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authorClément Foucault <foucault.clem@gmail.com>2020-06-02 19:14:28 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-06-03 00:44:22 +0300
commita1f9eebc0b5f0e9a5683ecfcb0e79bac74d1ca14 (patch)
treedfb054a33d1cbedec75c8264b265c6f980b46af8 /source/blender/draw/intern/draw_manager.c
parent47eccac21c173440ab3e26954babe2e9a6165f57 (diff)
DRW: Remove automatic bind locations and use hardcoded locations for textures
This cleanup use the recent changes in shader interface to allow querying the binding location a texture should use. This should aleviate all issue we have with texture state change recompiling the shaders at drawtime. All binds are now treated like persistent binds and will stick until a new shading group bind a different shader. The only difference is that you can still change it with a new subgroup or same shader shgroup. Since unbinding can be heavy we only do it when using `--debug-gpu`.
Diffstat (limited to 'source/blender/draw/intern/draw_manager.c')
-rw-r--r--source/blender/draw/intern/draw_manager.c3
1 files changed, 0 insertions, 3 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index f2096073ac4..e7dff422105 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -591,9 +591,6 @@ static void drw_viewport_var_init(void)
ED_view3d_init_mats_rv3d(DST.draw_ctx.object_edit, rv3d);
}
- /* Alloc array of texture reference. */
- memset(&DST.RST, 0x0, sizeof(DST.RST));
-
if (G_draw.view_ubo == NULL) {
G_draw.view_ubo = DRW_uniformbuffer_create(sizeof(DRWViewUboStorage), NULL);
}