gpu_shader_sep_gaussian_blur_frag.glsl
-       shaders/gpu_shader_sep_gaussian_blur_vert.glsl
-       shaders/gpu_shader_vertex.glsl
-       shaders/gpu_shader_vsm_store_frag.glsl
-       shaders/gpu_shader_vsm_store_vert.glsl
-       shaders/gpu_shader_fx_depth_resolve.glsl
        shaders/gpu_shader_fire_frag.glsl
        shaders/gpu_shader_smoke_frag.glsl
        shaders/gpu_shader_smoke_vert.glsl
@@ -245,12 +232,6 @@ data_to_c_simple(shaders/gpu_shader_fire_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_smoke_frag.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_smoke_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_vertex.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_vertex_world.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_vsm_store_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_vsm_store_vert.glsl SRC)
 
 data_to_c_simple(shaders/gpu_shader_gpencil_stroke_vert.glsl SRC)
 data_to_c_simple(shaders/gpu_shader_gpencil_stroke_frag.glsl SRC)
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index ec5ffc0f354..d761ffc6a6d 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -107,8 +107,7 @@ int GPU_shader_get_attribute(GPUShader *shader, const char 
*name);
 
 /* Builtin/Non-generated shaders */
 typedef enum GPUBuiltinShader {
-       GPU_SHADER_VSM_STORE,
-       GPU_SHADER_SEP_GAUSSIAN_BLUR,
+       /* UNUSED (TODO REMOVE) */
        GPU_SHADER_SMOKE,
        GPU_SHADER_SMOKE_FIRE,
        GPU_SHADER_SMOKE_COBA,
diff --git a/source/blender/gpu/intern/gpu_codegen.c 
b/source/blender/gpu/intern/gpu_codegen.c
index 0cda67b8968..98f9e22cbc1 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -63,8 +63,6 @@
 #include <stdarg.h>
 
 extern char datatoc_gpu_shader_material_glsl[];
-extern char datatoc_gpu_shader_vertex_glsl[];
-extern char datatoc_gpu_shader_vertex_world_glsl[];
 extern char datatoc_gpu_shader_geometry_glsl[];
 
 static char *glsl_material_library = NULL;
diff --git a/source/blender/gpu/intern/gpu_shader.c 
b/source/blender/gpu/intern/gpu_shader.c
index 427a3fd233e..62e6427a738 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -158,10 +158,6 @@ extern char 
datatoc_gpu_shader_keyframe_diamond_frag_glsl[];
 extern char datatoc_gpu_shader_fire_frag_glsl[];
 extern char datatoc_gpu_shader_smoke_vert_glsl[];
 extern char datatoc_gpu_shader_smoke_frag_glsl[];
-extern char datatoc_gpu_shader_vsm_store_vert_glsl[];
-extern char datatoc_gpu_shader_vsm_store_frag_glsl[];
-extern char datatoc_gpu_shader_sep_gaussian_blur_vert_glsl[];
-extern char datatoc_gpu_shader_sep_gaussian_blur_frag_glsl[];
 
 extern char datatoc_gpu_shader_gpencil_stroke_vert_glsl[];
 extern char datatoc_gpu_shader_gpencil_stroke_frag_glsl[];
@@ -722,9 +718,6 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader 
shader)
        BLI_assert(shader != GPU_NUM_BUILTIN_SHADERS); /* don't be a troll */
 
        static const GPUShaderStages 
builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
-               [GPU_SHADER_VSM_STORE] = { 
datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl 
},
-               [GPU_SHADER_SEP_GAUSSIAN_BLUR] = { 
datatoc_gpu_shader_sep_gaussian_blur_vert_glsl,
-                                                  
datatoc_gpu_shader_sep_gaussian_blur_frag_glsl },
                [GPU_SHADER_SMOKE] = { datatoc_gpu_shader_smoke_vert_glsl, 
datatoc_gpu_shader_smoke_frag_glsl },
                [GPU_SHADER_SMOKE_FIRE] = { datatoc_gpu_shader_smoke_vert_glsl, 
datatoc_gpu_shader_smoke_frag_glsl },
                [GPU_SHADER_SMOKE_COBA] = { datatoc_gpu_shader_smoke_vert_glsl, 
datatoc_gpu_shader_smoke_frag_glsl },
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_depth_resolve.glsl 
b/source/blender/gpu/shaders/gpu_shader_fx_depth_resolve.glsl
deleted file mode 100644
index c4e7cff2b0b..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_fx_depth_resolve.glsl
+++ /dev/null
@@ -1,15 +0,0 @@
-uniform sampler2D depthbuffer;
-
-in vec4 uvcoordsvar;
-
-void main(void)
-{
-       float depth = texture(depthbuffer, uvcoordsvar.xy).r;
-
-       /* XRay background, discard */
-       if (depth >= 1.0) {
-               discard;
-       }
-
-       gl_FragDepth = depth;
-}
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl 
b/source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl
deleted file mode 100644
index 15d30e75969..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl
+++ /dev/null
@@ -1,209 +0,0 @@
-/* amount of offset to move one pixel left-right.
- * In second pass some dimensions are zero to control verical/horizontal 
convolution */
-uniform vec2 invrendertargetdim;
-// color buffer
-uniform sampler2D colorbuffer;
-//blurred color buffer for DOF effect
-uniform sampler2D blurredcolorbuffer;
-// slightly blurred buffer
-uniform sampler2D mblurredcolorbuffer;
-// depth buffer
-uniform sampler2D depthbuffer;
-
-// this includes focal distance in x and aperture size in y
-uniform vec4 dof_params;
-
-// viewvectors for reconstruction of world space
-uniform vec4 viewvecs[3];
-
-// coordinates on framebuffer in normalized (0.0-1.0) uv space
-in vec4 uvcoordsvar;
-
-/* color texture coordinates, offset by a small amount */
-in vec2 color_uv1;
-in vec2 color_uv2;
-
-in vec2 depth_uv1;
-in vec2 depth_uv2;
-in vec2 depth_uv3;
-in vec2 depth_uv4;
-
-out vec4 FragColor;
-
-float calculate_far_coc(in float zdepth)
-{
-       float coc = dof_params.x * max(1.0 - dof_params.y / zdepth, 0.0);
-
-       /* multiply by 1.0 / sensor size to get the normalized size */
-       return coc * dof_params.z;
-}
-
-/* near coc only! when distance is nearer than focus plane first term is 
bigger than one */
-vec4 calculate_near_coc(in vec4 zdepth)
-{
-       vec4 coc = dof_params.x * max(vec4(dof_params.y) / zdepth - vec4(1.0), 
vec4(0.0));
-
-       /* multiply by 1.0 / sensor size to get the normalized size */
-       return coc * dof_params.z;
-}
-
-/* first pass blurs the color buffer heavily and gets the near coc only.
- * There are many texture accesses here but they are done on a
- * lower resolution image so overall bandwidth is not a concern */
-void first_pass()
-{
-       vec4 depth;
-       vec4 zdepth;
-       vec4 coc;
-       float final_coc;
-
-       /* amount to add to uvs so that they move one row further */
-       vec2 offset_row[3];
-       offset_row[0] = vec2(0.0, invrendertargetdim.y);
-       offset_row[1] = 2.0 * offset_row[0];
-       offset_row[2] = 3.0 * offset_row[0];
-
-       /* heavily blur the image */
-       vec4 color = texture(colorbuffer, color_uv1);
-       color += texture(colorbuffer, color_uv1 + offset_row[1]);
-       color += texture(colorbuffer, color_uv2);
-       color += texture(colorbuffer, color_uv2 + offset_row[1]);
-       color /= 4.0;
-
-       depth.r = texture(depthbuffer, depth_uv1).r;
-       depth.g = texture(depthbuffer, depth_uv2).r;
-       depth.b = texture(depthbuffer, depth_uv3).r;
-       depth.a = texture(depthbuffer, depth_uv4).r;
-
-       zdepth = get_view_space_z_from_depth(vec4(viewvecs[0].z), 
vec4(viewvecs[1].z), depth);
-       coc = calculate_near_coc(zdepth);
-
-       depth.r = texture(depthbuffer, depth_uv1 + offset_row[0]).r;
-       depth.g = texture(depthbuffer, depth_uv2 + offset_row[0]).r;
-       depth.b = texture(depthbuffer, depth_uv3 + offset_row[0]).r;
-       depth.a = texture(depthbuffer, depth_uv4 + offset_row[0]).r;
-
-       zdepth = get_view_space_z_from_depth(vec4(viewvecs[0].z), 
vec4(viewvecs[1].z), depth);
-       coc = max(calculate_near_coc(zdepth), coc);
-
-       depth.r = texture(depthbuffer, depth_uv1 + offset_row[1]).r;
-       depth.g = texture(depthbuffer, depth_uv2 + offset_row[1]).r;
-       depth.b = texture(depthbuffer, depth_uv3 + offset_row[1]).r;
-       depth.a = texture(depthbuffer, depth_uv4 + offset_row[1]).r;
-
-       zdepth = get_view_space_z_from_depth(vec4(viewvecs[0].z), 
vec4(viewvecs[1].z), depth);
-       coc = max(calculate_near_coc(zdepth), coc);
-
-       depth.r = texture(depthbuffer, depth_uv1 + offset_row[2]).r;
-       depth.g = texture(depthbuffer, depth_uv2 + offset_row[2]).r;
-       depth.b = texture(depthbuffer, depth_uv3 + offset_row[2]).r;
-       depth.a = texture(depthbuffer, depth_uv4 + offset_row[2]).r;
-
-       zdepth = get_view_space_z_from_depth(vec4(viewvecs[0].z), 
vec4(viewvecs[1].z), depth);
-       coc = max(calculate_near_coc(zdepth), coc);
-
-       final_coc = max(max(coc.x, coc.y), max(coc.z, coc.w));
-       FragColor = vec4(color.rgb, final_coc);
-}
-
-/* second pass, gaussian blur the downsampled image */
-void second_pass()
-{
-       vec4 depth = vec4(texture(depthbuffer, uvcoordsvar.xy).r);
-
-       /* clever sampling to sample 2 pixels at once. Of course it's not real 
gaussian sampling this way */
-       vec4 color = texture(colorbuffer, uvcoordsvar.xy) * 0.3125;
-       color += texture(colorbuffer, uvcoordsvar.xy + invrendertargetdim) * 
0.234375;
-       color += texture(colorbuffer, uvcoordsvar.xy + 2.5 * 
invrendertargetdim) * 0.09375;
-       color += texture(colorbuffer, uvcoordsvar.xy + 4.5 * 
invrendertargetdim) * 0.015625;
-       color += texture(colorbuffer, uvcoordsvar.xy - invrendertargetdim) * 
0.234375;
-       color += texture(colorbuffer, uvcoordsvar.xy - 2.5 * 
invrendertargetdim) * 0.09375;
-       color += texture(colorbuffer, uvcoordsvar.xy - 4.5 * 
invrendertargetdim) * 0.015625;
-
-       FragColor = color;
-}
-
-
-/* third pass, calculate the final coc from blurred and unblurred images */
-void third_pass()
-{
-       vec4 color = texture(colorbuffer, uvcoordsvar.xy);
-       vec4 color_blurred = texture(blurredcolorbuffer, uvcoordsvar.xy);
-       float coc = 2.0 * max(color_blurred.a, color.a); -color.a;
-       FragColor = vec4(color.rgb, coc);
-}
-
-
-/* fourth pass, blur the final coc once to get rid of discontinuities */
-void fourth_pass()
-{
-       vec4 colo

@@ Diff output truncated at 10240 characters. @@

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