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author | Clément Foucault <foucault.clem@gmail.com> | 2020-06-03 11:58:05 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-06-03 12:02:56 +0300 |
commit | 0e14eb7b31a8f55bd754c020dd542a6ac007caa3 (patch) | |
tree | 0ea4dae582ec90270bc4a1c3adfac0ba022d0594 /source/blender/draw/intern/draw_manager_data.c | |
parent | 75015f27ba39399e778fcf324f23b71483630ab3 (diff) |
Cleanup: DRW: Remove support for ModelViewProjectionMatrix
This has been replace by manual model+viewproj transform inside the shader.
Diffstat (limited to 'source/blender/draw/intern/draw_manager_data.c')
-rw-r--r-- | source/blender/draw/intern/draw_manager_data.c | 8 |
1 files changed, 3 insertions, 5 deletions
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c index da86bb8ed7e..4f5b28dad48 100644 --- a/source/blender/draw/intern/draw_manager_data.c +++ b/source/blender/draw/intern/draw_manager_data.c @@ -1198,9 +1198,10 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader) shgroup, model_ubo_location, DRW_UNIFORM_BLOCK_OBMATS, NULL, 0, 1); } else { + /* Note: This is only here to support old hardware fallback where uniform buffer is still + * too slow or buggy. */ int model = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODEL); int modelinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODEL_INV); - int modelviewprojection = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MVP); if (model != -1) { drw_shgroup_uniform_create_ex(shgroup, model, DRW_UNIFORM_MODEL_MATRIX, NULL, 0, 1); } @@ -1208,10 +1209,6 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader) drw_shgroup_uniform_create_ex( shgroup, modelinverse, DRW_UNIFORM_MODEL_MATRIX_INVERSE, NULL, 0, 1); } - if (modelviewprojection != -1) { - drw_shgroup_uniform_create_ex( - shgroup, modelviewprojection, DRW_UNIFORM_MODELVIEWPROJECTION_MATRIX, NULL, 0, 1); - } } if (info_ubo_location != -1) { @@ -1241,6 +1238,7 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader) BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_PROJECTION) == -1); BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_PROJECTION_INV) == -1); BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_CLIPPLANES) == -1); + BLI_assert(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MVP) == -1); } static DRWShadingGroup *drw_shgroup_create_ex(struct GPUShader *shader, DRWPass *pass) |