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authorClément Foucault <foucault.clem@gmail.com>2022-09-27 01:00:21 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-09-27 01:00:28 +0300
commitcd1caa5853e4a4e87a13029b49976c61c780a697 (patch)
tree6dc9f826abc32bf35177b7bf8c1dbdc5e9e59457 /source/blender/gpu/intern/gpu_node_graph.h
parent66a863e30197990e20a1e9a45923af6331935b21 (diff)
GPU: Revert part of D16017 that was accidentally commited
This code slipped through the final review step surely caused by a faulty merge. Fixes T101372 Regression: World shader setup crashes Blender in rendered view Regression introduced by rB697b447c2069bbbbaa9929aab0ea1f66ef8bf4d0
Diffstat (limited to 'source/blender/gpu/intern/gpu_node_graph.h')
-rw-r--r--source/blender/gpu/intern/gpu_node_graph.h14
1 files changed, 0 insertions, 14 deletions
diff --git a/source/blender/gpu/intern/gpu_node_graph.h b/source/blender/gpu/intern/gpu_node_graph.h
index 75ca05ffaea..7db22151f86 100644
--- a/source/blender/gpu/intern/gpu_node_graph.h
+++ b/source/blender/gpu/intern/gpu_node_graph.h
@@ -181,20 +181,6 @@ void gpu_node_graph_prune_unused(GPUNodeGraph *graph);
void gpu_node_graph_finalize_uniform_attrs(GPUNodeGraph *graph);
/**
- * Optimize node graph for optimized material shader path.
- * Once the base material has been generated, we can modify the shader
- * node graph to create one which will produce an optimally performing shader.
- * This currently involves baking uniform data into constant data to enable
- * aggressive constant folding by the compiler in order to reduce complexity and
- * shader core memory pressure.
- *
- * NOTE: Graph optimizations will produce a shader which needs to be re-compiled
- * more frequently, however, the default material pass will always exist to fall
- * back on.
- */
-void gpu_node_graph_optimize(GPUNodeGraph *graph);
-
-/**
* Free intermediate node graph.
*/
void gpu_node_graph_free_nodes(GPUNodeGraph *graph);