[Bf-blender-cvs] [82776098101] blender2.8: Small cleanup

Clément Foucault noreply at git.blender.org
Wed May 10 01:12:13 CEST 2017


Commit: 827760981014386f43b80500b18e9d846192677c
Author: Clément Foucault
Date:   Tue May 9 22:45:40 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB827760981014386f43b80500b18e9d846192677c

Small cleanup

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

M	source/blender/draw/engines/eevee/eevee_engine.c
M	source/blender/draw/intern/draw_manager.c

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

diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index f7925e8dafc..6c4dec05b10 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -522,7 +522,6 @@ static void EEVEE_cache_init(void *vedata)
 		DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
 		psl->default_pass = DRW_pass_create("Default Shader Pass", state);
 
-		/* NOTE : this shading grp does not contain any geom, it's just here to setup uniforms & textures. */
 		stl->g_data->default_lit_grp = DRW_shgroup_create(e_data.default_lit, psl->default_pass);
 		DRW_shgroup_uniform_block(stl->g_data->default_lit_grp, "light_block", stl->light_ubo, 0);
 		DRW_shgroup_uniform_block(stl->g_data->default_lit_grp, "shadow_block", stl->shadow_ubo, 1);
@@ -620,13 +619,6 @@ static void EEVEE_cache_populate(void *vedata, Object *ob)
 
 			}
 		}
-		else {
-			/* TODO, support for all geometry types (non mesh geometry) */
-			DRW_shgroup_call_add(stl->g_data->default_lit_grp, geom, ob->obmat);
-			// DRW_shgroup_call_add(stl->g_data->shadow_shgrp, geom, ob->obmat);
-			// eevee_cascade_shadow_shgroup(psl, stl, geom, ob->obmat);
-			// eevee_cube_shadow_shgroup(psl, stl, geom, ob->obmat);
-		}
 		// GPUMaterial *gpumat = GPU_material_from_nodetree(struct bNodeTree *ntree, ListBase *gpumaterials, void *engine_type, int options)
 
 		// DRW_shgroup_call_add(stl->g_data->shadow_shgrp, geom, ob->obmat);
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 413283692ec..35050a06abb 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -649,7 +649,6 @@ DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPa
 
 	/* TODO : Ideally we should not convert. But since the whole codegen
 	 * is relying on GPUPass we keep it as is for now. */
-
 	GPUPass *gpupass = GPU_material_get_pass(material);
 
 	if (!gpupass) {
@@ -670,7 +669,6 @@ DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPa
 			GPUTexture *tex = GPU_texture_from_blender(input->ima, input->iuser, input->textarget, input->image_isdata, time, 1);
 
 			if (input->bindtex) {
-				/* TODO maybe track texture slot usage to avoid clash with engine textures */
 				DRW_shgroup_uniform_texture(grp, input->shadername, tex);
 			}
 		}




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