[Bf-blender-cvs] [c11aea538fb] tmp-eevee-material-refactor: Cleanup: DRW: Remove unused DRW_shgroup_hair_create/DRW_shgroup_material_hair_create

Clément Foucault noreply at git.blender.org
Thu May 14 16:58:58 CEST 2020


Commit: c11aea538fba391b8c6416f598f03ba3df1e88cb
Author: Clément Foucault
Date:   Sat May 9 03:43:24 2020 +0200
Branches: tmp-eevee-material-refactor
https://developer.blender.org/rBc11aea538fba391b8c6416f598f03ba3df1e88cb

Cleanup: DRW: Remove unused DRW_shgroup_hair_create/DRW_shgroup_material_hair_create

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

M	source/blender/draw/intern/draw_common.h
M	source/blender/draw/intern/draw_hair.c

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

diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h
index f14cdc0dbde..656d72b2808 100644
--- a/source/blender/draw/intern/draw_common.h
+++ b/source/blender/draw/intern/draw_common.h
@@ -172,23 +172,11 @@ bool DRW_object_axis_orthogonal_to_view(Object *ob, int axis);
 
 /* This creates a shading group with display hairs.
  * The draw call is already added by this function, just add additional uniforms. */
-struct DRWShadingGroup *DRW_shgroup_hair_create(struct Object *object,
-                                                struct ParticleSystem *psys,
-                                                struct ModifierData *md,
-                                                struct DRWPass *hair_pass,
-                                                struct GPUShader *shader);
-
 struct DRWShadingGroup *DRW_shgroup_hair_create_sub(struct Object *object,
                                                     struct ParticleSystem *psys,
                                                     struct ModifierData *md,
                                                     struct DRWShadingGroup *shgrp);
 
-struct DRWShadingGroup *DRW_shgroup_material_hair_create(struct Object *object,
-                                                         struct ParticleSystem *psys,
-                                                         struct ModifierData *md,
-                                                         struct DRWPass *hair_pass,
-                                                         struct GPUMaterial *material);
-
 void DRW_hair_init(void);
 void DRW_hair_update(void);
 void DRW_hair_free(void);
diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c
index ed7c72ac116..8c1c68ec156 100644
--- a/source/blender/draw/intern/draw_hair.c
+++ b/source/blender/draw/intern/draw_hair.c
@@ -124,13 +124,10 @@ void DRW_hair_init(void)
   }
 }
 
-static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object,
-                                                              ParticleSystem *psys,
-                                                              ModifierData *md,
-                                                              DRWPass *hair_pass,
-                                                              DRWShadingGroup *shgrp_parent,
-                                                              struct GPUMaterial *gpu_mat,
-                                                              GPUShader *gpu_shader)
+DRWShadingGroup *DRW_shgroup_hair_create_sub(Object *object,
+                                             ParticleSystem *psys,
+                                             ModifierData *md,
+                                             DRWShadingGroup *shgrp_parent)
 {
   /* TODO(fclem): Pass the scene as parameter */
   const DRWContextState *draw_ctx = DRW_context_state_get();
@@ -154,24 +151,7 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object,
     need_ft_update = hair_ensure_procedural_data(object, &hair_cache, subdiv, thickness_res);
   }
 
-  DRWShadingGroup *shgrp;
-  if (shgrp_parent) {
-    shgrp = DRW_shgroup_create_sub(shgrp_parent);
-  }
-  else if (gpu_mat) {
-    shgrp = DRW_shgroup_material_create(gpu_mat, hair_pass);
-  }
-  else if (gpu_shader) {
-    shgrp = DRW_shgroup_create(gpu_shader, hair_pass);
-  }
-  else {
-    shgrp = NULL;
-    BLI_assert(0);
-  }
-
-  if (shgrp == NULL) {
-    return NULL;
-  }
+  DRWShadingGroup *shgrp = DRW_shgroup_create_sub(shgrp_parent);
 
   /* TODO optimize this. Only bind the ones GPUMaterial needs. */
   for (int i = 0; i < hair_cache->num_uv_layers; i++) {
@@ -287,29 +267,6 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object,
   return shgrp;
 }
 
-DRWShadingGroup *DRW_shgroup_hair_create(
-    Object *object, ParticleSystem *psys, ModifierData *md, DRWPass *hair_pass, GPUShader *shader)
-{
-  return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, NULL, NULL, shader);
-}
-
-DRWShadingGroup *DRW_shgroup_hair_create_sub(Object *object,
-                                             ParticleSystem *psys,
-                                             ModifierData *md,
-                                             DRWShadingGroup *shgrp)
-{
-  return drw_shgroup_create_hair_procedural_ex(object, psys, md, NULL, shgrp, NULL, NULL);
-}
-
-DRWShadingGroup *DRW_shgroup_material_hair_create(Object *object,
-                                                  ParticleSystem *psys,
-                                                  ModifierData *md,
-                                                  DRWPass *hair_pass,
-                                                  struct GPUMaterial *material)
-{
-  return drw_shgroup_create_hair_procedural_ex(object, psys, md, hair_pass, NULL, material, NULL);
-}
-
 void DRW_hair_update(void)
 {
 #ifndef USE_TRANSFORM_FEEDBACK



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