[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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