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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-06-14 13:50:19 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-06-14 16:46:43 +0300
commit14db989e733c71569cbc4240aef3b5909c3e0e18 (patch)
tree603ae5db08ae9ce3cbdd937aabe019ca8a57c8f4
parent39142103d96e198d78ebf1c21547ccfbd17ea3ce (diff)
Cleanup: remove legacy GPU pass binding code.
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c71
-rw-r--r--source/blender/gpu/intern/gpu_codegen.h4
2 files changed, 0 insertions, 75 deletions
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);