[Bf-blender-cvs] [14db989e733] blender2.8: Cleanup: remove legacy GPU pass binding code.

Brecht Van Lommel noreply at git.blender.org
Thu Jun 14 15:51:22 CEST 2018


Commit: 14db989e733c71569cbc4240aef3b5909c3e0e18
Author: Brecht Van Lommel
Date:   Thu Jun 14 12:50:19 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB14db989e733c71569cbc4240aef3b5909c3e0e18

Cleanup: remove legacy GPU pass binding code.

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

M	source/blender/gpu/intern/gpu_codegen.c
M	source/blender/gpu/intern/gpu_codegen.h

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

diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index c1e1077e14c..436f43d9c1e 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -1194,77 +1194,6 @@ void GPU_nodes_extract_dynamic_inputs(GPUShader *shader, ListBase *inputs, ListB
 	GPU_shader_unbind();
 }
 
-void GPU_pass_bind(GPUPass *pass, ListBase *inputs, double time, int mipmap)
-{
-	GPUInput *input;
-	GPUShader *shader = pass->shader;
-
-	if (!shader)
-		return;
-
-	GPU_shader_bind(shader);
-
-	/* create the textures */
-	for (input = inputs->first; input; input = input->next) {
-		if (input->ima)
-			input->tex = GPU_texture_from_blender(input->ima, input->iuser, input->textarget, input->image_isdata, time, mipmap);
-		else if (input->prv)
-			input->tex = GPU_texture_from_preview(input->prv, mipmap);
-	}
-
-	/* bind the textures, in second loop so texture binding during
-	 * create doesn't overwrite already bound textures */
-	for (input = inputs->first; input; input = input->next) {
-		if (input->tex && input->bindtex) {
-			GPU_texture_bind(input->tex, input->texid);
-			GPU_shader_uniform_texture(shader, input->shaderloc, input->tex);
-		}
-	}
-}
-
-void GPU_pass_update_uniforms(GPUPass *pass, ListBase *inputs)
-{
-	GPUInput *input;
-	GPUShader *shader = pass->shader;
-
-	if (!shader)
-		return;
-
-	/* pass dynamic inputs to opengl, others were removed */
-	for (input = inputs->first; input; input = input->next) {
-		if (!(input->ima || input->tex || input->prv)) {
-			if (input->dynamictype == GPU_DYNAMIC_MAT_HARD) {
-				// The hardness is actually a short pointer, so we convert it here
-				float val = (float)(*(short *)input->dynamicvec);
-				GPU_shader_uniform_vector(shader, input->shaderloc, 1, 1, &val);
-			}
-			else {
-				GPU_shader_uniform_vector(shader, input->shaderloc, input->type, 1,
-					input->dynamicvec);
-			}
-		}
-	}
-}
-
-void GPU_pass_unbind(GPUPass *pass, ListBase *inputs)
-{
-	GPUInput *input;
-	GPUShader *shader = pass->shader;
-
-	if (!shader)
-		return;
-
-	for (input = inputs->first; input; input = input->next) {
-		if (input->tex && input->bindtex)
-			GPU_texture_unbind(input->tex);
-
-		if (input->ima || input->prv)
-			input->tex = NULL;
-	}
-
-	GPU_shader_unbind();
-}
-
 /* Node Link Functions */
 
 static GPUNodeLink *GPU_node_link_create(void)
diff --git a/source/blender/gpu/intern/gpu_codegen.h b/source/blender/gpu/intern/gpu_codegen.h
index 04bee545a7e..a0f425e39d6 100644
--- a/source/blender/gpu/intern/gpu_codegen.h
+++ b/source/blender/gpu/intern/gpu_codegen.h
@@ -184,10 +184,6 @@ void GPU_nodes_extract_dynamic_inputs(struct GPUShader *shader, ListBase *inputs
 void GPU_nodes_get_vertex_attributes(ListBase *nodes, struct GPUVertexAttribs *attribs);
 void GPU_nodes_prune(ListBase *nodes, struct GPUNodeLink *outlink);
 
-void GPU_pass_bind(GPUPass *pass, ListBase *inputs, double time, int mipmap);
-void GPU_pass_update_uniforms(GPUPass *pass, ListBase *inputs);
-void GPU_pass_unbind(GPUPass *pass, ListBase *inputs);
-
 void GPU_pass_compile(GPUPass *pass);
 void GPU_pass_release(GPUPass *pass);
 void GPU_pass_free_nodes(ListBase *nodes);



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