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Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/composite/node_composite_tree.cc12
-rw-r--r--source/blender/nodes/shader/node_shader_tree.cc8
2 files changed, 0 insertions, 20 deletions
diff --git a/source/blender/nodes/composite/node_composite_tree.cc b/source/blender/nodes/composite/node_composite_tree.cc
index 2561ddd0782..1326c9edab1 100644
--- a/source/blender/nodes/composite/node_composite_tree.cc
+++ b/source/blender/nodes/composite/node_composite_tree.cc
@@ -259,16 +259,6 @@ void ntreeCompositExecTree(Scene *scene,
/* *********************************************** */
-/**
- * Update the outputs of the render layer nodes.
- * Since the outputs depend on the render engine, this part is a bit complex:
- * - #ntreeCompositUpdateRLayers is called and loops over all render layer nodes.
- * - Each render layer node calls the update function of the
- * render engine that's used for its scene.
- * - The render engine calls RE_engine_register_pass for each pass.
- * - #RE_engine_register_pass calls #ntreeCompositRegisterPass,
- * which calls #node_cmp_rlayers_register_pass for every render layer node.
- */
void ntreeCompositUpdateRLayers(bNodeTree *ntree)
{
if (ntree == nullptr) {
@@ -299,8 +289,6 @@ void ntreeCompositRegisterPass(bNodeTree *ntree,
}
}
-/* called from render pipeline, to tag render input and output */
-/* need to do all scenes, to prevent errors when you re-render 1 scene */
void ntreeCompositTagRender(Scene *scene)
{
/* XXX Think using G_MAIN here is valid, since you want to update current file's scene nodes,
diff --git a/source/blender/nodes/shader/node_shader_tree.cc b/source/blender/nodes/shader/node_shader_tree.cc
index c26b25a534e..e913ca24130 100644
--- a/source/blender/nodes/shader/node_shader_tree.cc
+++ b/source/blender/nodes/shader/node_shader_tree.cc
@@ -217,13 +217,6 @@ void register_node_tree_type_sh()
/* GPU material from shader nodes */
-/* Find an output node of the shader tree.
- *
- * NOTE: it will only return output which is NOT in the group, which isn't how
- * render engines works but it's how the GPU shader compilation works. This we
- * can change in the future and make it a generic function, but for now it stays
- * private here.
- */
bNode *ntreeShaderOutputNode(bNodeTree *ntree, int target)
{
/* Make sure we only have single node tagged as output. */
@@ -888,7 +881,6 @@ void ntree_shader_tag_nodes(bNodeTree *ntree, bNode *output_node, nTreeTags *tag
nodeChainIterBackwards(ntree, output_node, ntree_tag_bsdf_cb, tags, 0);
}
-/* This one needs to work on a local tree. */
void ntreeGPUMaterialNodes(bNodeTree *localtree,
GPUMaterial *mat,
bool *has_surface_output,