[Bf-blender-cvs] [66e1ca26f0b] draw-colormanagement: Cleanup: OCIO: Remove immVertexFormat in GLSL implementation
Clément Foucault
noreply at git.blender.org
Tue Jan 28 02:26:01 CET 2020
Commit: 66e1ca26f0b9ab50253470f6f9ba4e961776f988
Author: Clément Foucault
Date: Tue Jan 28 02:25:52 2020 +0100
Branches: draw-colormanagement
https://developer.blender.org/rB66e1ca26f0b9ab50253470f6f9ba4e961776f988
Cleanup: OCIO: Remove immVertexFormat in GLSL implementation
This was only needed for cycles/external engines.
===================================================================
M intern/opencolorio/ocio_impl_glsl.cc
===================================================================
diff --git a/intern/opencolorio/ocio_impl_glsl.cc b/intern/opencolorio/ocio_impl_glsl.cc
index 91219d31fba..5f66ec631fc 100644
--- a/intern/opencolorio/ocio_impl_glsl.cc
+++ b/intern/opencolorio/ocio_impl_glsl.cc
@@ -677,18 +677,7 @@ bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r,
/* Bind UBO. */
glBindBufferBase(GL_UNIFORM_BUFFER, 0, shader_curvemap->buffer);
- /* IMM needs vertex format even if we don't draw with it.
- *
- * NOTE: The only reason why it's here is because of Cycles viewport.
- * All other areas are managing their own vertex formats.
- * Doing it here is probably harmless, but kind of stupid.
- *
- * TODO(sergey): Look into some nicer solution.
- */
/* TODO(fclem) remove remains of IMM. */
- GPUVertFormat *format = immVertexFormat();
- GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- GPU_vertformat_attr_add(format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
immBindProgram(shader->program, shader->interface);
/* Bind Shader and set uniforms. */
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