[Bf-blender-cvs] [b82cb0ad324] master: Cleanup: GPU: Remove GPU_shaderinterface_uniform_ensure

Clément Foucault noreply at git.blender.org
Tue Jun 2 16:46:43 CEST 2020


Commit: b82cb0ad3241ead3faee699847bc3e0065e304cd
Author: Clément Foucault
Date:   Tue Jun 2 12:29:20 2020 +0200
Branches: master
https://developer.blender.org/rBb82cb0ad3241ead3faee699847bc3e0065e304cd

Cleanup: GPU: Remove GPU_shaderinterface_uniform_ensure

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

M	source/blender/draw/intern/draw_manager_data.c
M	source/blender/editors/interface/interface_icons.c
M	source/blender/editors/mask/mask_draw.c
M	source/blender/editors/screen/glutil.c
M	source/blender/editors/space_image/image_draw.c
M	source/blender/editors/space_node/drawnode.c
M	source/blender/gpu/GPU_shader.h
M	source/blender/gpu/GPU_shader_interface.h
M	source/blender/gpu/intern/gpu_batch.c
M	source/blender/gpu/intern/gpu_codegen.c
M	source/blender/gpu/intern/gpu_immediate.c
M	source/blender/gpu/intern/gpu_shader.c
M	source/blender/gpu/intern/gpu_shader_interface.c
M	source/blender/makesrna/intern/rna_render.c
M	source/blender/python/gpu/gpu_py_shader.c
M	source/blender/windowmanager/intern/wm_draw.c
M	source/blender/windowmanager/intern/wm_gesture.c

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

diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index e7a74734f19..a5df60d66ce 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -232,7 +232,7 @@ static void drw_shgroup_uniform(DRWShadingGroup *shgroup,
     location = GPU_shader_get_uniform_block(shgroup->shader, name);
   }
   else {
-    location = GPU_shader_get_uniform_ensure(shgroup->shader, name);
+    location = GPU_shader_get_uniform(shgroup->shader, name);
   }
 
   if (location == -1) {
@@ -420,7 +420,7 @@ void DRW_shgroup_uniform_vec4_array_copy(DRWShadingGroup *shgroup,
                                          const float (*value)[4],
                                          int arraysize)
 {
-  int location = GPU_shader_get_uniform_ensure(shgroup->shader, name);
+  int location = GPU_shader_get_uniform(shgroup->shader, name);
 
   if (location == -1) {
     /* Nice to enable eventually, for now eevee uses uniforms that might not exist. */
diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c
index 0f22c83d945..deea3028354 100644
--- a/source/blender/editors/interface/interface_icons.c
+++ b/source/blender/editors/interface/interface_icons.c
@@ -1603,8 +1603,8 @@ static void icon_draw_cache_texture_flush_ex(GLuint texture,
   GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR);
   GPU_shader_bind(shader);
 
-  int img_loc = GPU_shader_get_uniform_ensure(shader, "image");
-  int data_loc = GPU_shader_get_uniform_ensure(shader, "calls_data");
+  int img_loc = GPU_shader_get_uniform(shader, "image");
+  int data_loc = GPU_shader_get_uniform(shader, "calls_data");
 
   glUniform1i(img_loc, 0);
   glUniform4fv(data_loc, ICON_DRAW_CACHE_SIZE * 3, (float *)texture_draw_calls->drawcall_cache);
@@ -1750,9 +1750,9 @@ static void icon_draw_texture(float x,
         GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), alpha, alpha, alpha, alpha);
   }
 
-  glUniform1i(GPU_shader_get_uniform_ensure(shader, "image"), 0);
-  glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_icon"), x1, y1, x2, y2);
-  glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_geom"), x, y, x + w, y + h);
+  glUniform1i(GPU_shader_get_uniform(shader, "image"), 0);
+  glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), x1, y1, x2, y2);
+  glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), x, y, x + w, y + h);
 
   GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4);
 
diff --git a/source/blender/editors/mask/mask_draw.c b/source/blender/editors/mask/mask_draw.c
index bea44ee89f8..3786ed2789c 100644
--- a/source/blender/editors/mask/mask_draw.c
+++ b/source/blender/editors/mask/mask_draw.c
@@ -752,7 +752,7 @@ void ED_mask_draw_region(
     }
     IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
     GPU_shader_uniform_vector(
-        state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, red);
+        state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
     immDrawPixelsTex(
         &state, 0.0f, 0.0f, width, height, GL_RED, GL_FLOAT, GL_NEAREST, buffer, 1.0f, 1.0f, NULL);
 
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index ddb345ab65e..a9380debbdc 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -83,7 +83,7 @@ static void immDrawPixelsTexSetupAttributes(IMMDrawPixelsTexState *state)
 /* To be used before calling immDrawPixelsTex
  * Default shader is GPU_SHADER_2D_IMAGE_COLOR
  * You can still set uniforms with :
- * GPU_shader_uniform_int(shader, GPU_shader_get_uniform_ensure(shader, "name"), 0);
+ * GPU_shader_uniform_int(shader, GPU_shader_get_uniform(shader, "name"), 0);
  * */
 IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin)
 {
@@ -191,7 +191,7 @@ void immDrawPixelsTexScaled_clipping(IMMDrawPixelsTexState *state,
   /* NOTE: Shader could be null for GLSL OCIO drawing, it is fine, since
    * it does not need color.
    */
-  if (state->shader != NULL && GPU_shader_get_uniform_ensure(state->shader, "color") != -1) {
+  if (state->shader != NULL && GPU_shader_get_uniform(state->shader, "color") != -1) {
     immUniformColor4fv((color) ? color : white);
   }
 
diff --git a/source/blender/editors/space_image/image_draw.c b/source/blender/editors/space_image/image_draw.c
index 6037c1d2ec8..9040ca5e79c 100644
--- a/source/blender/editors/space_image/image_draw.c
+++ b/source/blender/editors/space_image/image_draw.c
@@ -476,7 +476,7 @@ static void sima_draw_zbuf_pixels(
 
   IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
   GPU_shader_uniform_vector(
-      state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, red);
+      state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
 
   immDrawPixelsTex(
       &state, x1, y1, rectx, recty, GL_RED, GL_INT, GL_NEAREST, recti, zoomx, zoomy, NULL);
@@ -524,7 +524,7 @@ static void sima_draw_zbuffloat_pixels(Scene *scene,
 
   IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
   GPU_shader_uniform_vector(
-      state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, red);
+      state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, red);
 
   immDrawPixelsTex(
       &state, x1, y1, rectx, recty, GL_RED, GL_FLOAT, GL_NEAREST, rectf, zoomx, zoomy, NULL);
@@ -637,7 +637,7 @@ static void draw_image_buffer(const bContext *C,
 
       IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
       GPU_shader_uniform_vector(
-          state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, shuffle);
+          state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, shuffle);
 
       IMB_colormanagement_display_settings_from_ctx(C, &view_settings, &display_settings);
       display_buffer = IMB_display_buffer_acquire(
diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c
index 44003a5b9bc..01ac3a80871 100644
--- a/source/blender/editors/space_node/drawnode.c
+++ b/source/blender/editors/space_node/drawnode.c
@@ -3638,7 +3638,7 @@ void draw_nodespace_back_pix(const bContext *C,
 
         IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR);
         GPU_shader_uniform_vector(
-            state.shader, GPU_shader_get_uniform_ensure(state.shader, "shuffle"), 4, 1, shuffle);
+            state.shader, GPU_shader_get_uniform(state.shader, "shuffle"), 4, 1, shuffle);
 
         immDrawPixelsTex(&state,
                          x,
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 0e382f2225f..baf3fb99974 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -92,7 +92,6 @@ void *GPU_shader_get_interface(GPUShader *shader);
 void GPU_shader_set_srgb_uniform(const struct GPUShaderInterface *interface);
 
 int GPU_shader_get_uniform(GPUShader *shader, const char *name);
-int GPU_shader_get_uniform_ensure(GPUShader *shader, const char *name);
 int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin);
 int GPU_shader_get_uniform_block(GPUShader *shader, const char *name);
 void GPU_shader_uniform_vector(
diff --git a/source/blender/gpu/GPU_shader_interface.h b/source/blender/gpu/GPU_shader_interface.h
index 91064719995..319a79a9e42 100644
--- a/source/blender/gpu/GPU_shader_interface.h
+++ b/source/blender/gpu/GPU_shader_interface.h
@@ -98,8 +98,6 @@ GPUShaderInterface *GPU_shaderinterface_create(int32_t program_id);
 void GPU_shaderinterface_discard(GPUShaderInterface *);
 
 const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *, const char *name);
-const GPUShaderInput *GPU_shaderinterface_uniform_ensure(const GPUShaderInterface *,
-                                                         const char *name);
 const GPUShaderInput *GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *,
                                                           GPUUniformBuiltin);
 const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *, const char *name);
diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c
index 3dd43431393..5f77f13c135 100644
--- a/source/blender/gpu/intern/gpu_batch.c
+++ b/source/blender/gpu/intern/gpu_batch.c
@@ -551,11 +551,11 @@ void GPU_batch_program_use_end(GPUBatch *batch)
 
 #if TRUST_NO_ONE
 #  define GET_UNIFORM \
-    const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(batch->interface, name); \
+    const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name); \
     assert(uniform);
 #else
 #  define GET_UNIFORM \
-    const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(batch->interface, name);
+    const GPUShaderInput *uniform = GPU_shaderinterface_uniform(batch->interface, name);
 #endif
 
 void GPU_batch_uniform_1ui(GPUBatch *batch, const char *name, uint value)
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 8a46e24d459..c1e7933d7ba 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -1160,7 +1160,7 @@ static int count_active_texture_sampler(GPUShader *shader, char *source)
       if (*code != '\0') {
         char sampler_name[64];
         code = gpu_str_skip_token(code, sampler_name, sizeof(sampler_name));
-        int id = GPU_shader_get_uniform_ensure(shader, sampler_name);
+        int id = GPU_shader_get_uniform(shader, sampler_name);
 
         if (id == -1) {
           continue;
diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c
index d95904c0007..a26b315e7e5 100644
--- a/source/blender/gpu/intern/gpu_immediate.c
+++ b/source/blender/gpu/intern/gpu_immediate.c
@@ -759,13 +759,11 @@ void immVertex2iv(uint attr_id, const int data[2])
 #if 0
 #  if TRUST_NO_ONE
 #    define GET_

@@ Diff output truncated at 10240 characters. @@



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